相关论文: Q-DeckRec: A Fast Deck Recommendation System for C…
It is common to view programs as a combination of logic and control: the logic part defines what the program must do, the control part -- how to do it. The Logic Programming paradigm was developed with the intention of separating the logic…
Partially-ordered set games, also called poset games, are a class of two-player combinatorial games. The playing field consists of a set of elements, some of which are greater than other elements. Two players take turns removing an element…
In this paper we propose an online approximate k-nn graph building algorithm, which is able to quickly update a k-nn graph using a flow of data points. One very important step of the algorithm consists in using the current distributed graph…
Maker-Breaker subgraph games are among the most famous combinatorial games. For given $n,q \in \mathbb{N}$ and a subgraph $C$ of the complete graph $K_n$, the two players, called Maker and Breaker, alternately claim edges of $K_n$. In each…
The article presents research on the use of Monte-Carlo Tree Search (MCTS) methods to create an artificial player for the popular card game "The Lord of the Rings". The game is characterized by complicated rules, multi-stage round…
In this paper we present efficient algorithmic solutions for several constrained resource allocation, management and discovery problems. We consider new types of resource allocation models and constraints, and we present new geometric…
As Retrieval-Augmented Generation (RAG) systems evolve toward more sophisticated architectures, ensuring their trustworthiness through explainable and robust evaluation becomes critical. Existing scalar metrics suffer from limited…
Deep learning-based personalized recommendation systems are widely used for online user-facing services in production datacenters, where a large amount of hardware resources are procured and managed to reliably provide low-latency services…
In this report, we inspect the application of an evolutionary approach to the game of Rack'O, which is a card game revolving around the notion of decision making. We first apply the evolutionary technique for obtaining a set of rules over…
The essence of sequential recommender systems (RecSys) lies in understanding how users make decisions. Most existing approaches frame the task as sequential prediction based on users' historical purchase records. While effective in…
In this paper we experiment with a 2-player strategy board game where playing models are evolved using reinforcement learning and neural networks. The models are evolved to speed up automatic game development based on human involvement at…
Recent work by Foster et al. (2021, 2022, 2023b) and Xu and Zeevi (2023) developed the framework of decision estimation coefficient (DEC) that characterizes the complexity of general online decision making problems and provides a general…
Sequential recommendation systems model dynamic preferences of users based on their historical interactions with platforms. Despite recent progress, modeling short-term and long-term behavior of users in such systems is nontrivial and…
Real-world autonomous missions often require rich interaction with nearby objects, such as doors or switches, along with effective navigation. However, such complex behaviors are difficult to learn because they involve both high-level…
Incentive mechanism design is crucial for enabling federated learning. We deal with clustering problem of agents contributing to federated learning setting. Assuming agents behave selfishly, we model their interaction as a stable coalition…
Competitor rating systems for head-to-head games are typically used to measure playing strength from game outcomes. Ratings computed from these systems are often used to select top competitors for elite events, for pairing players of…
We investigate a repeated two-player zero-sum game setting where the column player is also a designer of the system, and has full control on the design of the payoff matrix. In addition, the row player uses a no-regret algorithm to…
The literature on game-theoretic equilibrium finding predominantly focuses on single games or their repeated play. Nevertheless, numerous real-world scenarios feature playing a game sampled from a distribution of similar, but not identical…
As a strategy to further reduce the transmission pressure during the peak traffic times in wireless network, coded caching has been widely studied recently. And several coded caching schemes are constructed focusing on the two core problems…
We provide two methodologies in the area of computation theory to solve optimal strategies for board games such as Xi Gua Qi and Go. From experimental results, we find relevance to graph theory, matrix representation, and mathematical…