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 DePaul University


Investigating Potential Factors Associated with Gender Discrimination in Collaborative Recommender Systems

AAAI Conferences

The proliferation of personalized recommendation technologies has raised concerns about discrepancies in their recommendation performance across different genders, age groups, and racial or ethnic populations. This varying degree of performance could impact users’ trust in the system and may pose legal and ethical issues in domains where fairness and equity are critical concerns, like job recommendation. In this paper, we investigate several potential factors that could be associated with discriminatory performance of a recommendation algorithm for women versus men. We specifically study several characteristics of user profiles and analyze their possible associations with disparate behavior of the system towards different genders. These characteristics include the anomaly in rating behavior, the entropy of users’ profiles, and the users’ profile size. Our experimental results on a public dataset using four recommendation algorithms show that, based on all the three mentioned factors, women get less accurate recommendations than men indicating an unfair nature of recommendation algorithms across genders.


Modeling the Dynamics of User Preferences for Sequence-Aware Recommendation Using Hidden Markov Models

AAAI Conferences

In a variety of online settings involving interaction with end-users it is critical for the systems to adapt to changes in user preference. User preferences on items tend to change over time due to a variety of factors such as change in context, the task being performed, or other short-term or long-term external factors. Recommender systems, in particular need to be able to capture these dynamics in user preferences in order to remain tuned to the most current interests of users. In this work we present a recommendation framework which takes into account the dynamics of user preferences. We propose an approach based on Hidden Markov Models (HMM) to identify change-points in the sequence of user interactions which reflect significant changes in preference according to the sequential behavior of all the users in the data. The proposed framework leverages the identified change points to generate recommendations using a sequence-aware non-negative matrix factorization model. We empirically demonstrate the effectiveness of the HMM-based change detection method as compared to standard baseline methods. Additionally, we evaluate the performance of the proposed recommendation method and show that it compares favorably to state-of-the-art sequence-aware recommendation models.


Improved Results for Minimum Constraint Removal

AAAI Conferences

Given a set of obstacles and two designated points in the plane, the Minimum Constraint Removal problem asks for a minimum number of obstacles that can be removed so that a collision-free path exists between the two designated points. It is a well-studied problem in both robotic motion planning and wireless computing that has been shown to be NP-hard in various settings. In this work, we extend the study of Minimum Constraint Removal. We start by presenting refined NP-hardness reductions for the two cases: (1) when all the obstacles are axes-parallel rectangles, and (2) when all the obstacles are line segments such that no three intersect at the same point. These results improve on existing results in the literature. As a byproduct of our NP-hardness reductions, we prove that, unless the Exponential-Time Hypothesis (ETH) fails, Minimum Constraint Removal cannot be solved in subexponential time 2 o ( n ) , where n is the number of obstacles in the instance. This shows that significant improvement on the brute-force 2 O ( n ) -time algorithm is unlikely. We then present a subexponential-time algorithm for instances of Minimum Constraint Removal in which the number of obstacles that overlap at any point is constant; the algorithm runs in time 2 O (√ N ) , where N is the number of the vertices in the auxiliary graph associated with the instance of the problem. We show that significant improvement on this algorithm is unlikely by showing that, unless ETH fails, Minimum Constraint Removal with bounded overlap number cannot be solved in time 2 o (√ N ) . We describe several exact algorithms and approximation algorithms that leverage heuristics and discuss their performance in an extensive empirical simulation.


Reports of the Workshops Held at the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

AI Magazine

The AIIDE-14 Workshop program was held Friday and Saturday, October 3–4, 2014 at North Carolina State University in Raleigh, North Carolina. The workshop program included five workshops covering a wide range of topics. The titles of the workshops held Friday were Games and Natural Language Processing, and Artificial Intelligence in Adversarial Real-Time Games. The titles of the workshops held Saturday were Diversity in Games Research, Experimental Artificial Intelligence in Games, and Musical Metacreation.


Reports of the Workshops Held at the Tenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

AI Magazine

The AIIDE-14 Workshop program was held Friday and Saturday, October 3–4, 2014 at North Carolina State University in Raleigh, North Carolina. The workshop program included five workshops covering a wide range of topics. The titles of the workshops held Friday were Games and Natural Language Processing, and Artificial Intelligence in Adversarial Real-Time Games. The titles of the workshops held Saturday were Diversity in Games Research, Experimental Artificial Intelligence in Games, and Musical Metacreation. This article presents short summaries of those events.



Using Game Reviews to Recommend Games

AAAI Conferences

We present a recommender system intended to be used by a community of gamers. The system uses free-form text reviews of games written by the members of the community, along with information about the games that a particular user likes, in order to recommend new games that are likely to be of interest to that user. The system uses the frequency of co-occurrence of word pairs that appear in the reviews of a game as features that represent the game. The pairs consist of adjectives and context words; i.e., words that appear close to an adjective in a review. Because of the extremely large number of possible combinations of adjectives and context words, we use information-theoretic co-clustering of the adjective-context word pairs to reduce the dimensionality. Games are represented using the standard information retrieval vector space model, in which vector features are based on the frequency of occurrence of cocluster pairs.We present the results of three experiments with our system. In the first experiment, we use a variety of strategies to relate frequencies of co-cluster pairs to vector features, to see which produces the most accurate recommendations. In the second, we explore the effects of co-cluster dimensionality on the quality of our system’s recommendations. In the third experiment, we compare our approach to a baseline approach using a bag-of-words technique and conclude that our approach produces higher quality recommendations.


Objective

AAAI Conferences

This workshop aims at promoting and exploring the possibilities for research and practical applications involving natural language processing (NLP) and games.


On the Subexponential Time Complexity of CSP

AAAI Conferences

A Constraint Satisfaction Problem (CSP) with n variables ranging over a domain of d values can be solved by brute-force in d^n steps (omitting a polynomial factor). With a more careful approach, this trivial upper bound can be improved for certain natural restrictions of the CSP. In this paper we establish theoretical limits to such improvements, and draw a detailed landscape of the subexponential-time complexity of CSP. We first establish relations between the subexponential-time complexity of CSP and that of other problems, including CNF-Sat. We exploit this connection to provide tight characterizations of the subexponential-time complexity of CSP under common assumptions in complexity theory. For several natural CSP parameters, we obtain threshold functions that precisely dictate the subexponential-time complexity of CSP with respect to the parameters under consideration. Our analysis provides fundamental results indicating whether and when one can significantly improve on the brute-force search approach for solving CSP.


Recommender Systems in Requirements Engineering

AI Magazine

Requirements engineering in large-scaled industrial, government, and international projects can be a highly complex process involving thousands, or even hundreds of thousands of potentially distributed stakeholders. As a result, many human intensive tasks in requirements elicitation, analysis, and management processes can be augmented and supported through the use of recommender system and machine learning techniques. In this article we describe several areas in which recommendation technologies have been applied to the requirements engineering domain, namely stakeholder identification, domain analysis, requirements elicitation, and decision support across several requirements analysis and prioritization tasks. We also highlight ongoing challenges and opportunities for applying recommender systems in the requirements engineering domain.