271 research outputs found

    Interactive Graph Convolutional Filtering

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    Interactive Recommender Systems (IRS) have been increasingly used in various domains, including personalized article recommendation, social media, and online advertising. However, IRS faces significant challenges in providing accurate recommendations under limited observations, especially in the context of interactive collaborative filtering. These problems are exacerbated by the cold start problem and data sparsity problem. Existing Multi-Armed Bandit methods, despite their carefully designed exploration strategies, often struggle to provide satisfactory results in the early stages due to the lack of interaction data. Furthermore, these methods are computationally intractable when applied to non-linear models, limiting their applicability. To address these challenges, we propose a novel method, the Interactive Graph Convolutional Filtering model. Our proposed method extends interactive collaborative filtering into the graph model to enhance the performance of collaborative filtering between users and items. We incorporate variational inference techniques to overcome the computational hurdles posed by non-linear models. Furthermore, we employ Bayesian meta-learning methods to effectively address the cold-start problem and derive theoretical regret bounds for our proposed method, ensuring a robust performance guarantee. Extensive experimental results on three real-world datasets validate our method and demonstrate its superiority over existing baselines

    Data mining tool for academic data exploitation: literature review and first architecture proposal

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    Using data for making decisions is not new; companies use complex computations on customer data for business intelligence or analytics. Business intelligence techniques can discern historical patterns and trends from data and can create models that predict future trends and patterns. Analytics, broadly defined, comprises applied techniques from computer science, mathematics, and statistics for extracting usable information from very large datasets. Data itself is not new. Data has always been generated and used to inform decision-making. However, most of this was structured and organised, through regular data collections, surveys, etc. What is new, with the invention and dominance of the Internet and the expansion of digital systems across all sectors, is the amount of unstructured data we are generating. This is what we call the digital footprint: the traces that individuals leave behind as they interact with their increasingly digital world. Data analytics is the process where data is collected and analysed in order to identify patterns, make predictions, and inform business decisions. Our capacity to perform increasingly sophisticated analytics is changing the way we make predictions and decisions, with huge potential to improve competitive intelligence. These examples suggest that the actions from data mining and analytics are always automatic, but that is less often the case. Educational Data Mining (EDM) and Learning Analytics (LA) have the potential to make visible data that have heretofore gone unseen, unnoticed, and therefore unactionable. To help further the fields and gain value from their practical applications, the recommendations are that educators and administrators: • Develop a culture of using data for making instructional decisions; • Involve IT departments in planning for data collection and use; • Be smart data consumers who ask critical questions about commercial offerings and create demand for the most useful features and uses; • Start with focused areas where data will help, show success, and then expand to new areas; • Communicate with students and parents about where data come from and how the data are used; • Help align state policies with technical requirements for online learning systems. This report documents the first steps conducted within the SPEET1 ERASMUS+ project. It describes the conceptualization of a practical tool for the application of EDM/LA techniques to currently available academic data. The document is also intended to contextualise the use of Big Data within the academic sector, with special emphasis on the role that student profiles and student clustering do have in support tutoring actions. The report describes the promise of educational data mining (seeking patterns in data across many student actions), learning analytics (applying predictive models that provide actionable information), and visual data analytics (interactive displays of analyzed data) and how they might serve the future of personalized learning and the development and continuous improvement of adaptive systems. How might they operate in an adaptive learning system? What inputs and outputs are to be expected? In the next sections, these questions are addressed by giving a system-level view of how data mining and analytics could improve teaching and learning by creating feedback loops. Finally, the proposal of the key elements that conform a software application that is intended to give support to this academic data analysis is presented. Three different key elements are presented: data, algorithms and application architecture. From one side we should have a minimum data available. The corresponding relational data base structure is presented. This basic data can always be complemented with other available data that may help to decide or/and to explain decisions. Classification algorithms are reviewed and is presented how they can be used for the generation of the student clustering problem. A convenient software architecture will act as an umbrella that connects the previous two parts. The document is intended to be useful for a first understanding of academic data analysis. What we can get and what we do need to do. This is the first of a series of reports that taken all together will provide a complete and consistent view towards the inclusion of data mining as a helping hand in the tutoring action.European UnionProgramme: Erasmus+ Project Reference: 2016-1-ES01-KA203-025452info:eu-repo/semantics/draf

    Personality-based recommendation: human curiosity applied to recommendation systems using implicit information from social networks

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    Tesis por compendioEn el día a día, las personas suelen confiar en recomendaciones, tradicionalmente aportadas por otras personas (familia, amigos, etc.) para sus decisiones más variadas. En el mundo digital esto no es diferente, dado que los sistemas de recomendación están presentes en todas partes y de modo transparente. El principal objetivo de estos sistemas es el de ayudar en el proceso de toma de decisiones, generando recomendaciones de su interés y basadas en sus gustos. Dichas recomendaciones van desde productos en sitios web de comercio electrónico, como libros o lugares a visitar, además de qué comer o cuánto tiempo uno debe caminar al día para tener una vida sana, con quién salir o a quién seguir en las redes sociales. Esta es un área en ascensión. Por un lado, tenemos cada vez más usuarios en internet cuya vida está digitalizada, dado que lo que se hace en el "mundo real" está representado en cierto modo en el "mundo digital". Por otro lado, sufrimos una sobrecarga de información, que puede mitigarse mediante el uso de un sistema de recomendación. Sin embargo, estos sistemas también enfrentan algunos problemas, como el problema del arranque en frío y su necesidad de ser cada vez más "humanos", "personalizados" y "precisos" para satisfacer las exigencias de usuarios y empresas. En este desafiante escenario, los sistemas de recomendación basados en la personalidad se están estudiando cada vez más, ya que son capaces de enfrentar esos problemas. Algunos proyectos recientes proponen el uso de la personalidad humana en los recomendadores, ya sea en su conjunto o individualmente por rasgos. Esta tesis está dedicada a este nuevo área de recomendación basada en la personalidad, centrándose en uno de sus rasgos más importantes, la curiosidad. Además, para explotar la información ya existente en internet, obtendremos de forma implícita información de las redes sociales. Por lo tanto, este trabajo tiene como objetivo proporcionar una mejor experiencia al usuario final a través de un nuevo enfoque que ofrece una alternativa a algunos de los retos identificados en los sistemas de recomendación basados en la personalidad. Entre estas mejoras, el uso de las redes sociales para alimentar los sistemas de recomendación reduce el problema del arranque en frío y, al mismo tiempo, proporciona datos valiosos para la predicción de la personalidad humana. Por otro lado, la curiosidad no ha sido utilizada por ninguno de los sistemas de recomendación estudiados; casi todos han usado la personalidad general de un individuo a través de los Cinco Grandes rasgos de la personalidad. Sin embargo, los estudios psicológicos confirman que la curiosidad es un rasgo relevante en el proceso de elegir un item, cuestión directamente relacionada con los sistemas de recomendación. En resumen, creemos que un sistema de recomendación que mida implícitamente la curiosidad y la utilice en el proceso de recomendar nuevos ítems, especialmente en el sector turístico, podría claramente mejorar la capacidad de estos sistemas en términos de precisión, serendipidad y novedad, permitiendo a los usuarios obtener niveles positivos de satisfacción con las recomendaciones. Esta tesis realiza un estudio exhaustivo del estado del arte, donde destacamos trabajos sobre sistemas de recomendación, la personalidad humana desde el punto de vista de la psicología tradicional y positiva y finalmente cómo se combinan ambos aspectos. Luego, desarrollamos una aplicación en línea capaz de extraer implícitamente información del perfil de usuario en una red social, generando predicciones de uno o más rasgos de su personalidad. Finalmente, desarrollamos el sistema CURUMIM, capaz de generar recomendaciones en línea con diferentes propiedades, combinando la curiosidad y algunas características sociodemográficas (como el nivel de educación) extraídas de Facebook. El sistema ha sido probado y evaluado en el contexto turístico por usuarios rEn el dia a dia, les persones solen confiar en recomanacions, tradicionalment aportades per altres persones (família, amics, etc.) per a les seues decisions més variades. En el món digital això no és diferent, atès que els sistemes de recomanació estan presents a tot arreu i de manera transparent. El principal objectiu d'aquests sistemes és el d'ajudar en el procés de presa de decisions, generant recomanacions del seu interès i basades en els seus gustos. Aquestes recomanacions van des de productes en pàgines web de comerç electrònic, com a llibres o llocs a visitar, a més de què menjar o quant temps una persona ha de caminar al dia per a tindre una vida sana, amb qui eixir o a qui seguir en les xarxes socials. Aquesta és una àrea en ascensió. D'una banda, tenim cada vegada més usuaris en internet la vida de les quals està digitalitzada, atès que el que es fa en el "món real" està representat en certa manera en el "món digital". D'altra banda, patim una sobrecàrrega d'informació, que pot mitigar-se mitjançant l'ús d'un sistema de recomanació. No obstant això, aquests sistemes també enfronten alguns problemes, com el problema de l'arrencada en fred i la seua necessitat de ser cada vegada més "humans", "personalitzats" i "precisos" per a satisfer les exigències d'usuaris i empreses. En aquest desafiador escenari, els sistemes de recomanació basats en la personalitat s'estan estudiant cada vegada més, ja que són capaços d'enfrontar eixos problemes. Alguns projectes recents proposen l'ús de la personalitat humana en els recomendadors, ja siga en el seu conjunt o individualment per trets. Aquesta tesi està dedicada a aquest nou àrea de recomanació basada en la personalitat, centrant-se en un dels seus trets més importants, la curiositat. A més, per a explotar la informació ja existent en internet, obtindrem de forma implícita informació de les xarxes socials. Per tant, aquest treball té com a objectiu proporcionar una millor experiència a l'usuari final a través d'un nou enfocament que ofereix una alternativa a alguns dels reptes identificats en els sistemes de recomanació basats en la personalitat. Entre aquestes millores, l'ús de les xarxes socials per a alimentar els sistemes de recomanació redueix el problema de l'arrencada en fred i, al mateix temps, proporciona dades valuoses per a la predicció de la personalitat humana. D'altra banda, la curiositat no ha sigut utilitzada per cap dels sistemes de recomanació estudiats; quasi tots han usat la personalitat general d'un individu a través dels Cinc Grans trets de la personalitat. No obstant això, els estudis psicològics confirmen que la curiositat és un tret rellevant en el procés de triar un item, qüestió directament relacionada amb els sistemes de recomanació. En resum, creiem que un sistema de recomanació que mesure implícitament la curiositat i la utilitze en el procés de recomanar nous ítems, especialment en el sector turístic, podria clarament millorar la capacitat d'aquests sistemes en termes de precisió, sorpresa i novetat, permetent als usuaris obtindre nivells positius de satisfacció amb les recomanacions. Aquesta tesi realitza un estudi exhaustiu de l'estat de l'art, on destaquem treballs sobre sistemes de recomanació, la personalitat humana des del punt de vista de la psicologia tradicional i positiva i finalment com es combinen tots dos aspectes. Després, desenvolupem una aplicació en línia capaç d'extraure implícitament informació del perfil d'usuari en una xarxa social, generant prediccions d'un o més trets de la seua personalitat. Finalment, desenvolupem el sistema CURUMIM, capaç de generar recomanacions en línia amb diferents propietats, combinant la curiositat i algunes característiques sociodemogràfiques (com el nivell d'educació) extretes de Facebook. El sistema ha sigut provat i avaluat en el context turístic per usuaris reals. Els resultats demostren la seua capacitat perIn daily life, people usually rely on recommendations, traditionally given by other people (family, friends, etc.) for their most varied decisions. In the digital world, this is not different, given that recommender systems are present everywhere in such a way that we no longer realize. The main goal of these systems is to assist users in the decision-making process, generating recommendations that are of their interest and based on their tastes. These recommendations range from products in e-commerce websites, like books to read or places to visit to what to eat or how long one should walk a day to have a healthy life, who to date or who one should follow on social networks. And this is an increasing area. On the one hand, we have more and more users on the internet whose life is somewhat digitized, given than what one does in the "real world" is represented in a certain way in the "digital world". On the other hand, we suffer from information overload, which can be mitigated by the use of recommendation systems. However, these systems also face some problems, such as the cold start problem and their need to be more and more "human", "personalised" and "precise" in order to meet the yearning of users and companies. In this challenging scenario, personality-based recommender systems are being increasingly studied, since they are able to face these problems. Some recent projects have proposed the use of the human personality in recommenders, whether as a whole or individually by facet in order to meet those demands. Therefore, this thesis is devoted to this new area of personality-based recommendation, focusing on one of its most important traits, the curiosity. Additionally, in order to exploit the information already present on the internet, we will implicitly obtain information from social networks. Thus, this work aims to build a better experience for the end user through a new approach that offers an option for some of the gaps identified in personality-based recommendation systems. Among these gap improvements, the use of social networks to feed the recommender systems soften the cold start problem and, at the same time, it provides valuable data for the prediction of the human personality. Another found gap is that the curiosity was not used by any of the studied recommender systems; almost all of them have used the overall personality of an individual through the Big Five personality traits. However, psychological studies confirm that the curiosity is a relevant trait in the process of choosing an item, which is directly related to recommendation systems. In summary, we believe that a recommendation system that implicitly measures the curiosity and uses it in the process of recommending new items, especially in the tourism sector, could clearly improve the capacity of these systems in terms of accuracy, serendipity and novelty, allowing users to obtain positive levels of satisfaction with the recommendations. This thesis begins with an exhaustive study of the state of the art, where we highlight works about recommender systems, the human personality from the point of view of traditional and positive psychology and how these aspects are combined. Then, we develop an online application capable of implicitly extracting information from the user profile in a social network, thus generating predictions of one or more personality traits. Finally, we develop the CURUMIM system, able to generate online recommendations with different properties, combining the curiosity and some sociodemographic characteristics (such as level of education) extracted from Facebook. The system is tested and assessed within the tourism context by real users. The results demonstrate its ability to generate novel and serendipitous recommendations, while maintaining a good level of accuracy, independently of the degree of curiosity of the users.Menk Dos Santos, A. (2018). Personality-based recommendation: human curiosity applied to recommendation systems using implicit information from social networks [Tesis doctoral no publicada]. Universitat Politècnica de València. https://doi.org/10.4995/Thesis/10251/114798TESISCompendi

    Neural Bee Colony Optimization: A Case Study in Public Transit Network Design

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    In this work we explore the combination of metaheuristics and learned neural network solvers for combinatorial optimization. We do this in the context of the transit network design problem, a uniquely challenging combinatorial optimization problem with real-world importance. We train a neural network policy to perform single-shot planning of individual transit routes, and then incorporate it as one of several sub-heuristics in a modified Bee Colony Optimization (BCO) metaheuristic algorithm. Our experimental results demonstrate that this hybrid algorithm outperforms the learned policy alone by up to 20% and the original BCO algorithm by up to 53% on realistic problem instances. We perform a set of ablations to study the impact of each component of the modified algorithm.Comment: 9 pages. 1 figure with six sub-figure

    Data Mining tool for Academic Data Exploitation : Literature review and first arquitecture proposal

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    This document aims to reflect the necessary aspects implied into the characterisation of a student profile: pedagogical characteristics, teaching learning attitudes, description of the different situations that may reflect problems regarding a normal progress. Also the characterisation the scenario that concerns the application of educational data mining techniques. The data that a student generates while progressing on his/her studies will be synthesised and related to potential profile features. As per the SPEET project concern, the definition of an IT architecture that is aimed at dealing with such student profile characterisation is also outlined

    Reinforcement Learning for Generative AI: A Survey

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    Deep Generative AI has been a long-standing essential topic in the machine learning community, which can impact a number of application areas like text generation and computer vision. The major paradigm to train a generative model is maximum likelihood estimation, which pushes the learner to capture and approximate the target data distribution by decreasing the divergence between the model distribution and the target distribution. This formulation successfully establishes the objective of generative tasks, while it is incapable of satisfying all the requirements that a user might expect from a generative model. Reinforcement learning, serving as a competitive option to inject new training signals by creating new objectives that exploit novel signals, has demonstrated its power and flexibility to incorporate human inductive bias from multiple angles, such as adversarial learning, hand-designed rules and learned reward model to build a performant model. Thereby, reinforcement learning has become a trending research field and has stretched the limits of generative AI in both model design and application. It is reasonable to summarize and conclude advances in recent years with a comprehensive review. Although there are surveys in different application areas recently, this survey aims to shed light on a high-level review that spans a range of application areas. We provide a rigorous taxonomy in this area and make sufficient coverage on various models and applications. Notably, we also surveyed the fast-developing large language model area. We conclude this survey by showing the potential directions that might tackle the limit of current models and expand the frontiers for generative AI
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