TY - JOUR
T1 - Tell me who i am
T2 - An interactive recommendation system
AU - Alon, Noga
AU - Awerbuch, Baruch
AU - Azar, Yossi
AU - Patt-Shamir, Boaz
N1 - Funding Information:
Research of N. Alon supported in part by the Israel Science Foundation and by the Von Neumann Fund. B. Awerbuch supported by NSF grants ANIR-0240551, CCF-0515080 and CCR-0311795. Research of Y. Azar supported in part by the German-Israeli Foundation and by the Israel Science Foundation. Research of B. Patt-Shamir supported in part by Israel Ministry of Science and Technology and by the Israel Science Foundation (grant 664/05).
PY - 2009/8
Y1 - 2009/8
N2 - We consider a model of recommendation systems, where each member from a given set of players has a binary preference to each element in a given set of objects: intuitively, each player either likes or dislikes each object. However, the players do not know their preferences. To find his preference of an object, a player may probe it, but each probe incurs unit cost. The goal of the players is to learn their complete preference vector (approximately) while incurring minimal cost. This is possible if many players have similar preference vectors: such a set of players with similar "taste" may split the cost of probing all objects among them, and share the results of their probes by posting them on a public billboard. The problem is that players do not know a priori whose taste is close to theirs. In this paper we present a distributed randomized peer-to-peer algorithm in which each player outputs a vector which is close to the best possible approximation of the player's real preference vector after a polylogarithmic number of rounds. The algorithm works under adversarial preferences. Previous algorithms either made severely limiting assumptions on the structure of the preference vectors, or had polynomial overhead.
AB - We consider a model of recommendation systems, where each member from a given set of players has a binary preference to each element in a given set of objects: intuitively, each player either likes or dislikes each object. However, the players do not know their preferences. To find his preference of an object, a player may probe it, but each probe incurs unit cost. The goal of the players is to learn their complete preference vector (approximately) while incurring minimal cost. This is possible if many players have similar preference vectors: such a set of players with similar "taste" may split the cost of probing all objects among them, and share the results of their probes by posting them on a public billboard. The problem is that players do not know a priori whose taste is close to theirs. In this paper we present a distributed randomized peer-to-peer algorithm in which each player outputs a vector which is close to the best possible approximation of the player's real preference vector after a polylogarithmic number of rounds. The algorithm works under adversarial preferences. Previous algorithms either made severely limiting assumptions on the structure of the preference vectors, or had polynomial overhead.
KW - Billboard
KW - Collaborative filtering
KW - Electronic commerce
KW - Probes
KW - Randomized algorithms
KW - Recommendation systems
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U2 - 10.1007/s00224-008-9100-7
DO - 10.1007/s00224-008-9100-7
M3 - Article
AN - SCOPUS:67449147333
SN - 1432-4350
VL - 45
SP - 261
EP - 279
JO - Theory of Computing Systems
JF - Theory of Computing Systems
IS - 2
ER -