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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.
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., fri
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 so
We introduce a game-theoretic approach to the study of recommendation systems with strategic content providers. Such systems should be fair and stable. Showing that traditional approaches fail to satisfy these requirements, we propose the Shapley med
We develop a computationally efficient technique to solve a fairly general distributed service provision problem with selfish users and imperfect information. In particular, in a context in which the service capacity of the existing infrastructure ca
We study data-driven assistants that provide congestion forecasts to users of shared facilities (roads, cafeterias, etc.), to support coordination between them, and increase efficiency of such collective systems. Key questions are: (1) when and how m