668 research outputs found
Coverage, Matching, and Beyond: New Results on Budgeted Mechanism Design
We study a type of reverse (procurement) auction problems in the presence of
budget constraints. The general algorithmic problem is to purchase a set of
resources, which come at a cost, so as not to exceed a given budget and at the
same time maximize a given valuation function. This framework captures the
budgeted version of several well known optimization problems, and when the
resources are owned by strategic agents the goal is to design truthful and
budget feasible mechanisms, i.e. elicit the true cost of the resources and
ensure the payments of the mechanism do not exceed the budget. Budget
feasibility introduces more challenges in mechanism design, and we study
instantiations of this problem for certain classes of submodular and XOS
valuation functions. We first obtain mechanisms with an improved approximation
ratio for weighted coverage valuations, a special class of submodular functions
that has already attracted attention in previous works. We then provide a
general scheme for designing randomized and deterministic polynomial time
mechanisms for a class of XOS problems. This class contains problems whose
feasible set forms an independence system (a more general structure than
matroids), and some representative problems include, among others, finding
maximum weighted matchings, maximum weighted matroid members, and maximum
weighted 3D-matchings. For most of these problems, only randomized mechanisms
with very high approximation ratios were known prior to our results
A Survey of Sequential Pattern Based E-Commerce Recommendation Systems
E-commerce recommendation systems usually deal with massive customer sequential databases, such as historical purchase or click stream sequences. Recommendation systems’ accuracy can be improved if complex sequential patterns of user purchase behavior are learned by integrating sequential patterns of customer clicks and/or purchases into the user–item rating matrix input of collaborative filtering. This review focuses on algorithms of existing E-commerce recommendation systems that are sequential pattern-based. It provides a comprehensive and comparative performance analysis of these systems, exposing their methodologies, achievements, limitations, and potential for solving more important problems in this domain. The review shows that integrating sequential pattern mining of historical purchase and/or click sequences into a user–item matrix for collaborative filtering can (i) improve recommendation accuracy, (ii) reduce user–item rating data sparsity, (iii) increase the novelty rate of recommendations, and (iv) improve the scalability of recommendation systems
Limitations of Incentive Compatibility on Discrete Type Spaces
In the design of incentive compatible mechanisms, a common approach is to
enforce incentive compatibility as constraints in programs that optimize over
feasible mechanisms. Such constraints are often imposed on sparsified
representations of the type spaces, such as their discretizations or samples,
in order for the program to be manageable. In this work, we explore limitations
of this approach, by studying whether all dominant strategy incentive
compatible mechanisms on a set of discrete types can be extended to the
convex hull of .
Dobzinski, Fu and Kleinberg (2015) answered the question affirmatively for
all settings where types are single dimensional. It is not difficult to show
that the same holds when the set of feasible outcomes is downward closed. In
this work we show that the question has a negative answer for certain
non-downward-closed settings with multi-dimensional types. This result should
call for caution in the use of the said approach to enforcing incentive
compatibility beyond single-dimensional preferences and downward closed
feasible outcomes.Comment: 11 pages, 2 figures, to be published in Thirty-Fourth AAAI Conference
on Artificial Intelligenc
A Field Guide to Genetic Programming
xiv, 233 p. : il. ; 23 cm.Libro ElectrĂłnicoA Field Guide to Genetic Programming (ISBN 978-1-4092-0073-4) is an introduction to genetic programming (GP). GP is a systematic, domain-independent method for getting computers to solve problems automatically starting from a high-level statement of what needs to be done. Using ideas from natural evolution, GP starts from an ooze of random computer programs, and progressively refines them through processes of mutation and sexual recombination, until solutions emerge. All this without the user having to know or specify the form or structure of solutions in advance. GP has generated a plethora of human-competitive results and applications, including novel scientific discoveries and patentable inventions. The authorsIntroduction --
Representation, initialisation and operators in Tree-based GP --
Getting ready to run genetic programming --
Example genetic programming run --
Alternative initialisations and operators in Tree-based GP --
Modular, grammatical and developmental Tree-based GP --
Linear and graph genetic programming --
Probalistic genetic programming --
Multi-objective genetic programming --
Fast and distributed genetic programming --
GP theory and its applications --
Applications --
Troubleshooting GP --
Conclusions.Contents
xi
1 Introduction
1.1 Genetic Programming in a Nutshell
1.2 Getting Started
1.3 Prerequisites
1.4 Overview of this Field Guide I
Basics
2 Representation, Initialisation and GP
2.1 Representation
2.2 Initialising the Population
2.3 Selection
2.4 Recombination and Mutation Operators in Tree-based
3 Getting Ready to Run Genetic Programming 19
3.1 Step 1: Terminal Set 19
3.2 Step 2: Function Set 20
3.2.1 Closure 21
3.2.2 Sufficiency 23
3.2.3 Evolving Structures other than Programs 23
3.3 Step 3: Fitness Function 24
3.4 Step 4: GP Parameters 26
3.5 Step 5: Termination and solution designation 27
4 Example Genetic Programming Run
4.1 Preparatory Steps 29
4.2 Step-by-Step Sample Run 31
4.2.1 Initialisation 31
4.2.2 Fitness Evaluation Selection, Crossover and Mutation Termination and Solution Designation Advanced Genetic Programming
5 Alternative Initialisations and Operators in
5.1 Constructing the Initial Population
5.1.1 Uniform Initialisation
5.1.2 Initialisation may Affect Bloat
5.1.3 Seeding
5.2 GP Mutation
5.2.1 Is Mutation Necessary?
5.2.2 Mutation Cookbook
5.3 GP Crossover
5.4 Other Techniques 32
5.5 Tree-based GP 39
6 Modular, Grammatical and Developmental Tree-based GP 47
6.1 Evolving Modular and Hierarchical Structures 47
6.1.1 Automatically Defined Functions 48
6.1.2 Program Architecture and Architecture-Altering 50
6.2 Constraining Structures 51
6.2.1 Enforcing Particular Structures 52
6.2.2 Strongly Typed GP 52
6.2.3 Grammar-based Constraints 53
6.2.4 Constraints and Bias 55
6.3 Developmental Genetic Programming 57
6.4 Strongly Typed Autoconstructive GP with PushGP 59
7 Linear and Graph Genetic Programming 61
7.1 Linear Genetic Programming 61
7.1.1 Motivations 61
7.1.2 Linear GP Representations 62
7.1.3 Linear GP Operators 64
7.2 Graph-Based Genetic Programming 65
7.2.1 Parallel Distributed GP (PDGP) 65
7.2.2 PADO 67
7.2.3 Cartesian GP 67
7.2.4 Evolving Parallel Programs using Indirect Encodings 68
8 Probabilistic Genetic Programming
8.1 Estimation of Distribution Algorithms 69
8.2 Pure EDA GP 71
8.3 Mixing Grammars and Probabilities 74
9 Multi-objective Genetic Programming 75
9.1 Combining Multiple Objectives into a Scalar Fitness Function 75
9.2 Keeping the Objectives Separate 76
9.2.1 Multi-objective Bloat and Complexity Control 77
9.2.2 Other Objectives 78
9.2.3 Non-Pareto Criteria 80
9.3 Multiple Objectives via Dynamic and Staged Fitness Functions 80
9.4 Multi-objective Optimisation via Operator Bias 81
10 Fast and Distributed Genetic Programming 83
10.1 Reducing Fitness Evaluations/Increasing their Effectiveness 83
10.2 Reducing Cost of Fitness with Caches 86
10.3 Parallel and Distributed GP are Not Equivalent 88
10.4 Running GP on Parallel Hardware 89
10.4.1 Master–slave GP 89
10.4.2 GP Running on GPUs 90
10.4.3 GP on FPGAs 92
10.4.4 Sub-machine-code GP 93
10.5 Geographically Distributed GP 93
11 GP Theory and its Applications 97
11.1 Mathematical Models 98
11.2 Search Spaces 99
11.3 Bloat 101
11.3.1 Bloat in Theory 101
11.3.2 Bloat Control in Practice 104
III
Practical Genetic Programming
12 Applications
12.1 Where GP has Done Well
12.2 Curve Fitting, Data Modelling and Symbolic Regression
12.3 Human Competitive Results – the Humies
12.4 Image and Signal Processing
12.5 Financial Trading, Time Series, and Economic Modelling
12.6 Industrial Process Control
12.7 Medicine, Biology and Bioinformatics
12.8 GP to Create Searchers and Solvers – Hyper-heuristics xiii
12.9 Entertainment and Computer Games 127
12.10The Arts 127
12.11Compression 128
13 Troubleshooting GP
13.1 Is there a Bug in the Code?
13.2 Can you Trust your Results?
13.3 There are No Silver Bullets
13.4 Small Changes can have Big Effects
13.5 Big Changes can have No Effect
13.6 Study your Populations
13.7 Encourage Diversity
13.8 Embrace Approximation
13.9 Control Bloat
13.10 Checkpoint Results
13.11 Report Well
13.12 Convince your Customers
14 Conclusions
Tricks of the Trade
A Resources
A.1 Key Books
A.2 Key Journals
A.3 Key International Meetings
A.4 GP Implementations
A.5 On-Line Resources 145
B TinyGP 151
B.1 Overview of TinyGP 151
B.2 Input Data Files for TinyGP 153
B.3 Source Code 154
B.4 Compiling and Running TinyGP 162
Bibliography 167
Inde
Using implicit feedback for recommender systems: characteristics, applications, and challenges
Recommender systems are software tools to tackle the problem of information overload by helping users to find items that are most relevant for them within an often unmanageable set of choices. To create these personalized recommendations for a user, the algorithmic task of a recommender system is usually to quantify the user's interest in each item by predicting a relevance score, e.g., from the user's current situation or personal preferences in the past. Nowadays, recommender systems are used in various domains to recommend items such as products on e-commerce sites, movies and music on media portals, or people in social networks.
To assess the user's preferences, recommender systems proposed in past research often utilized explicit feedback, i.e., deliberately given ratings or like/dislike statements for items. In practice, however, in many of today's application domains of recommender systems this kind of information is not existent. Therefore, recommender systems have to rely on implicit feedback that is derived from the users' behavior and interactions with the system. This information can be extracted from navigation or transaction logs. Using implicit feedback leads to new challenges and open questions regarding, for example, the huge amount of signals to process, the ambiguity of the feedback, and the inevitable noise in the data. This thesis by publication explores some of these challenges and questions that have not been covered in previous research. The thesis is divided into two parts. In the first part, the thesis reviews existing works on implicit feedback and recommender systems that exploit these signals, especially in the Social Information Access domain, which utilizes the "community wisdom" of the social web for recommendations. Common application scenarios for implicit feedback are discussed and a categorization scheme that classifies different types of observable user behavior is established. In addition, state-of-the-art algorithmic approaches for implicit feedback are examined that, e.g., interpret implicit signals directly or convert them to explicit ratings to be able to use "classic" recommendation approaches that were designed for explicit feedback.
The second part of the thesis comprises some of the author's publications that deal with selected challenges of implicit feedback based recommendations. These contain (i) a specialized learning-to-rank algorithm that can differentiate different levels of interest indicator strength in implicit signals, (ii) contextualized recommendation techniques for the e-commerce domain that adapt product suggestions to customers' current short-term goals as well as their long-term preferences, and (iii) intelligent reminding approaches that aim at the re-discovery of relevant items in a customer's browsing history. Furthermore, the last paper of the thesis provides an in-depth analysis of different biases of various recommendation algorithms. Especially the popularity bias, the tendency to recommend mostly popular items, can be problematic in practical settings and countermeasures to reduce this bias are proposed
Faculty Publications and Creative Works 2005
Faculty Publications & Creative Works is an annual compendium of scholarly and creative activities of University of New Mexico faculty during the noted calendar year. Published by the Office of the Vice President for Research and Economic Development, it serves to illustrate the robust and active intellectual pursuits conducted by the faculty in support of teaching and research at UNM. In 2005, UNM faculty produced over 1,887 works, including 1,887 scholarly papers and articles, 57 books, 127 book chapters, 58 reviews, 68 creative works and 4 patented works. We are proud of the accomplishments of our faculty which are in part reflected in this book, which illustrates the diversity of intellectual pursuits in support of research and education at the University of New Mexico
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