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Recommendation Systems and Self Motivated Users

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 Added by Gal Bahar
 Publication date 2018
and research's language is English




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Modern recommendation systems rely on the wisdom of the crowd to learn the optimal course of action. This induces an inherent mis-alignment of incentives between the systems objective to learn (explore) and the individual users objective to take the contemporaneous optimal action (exploit). The design of such systems must account for this and also for additional information available to the users. A prominent, yet simple, example is when agents arrive sequentially and each agent observes the action and reward of his predecessor. We provide an incentive compatible and asymptotically optimal mechanism for that setting. The complexity of the mechanism suggests that the design of such systems for general settings is a challenging task.

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65 - Ghazaleh Beigi , Huan Liu 2018
The pervasive use of social media provides massive data about individuals online social activities and their social relations. The building block of most existing recommendation systems is the similarity between users with social relations, i.e., friends. While friendship ensures some homophily, the similarity of a user with her friends can vary as the number of friends increases. Research from sociology suggests that friends are more similar than strangers, but friends can have different interests. Exogenous information such as comments and ratings may help discern different degrees of agreement (i.e., congruity) among similar users. In this paper, we investigate if users congruity can be incorporated into recommendation systems to improve its performance. Experimental results demonstrate the effectiveness of embedding congruity related information into recommendation systems.
Recommendation systems are extremely popular tools for matching users and contents. However, when content providers are strategic, the basic principle of matching users to the closest content, where both users and contents are modeled as points in some semantic space, may yield low social welfare. This is due to the fact that content providers are strategic and optimize their offered content to be recommended to as many users as possible. Motivated by modern applications, we propose the widely studied framework of facility location games to study recommendation systems with strategic content providers. Our conceptual contribution is the introduction of a $textit{mediator}$ to facility location models, in the pursuit of better social welfare. We aim at designing mediators that a) induce a game with high social welfare in equilibrium, and b) intervene as little as possible. In service of the latter, we introduce the notion of $textit{intervention cost}$, which quantifies how much damage a mediator may cause to the social welfare when an off-equilibrium profile is adopted. As a case study in high-welfare low-intervention mediator design, we consider the one-dimensional segment as the user domain. We propose a mediator that implements the socially optimal strategy profile as the unique equilibrium profile, and show a tight bound on its intervention cost. Ultimately, we consider some extensions, and highlight open questions for the general agenda.
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