TY - GEN
T1 - Tell me who i am
T2 - SPAA 2006: 18th Annual ACM Symposium on Parallelism in Algorithms and Architectures
AU - Alon, Noga
AU - Awerbuch, Baruch
AU - Azar, Yossi
AU - Patt-Shamir, Boaz
PY - 2006
Y1 - 2006
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 ap proximation 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 ap proximation 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
UR - http://www.scopus.com/inward/record.url?scp=33749539431&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=33749539431&partnerID=8YFLogxK
M3 - Conference contribution
AN - SCOPUS:33749539431
SN - 1595934529
SN - 9781595934529
T3 - Annual ACM Symposium on Parallelism in Algorithms and Architectures
SP - 1
EP - 10
BT - SPAA 2006
Y2 - 30 July 2006 through 2 August 2006
ER -