7 research outputs found

    An exploration of ranking heuristics in mobile local search

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    Users increasingly rely on their mobile devices to search local entities, typically businesses, while on the go. Even though recent work has recognized that the ranking signals in mo-bile local search (e.g., distance and customer rating score of a business) are quite different from general Web search, they have mostly treated these signals as a black-box to ex-tract very basic features (e.g., raw distance values and rating scores) without going inside the signals to understand how exactly they affect the relevance of a business. However, as it has been demonstrated in the development of general information retrieval models, it is critical to explore the un-derlying behaviors/heuristics of a ranking signal to design more effective ranking features. In this paper, we follow a data-driven methodology to study the behavior of these ranking signals in mobile local search using a large-scale query log. Our analysis reveals interesting heuristics that can be used to guide the exploita-tion of different signals. For example, users often take the mean value of a signal (e.g., rating) from the business result list as a “pivot ” score, and tend to demonstrate different click behaviors on businesses with lower and higher signal values than the pivot; the clickrate of a business generally is sublinearly decreasing with its distance to the user, etc. Inspired by the understanding of these heuristics, we further propose different transformation methods to generate more effective ranking features. We quantify the improvement of the proposed new features using real mobile local search logs over a period of 14 months and show that the mean average precision can be improved by over 7%

    Player Behavior Modeling In Video Games

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    Player Behavior Modeling in Video Games In this research, we study players’ interactions in video games to understand player behavior. The first part of the research concerns predicting the winner of a game, which we apply to StarCraft and Destiny. We manage to build models for these games which have reasonable to high accuracy. We also investigate which features of a game comprise strong predictors, which are economic features and micro commands for StarCraft, and key shooter performance metrics for Destiny, though features differ between different match types. The second part of the research concerns distinguishing playing styles of players of StarCraft and Destiny. We find that we can indeed recognize different styles of playing in these games, related to different match types. We relate these different playing styles to chance of winning, but find that there are no significant differences between the effects of different playing styles on winning. However, they do have an effect on the length of matches. In Destiny, we also investigate what player types are distinguished when we use Archetype Analysis on playing style features related to change in performance, and find that the archetypes correspond to different ways of learning. In the final part of the research, we investigate to what extent playing styles are related to different demographics, in particular to national cultures. We investigate this for four popular Massively multiplayer online games, namely Battlefield 4, Counter-Strike, Dota 2, and Destiny. We found that playing styles have relationship with nationality and cultural dimensions, and that there are clear similarities between the playing styles of similar cultures. In particular, the Hofstede dimension Individualism explained most of the variance in playing styles between national cultures for the games that we examined

    Improving local search ranking through external logs

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    ABSTRACT The signals used for ranking in local search are very different from web search: in addition to (textual) relevance, measures of (geographic) distance between the user and the search result, as well as measures of popularity of the result are important for effective ranking. Depending on the query and search result, different ways to quantify these factors exist -for example, it is possible to use customer ratings to quantify the popularity of restaurants, whereas different measures are more appropriate for other types of businesses. Hence, our approach is to capture the different notions of distance/popularity relevant via a number of external data sources (e.g., logs of customer ratings, driving-direction requests, or site accesses). In this paper we will describe the relevant signal contained in a number of such data sources in detail and present methods to integrate these external data sources into the feature generation for local search ranking. In particular, we propose novel backoff methods to alleviate the impact of skew, noise or incomplete data in these logs in a systematic manner. We evaluate our techniques on both human-judged relevance data as well as click-through data from a commercial local search engine

    Ontology-based semantic reminiscence support system

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    This thesis addresses the needs of people who find reminiscence helpful in focusing on the development of a computerised reminiscence support system, which facilitates the access to and retrieval of stored memories used as the basis for positive interactions between elderly and young, and also between people with cognitive impairment and members of their family or caregivers. To model users’ background knowledge, this research defines a light weight useroriented ontology and its building principles. The ontology is flexible, and has simplified knowledge structure populated with semantically homogeneous ontology concepts. The user-oriented ontology is different from generic ontology models, as it does not rely on knowledge experts. Its structure enables users to browse, edit and create new entries on their own. To solve the semantic gap problem in personal information retrieval, this thesis proposes a semantic ontology-based feature matching method. It involves natural language processing and semantic feature extraction/selection using the user-oriented ontology. It comprises four stages: (i) user-oriented ontology building, (ii) semantic feature extraction for building vectors representing information objects, (iii) semantic feature selection using the user-oriented ontology, and (iv) measuring the similarity between the information objects. To facilitate personal information management and dynamic generation of content, the system uses ontologies and advanced algorithms for semantic feature matching. An algorithm named Onto-SVD is also proposed, which uses the user-oriented ontology to automatically detect the semantic relations within the stored memories. It combines semantic feature selection with matrix factorisation and k-means clustering to achieve topic identification based on semantic relations. The thesis further proposes an ontology-based personalised retrieval mechanism for the system. It aims to assist people to recall, browse and re-discover events from their lives by considering their profiles and background knowledge, and providing them v with customised retrieval results. Furthermore, a user profile space model is defined, and its construction method is also described. The model combines multiple useroriented ontologies and has a self-organised structure based on relevance feedback. The identification of person’s search intentions in this mechanism is on the conceptual level and involves the person’s background knowledge. Based on the identified search intentions, knowledge spanning trees are automatically generated from the ontologies or user profile spaces. The knowledge spanning trees are used to expand and reform queries, which enhance the queries’ semantic representations by applying domain knowledge. The crowdsourcing-based system evaluation measures users’ satisfaction on the generated content of Sem-LSB. It compares the advantage and disadvantage of three types of content presentations (i.e. unstructured, LSB-based and semantic/knowledgebased). Based on users’ feedback, the semantic/knowledge-based presentation is considered to have higher overall satisfaction and stronger reminiscing support effects than the others
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