7,561 research outputs found
Recognising Multidimensional Euclidean Preferences
Euclidean preferences are a widely studied preference model, in which
decision makers and alternatives are embedded in d-dimensional Euclidean space.
Decision makers prefer those alternatives closer to them. This model, also
known as multidimensional unfolding, has applications in economics,
psychometrics, marketing, and many other fields. We study the problem of
deciding whether a given preference profile is d-Euclidean. For the
one-dimensional case, polynomial-time algorithms are known. We show that, in
contrast, for every other fixed dimension d > 1, the recognition problem is
equivalent to the existential theory of the reals (ETR), and so in particular
NP-hard. We further show that some Euclidean preference profiles require
exponentially many bits in order to specify any Euclidean embedding, and prove
that the domain of d-Euclidean preferences does not admit a finite forbidden
minor characterisation for any d > 1. We also study dichotomous preferencesand
the behaviour of other metrics, and survey a variety of related work.Comment: 17 page
Quantum-like Representation of Extensive Form Games: Wine Testing Game
We consider an application of the mathematical formalism of quantum mechanics
(QM) outside physics, namely, to game theory. We present a simple game between
macroscopic players, say Alice and Bob (or in a more complex form - Alice, Bob
and Cecilia), which can be represented in the quantum-like (QL) way -- by using
a complex probability amplitude (game's ``wave function'') and noncommutative
operators. The crucial point is that games under consideration are so called
extensive form games. Here the order of actions of players is important, such a
game can be represented by the tree of actions. The QL probabilistic behavior
of players is a consequence of incomplete information which is available to
e.g. Bob about the previous action of Alice. In general one could not construct
a classical probability space underlying a QL-game. This can happen even in a
QL-game with two players. In a QL-game with three players Bell's inequality can
be violated. The most natural probabilistic description is given by so called
contextual probability theory completed by the frequency definition of
probability
Structure in Dichotomous Preferences
Many hard computational social choice problems are known to become tractable
when voters' preferences belong to a restricted domain, such as those of
single-peaked or single-crossing preferences. However, to date, all algorithmic
results of this type have been obtained for the setting where each voter's
preference list is a total order of candidates. The goal of this paper is to
extend this line of research to the setting where voters' preferences are
dichotomous, i.e., each voter approves a subset of candidates and disapproves
the remaining candidates. We propose several analogues of the notions of
single-peaked and single-crossing preferences for dichotomous profiles and
investigate the relationships among them. We then demonstrate that for some of
these notions the respective restricted domains admit efficient algorithms for
computationally hard approval-based multi-winner rules.Comment: A preliminary version appeared in the proceedings of IJCAI 2015, the
International Joint Conference on Artificial Intelligenc
A fuzzy hierarchical multiple criteria group decision support system - Decider - and its applications
Decider is a Fuzzy Hierarchical Multiple Criteria Group Decision Support System (FHMC-GDSS) designed for dealing with subjective, in particular linguistic, information and objective information simultaneously to support group decision making particularly on evaluation. In this chapter, the fuzzy aggregation decision model, functions and structure of Decider are introduced. The ideas to resolve decision and evaluation problems we have faced in the development and application of Decider are presented. Two real applications of the Decider system are briefly illustrated. Finally, we discuss our further research in this area. © 2011 Springer-Verlag Berlin Heidelberg
Eliciting New Wikipedia Users' Interests via Automatically Mined Questionnaires: For a Warm Welcome, Not a Cold Start
Every day, thousands of users sign up as new Wikipedia contributors. Once
joined, these users have to decide which articles to contribute to, which users
to seek out and learn from or collaborate with, etc. Any such task is a hard
and potentially frustrating one given the sheer size of Wikipedia. Supporting
newcomers in their first steps by recommending articles they would enjoy
editing or editors they would enjoy collaborating with is thus a promising
route toward converting them into long-term contributors. Standard recommender
systems, however, rely on users' histories of previous interactions with the
platform. As such, these systems cannot make high-quality recommendations to
newcomers without any previous interactions -- the so-called cold-start
problem. The present paper addresses the cold-start problem on Wikipedia by
developing a method for automatically building short questionnaires that, when
completed by a newly registered Wikipedia user, can be used for a variety of
purposes, including article recommendations that can help new editors get
started. Our questionnaires are constructed based on the text of Wikipedia
articles as well as the history of contributions by the already onboarded
Wikipedia editors. We assess the quality of our questionnaire-based
recommendations in an offline evaluation using historical data, as well as an
online evaluation with hundreds of real Wikipedia newcomers, concluding that
our method provides cohesive, human-readable questions that perform well
against several baselines. By addressing the cold-start problem, this work can
help with the sustainable growth and maintenance of Wikipedia's diverse editor
community.Comment: Accepted at the 13th International AAAI Conference on Web and Social
Media (ICWSM-2019
CAN HYPOTHETICAL, QUESTIONS PREDICT ACTUAL, PARTICIPATION IN PUBLIC PROGRAMS? A FIELD VALIDITY TEST USING A PROVISION POINT MECHANISM
Niagara Mohawk Power Corporation utilized a demand revealing public good mechanism to implement a green electricity program for provision of renewable energy and planting trees. This GreenChoiceTM program provided an opportunity to test the reliability of contingent valuation for predicting actual participation levels. In this study, participation levels predicted by hypothetical open-ended and dichotomous choice questions are compared to a reference level obtained from the actual GreenChoiceTM program. This approach represents an important improvement over past public goods contingent valuation validity tests which have relied on voluntary contribution mechanisms to elicit actual willingness to pay, and thus are likely to overestimate hypothetical bias because of free riding. Yet, even with a demand revealing mechanism and controlling for awareness, hypothetical participation levels obtained from dichotomous choice responses are found to significantly exceed actual contributions. In contrast, open-ended responses predict actual contribution levels, in that hypothetical open-ended responses are not significantly different from actual responses. Calibration of hypothetical responses is also explored.Public Economics, Resource /Energy Economics and Policy,
Neural coding strategies and mechanisms of competition
A long running debate has concerned the question of whether neural
representations are encoded using a distributed or a local coding scheme. In
both schemes individual neurons respond to certain specific patterns of
pre-synaptic activity. Hence, rather than being dichotomous, both coding
schemes are based on the same representational mechanism. We argue that a
population of neurons needs to be capable of learning both local and distributed
representations, as appropriate to the task, and should be capable of generating
both local and distributed codes in response to different stimuli. Many neural
network algorithms, which are often employed as models of cognitive processes,
fail to meet all these requirements. In contrast, we present a neural network
architecture which enables a single algorithm to efficiently learn, and respond
using, both types of coding scheme
Getting beyond the surface : using geometric data analysis in cultural sociology
Geometric Data Analysis (GDA) refers to a group of statistical techniques that disclose underlying patterns in categorized data. GDA represents categories of variables and individuals as points in a multi-dimensional Euclidean space. This contribution presents some of GDA’s analytic properties and their connection to a relational approach of the social world. Moreover, the potential of GDA for cultural sociology will be discussed. What does GDA add to insights based on ‘orthodox’ correlational techniques and exactly how does it get beyond the surface of things? Research on the association between cultural consumption and socio-economic background will serve as an illustration
Using ICT to enhance student understanding of classification
It is common for 13-year-old students in Victoria, Australia to learn how to
classify animals and plants using the Linnaean system and dichotomous keys.
This is usually done with text based research on the major groups of animals and
plants and a few simple exercises with various objects to explain the underlying
concept of classification. In this paper we describe our attempt to achieve similar
goals using three computer software programs to build dichotomous keys and
represent the data: Inspiration, MS PowerPoint, and MicroWorlds. Student work
is included to illustrate what can be achieved by students of various abilities with
these information and communication technologies
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