Association for the Advancement of Artificial Intelligence: AAAI Publications
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A Lightweight Sparse Interaction Network for Time Series Forecasting
Recent work shows that linear models can outperform several transformer models in long-term time-series forecasting (TSF). However, instead of explicitly performing temporal interaction through self-attention, linear models implicitly perform it based on stacked MLP structures, which may be insufficient in capturing the complex temporal dependencies and their performance still has potential for improvement. To this end, we propose a Lightweight Sparse Interaction Network (LSINet) for TSF task. Inspired by the sparsity of self-attention, we propose a Multihead Sparse Interaction
Mechanism (MSIM). Different from self-attention, MSIM learns the important connections between time steps through sparsity-induced Bernoulli distribution to capture temporal dependencies for TSF. The sparsity is ensured by the proposed self-adaptive regularization loss. Moreover, we observe the shareability of temporal interactions and propose to perform Shared Interactions Learning (SIL) for MSIM to further enhance efficiency and improve convergence. LSINet is a linear model comprising only MLP structures with low overhead and equipped with explicit temporal interaction mechanisms. Extensive experiments on public datasets show that LSINet achieves both higher accuracy and better efficiency than advanced linear models and transformer models in TSF tasks
LLM-Powered User Simulator for Recommender System
User simulators can rapidly generate a large volume of timely user behavior data, providing a testing platform for reinforcement learning-based recommender systems, thus accelerating their iteration and optimization. However, prevalent user simulators generally suffer from significant limitations, including the opacity of user preference modeling and the incapability of evaluating simulation accuracy. In this paper, we introduce an LLM-powered user simulator to simulate user engagement with items in an explicit manner, thereby enhancing the efficiency and effectiveness of reinforcement learning-based recommender systems training. Specifically, we identify the explicit logic of user preferences, leverage LLMs to analyze item characteristics and distill user sentiments, and design a logical model to imitate real human engagement. By integrating a statistical model, we further enhance the reliability of the simulation, proposing an ensemble model that synergizes logical and statistical insights for user interaction simulations. Capitalizing on the extensive knowledge and semantic generation capabilities of LLMs, our user simulator faithfully emulates user behaviors and preferences, yielding high-fidelity training data that enrich the training of recommendation algorithms. We establish quantifying and qualifying experiments on five datasets to validate the simulator's effectiveness and stability across various recommendation scenarios
Neighborhood-Aware Negative Sampling for Student Knowledge and Behavior Modeling
Simple random negative sampling is a technique used to enhance decision-making in sequential models with numerous potential negative instances, like recommender systems. However, it ignores the patterns that can be discovered in complex sequences to select the most informative negative samples. In this paper, we address this challenge by introducing a Neighborhood-Aware Negative Sampling (NANS) technique in the context of student knowledge modeling (KM) and behavior modeling (BM). In the education domain, KM quantifies student knowledge based on past performance, while BM focuses on behaviors like student preferences of questions. With the vast number of problems to choose from and the intricate relationship between student knowledge and behavior, selecting the proper negative samples becomes a notable challenge in this problem. NANS, along with our proposed multi-objective, multi-task sequential model for KM and BM, NANS-KoBeM frames the simultaneous modeling of student knowledge and question selection as a multi-task learning problem with dual objectives: predicting students’ performance and their question selections
Fair Division via the Cake-Cutting Share
In this paper, we consider the classic fair division problem of allocating m divisible items to n agents with linear valuations over the items. We define novel notions of fair shares from the perspective of individual agents via the cake-cutting process. These shares generalize the notion of proportionality by taking into account the valuations of other agents via constraints capturing envy. We study what fraction (approximation) of these shares are achievable in the worst case, and present tight and non-trivial approximation bounds as a function of n and m. In particular, we show a tight approximation bound of Θ(√n) for various notions of such shares. We show this bound via a novel application of dual fitting, which may be of independent interest. We also present a bound of O(m^(2/3)) for a strict notion of share, with an almost matching lower bound. We further develop weaker notions of shares whose approximation bounds interpolate smoothly between proportionality and the shares described above. We finally present empirical results showing that our definitions lead to more reasonable shares than the standard fair share notion of proportionality
Optimal Auction Design for Mixed Bidders
The predominant setting in classic auction theory considers bidders as utility maximizers (UMs), who aim to maximize quasi-linear utility functions. Recent autobidding strategies in online advertising have sparked interest in auction design with value maximizers (VMs), who aim to maximize the total value obtained. In this work, we investigate revenue-maximizing auction design for selling a single item to a mix of UMs and VMs. Crucially, we assume the UM/VM type is private information of a bidder. This shift to a multi-parameter domain complicates the design of incentive compatible mechanisms. Under this setting, we first characterize the optimal auction structure for auctions with a single bidder. We observe that the optimal auction moves gradually from a first-price auction to a Myerson auction as the probability of the bidder being a UM increases from 0 to 1. We also extend our study to multi-bidder setting and present an algorithm for deriving the optimal lookahead auction with multiple mixed types of bidders
The Value of Recall in Extensive-Form Games
Imperfect-recall games—in which players may forget previously acquired information—have found many practical applications, ranging from game abstractions to team games and testing AI agents. In this paper, we quantify the utility gain by endowing a player with perfect recall, which we call the value of recall (VoR). While VoR can be unbounded in general, we parameterize it in terms of various game properties, namely the structure of chance nodes and the degree of absentmindedness (the number of successive times a player enters the same information set). Further, we identify several pathologies that arise with VoR, and show how to circumvent them. We also study the complexity of computing VoR, and how to optimally apportion partial recall. Finally, we connect VoR to other previously studied concepts in game theory, including the price of anarchy. We use that connection in conjunction with the celebrated smoothness framework to characterize VoR in a broad class of games
Robust Performance Incentivizing Algorithms for Multi-Armed Bandits with Strategic Agents
Motivated by applications such as online labor markets we consider a variant of the stochastic multi-armed bandit problem where we have a collection of arms representing strategic agents with different performance characteristics. The platform (principal) chooses an agent in each round to complete a task. Unlike the standard setting, when an arm is pulled it can modify its reward by absorbing it or improving it at the expense of a higher cost. The principle has to solve a mechanism design problem to incentivize the arms to give their best performance. However, since even with an effective mechanism agents may still deviate from rational behavior, the principal wants a robust algorithm that also gives a non-vacuous guarantee on the total accumulated rewards under non-equilibrium behavior. In this paper, we introduce a class of bandit algorithms that meet the two objectives of performance incentivization and robustness simultaneously. We do this by identifying a collection of intuitive properties that a bandit algorithm has to satisfy to achieve these objectives. Finally, we show that settings where the principal has no information about the arms' performance characteristics can be handled by combining ideas from second price auctions with our algorithms
The (Exact) Price of Cardinality for Indivisible Goods: A Parametric Perspective
We adopt a parametric approach to analyze the worst-case degradation in social welfare when the allocation of indivisible goods is constrained to be fair. Specifically, we are concerned with cardinality-constrained allocations, which require that each agent has at most k items in their allocated bundle. We propose the notion of the price of cardinality, which captures the worst-case multiplicative loss of utilitarian or egalitarian social welfare resulting from imposing the cardinality constraint. We then characterize tight or almost-tight bounds on the price of cardinality as exact functions of the instance parameters, demonstrating how the social welfare improves as k is increased. In particular, one of our main results refines and generalizes the existing asymptotic bound of Θ(√n) on the price of balancedness. We also further extend our analysis to the problem where the items are partitioned into disjoint categories, and each category has its own cardinality constraint. Through a parametric study of the price of cardinality, we provide a framework which aids decision makers in choosing an ideal level of cardinality-based fairness, using their knowledge of the potential loss of utilitarian and egalitarian social welfare
On the Power of Strategic Corpus Enrichment in Content Creation Games
Search and recommendation ecosystems exhibit competition among content creators. This competition has been tackled in a variety of game-theoretic frameworks. Content creators generate documents with the aim of being recommended by a content ranker for various information needs. In order for the ecosystem, modeled as a content ranking game, to be effective and maximize user welfare, it should guarantee stability, where stability is associated with the existence of pure Nash equilibrium in the corresponding game. Moreover, if the contents' ranking algorithm possesses a game in which any best-response learning dynamics of the content creators converge to equilibrium of high welfare, the system is considered highly attractive. However, as classical content ranking algorithms, employed by search and recommendation systems, rank documents by their distance to information needs, it has been shown that they fail to provide such stability properties. As a result, novel content ranking algorithms have been devised. In this work, we offer an alternative approach: corpus enrichment with a small set of fixed dummy documents. It turns out that, with the right design, such enrichment can lead to pure Nash equilibrium and even to the convergence of any best-response dynamics to a high welfare result, where we still employ the classical/current content ranking approach. We show two such corpus enrichment techniques with tight bounds on the number of documents needed to obtain the desired results. Interestingly, our study is a novel extension of Borel's Colonel Blotto game
Voter Priming Campaigns: Strategies, Equilibria, and Algorithms
Issue salience is a major determinant in voters' decisions. Candidates and political parties campaign to shift salience to their advantage - a process termed priming. We study the dynamics, strategies and equilibria of campaign spending for voter priming in multi-issue multi-party settings. We consider both parliamentary elections, where parties aim to maximize their share of votes, and various settings for presidential elections, where the winner takes all. For parliamentary elections, we show that pure equilibrium spending always exists and can be computed in time linear in the number of voters. For two parties and all settings, a spending equilibrium exists such that each party invests only in a single issue, and an equilibrium can be computed in time that is polynomial in the number of issues and linear in the number of voters. We also show that in most presidential settings no equilibrium exists. Additional properties of optimal campaign strategies are also studied