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Collaborating Authors

 The Hebrew University


The Pricing War Continues: On Competitive Multi-Item Pricing

AAAI Conferences

We study a game with \emph{strategic} vendors (the agents) who own multiple items and a single buyer with a submodular valuation function. The goal of the vendors is to maximize their revenue via pricing of the items, given that the buyer will buy the set of items that maximizes his net payoff.% (valuation minus the prices). We show this game may not always have a pure Nash equilibrium, in contrast to previous results for the special case where each vendor owns a single item. We do so by relating our game to an intermediate, discrete game in which the vendors only choose the available items, and their prices are set exogenously afterwards. We further make use of the intermediate game to provide tight bounds on the price of anarchy for the subset games that have pure Nash equilibria; we find that the optimal PoA reached in the previous special cases does not hold, but only a logarithmic one. Finally, we show that for a special case of submodular functions, efficient pure Nash equilibria always exist.


Pruning Techniques in Search and Planning

AAAI Conferences

Search algorithms often suffer from exploring areas which eventually are not part of the shortest path from the start to a goal. Usually it is the purpose of the heuristic function to guide the search algorithm such that it will ignore as much as possible of these areas. We consider other, non-heuristic methods that can be used to prune the search space to make search even faster. We present two algorithms: one for search in graphs that fit in memory, and in which we will need to perform many searches, and another, which improves the search time of planning problems that contain symmetries.


Search Space Reduction Using Swamp Hierarchies

AAAI Conferences

However, there are many domains, work that is perhaps closest to ours is the "dead-end heuristic" such as map-based searches (common in GPS navigation, introduced by Björnsson and Halldórsson (2006). They computer games, and robotics) where the entire use a preprocessing phase to identify areas that are deadends, state-space is given explicitly. Optimal paths for such domains and create an abstract graph whose nodes are these can be found relatively quickly with simple heuristics, areas. Initially, the search is performed on the abstracted especially when compared to the time it takes to explore graph. The areas that were not visited during the search exponentially large combinatorial problems. Relative on the abstracted graph are then ignored when the search is quickness, however, might still not be fast enough in certain performed in the original search space. In addition to identifying real-time applications, where further improvement towards dead-ends, our approach also identifies (and prunes, high-speed performance is especially valued.


ICWSM — A Great Catchy Name: Semi-Supervised Recognition of Sarcastic Sentences in Online Product Reviews

AAAI Conferences

Sarcasm is a sophisticated form of speech act widely used in online communities. Automatic recognition of sarcasm is, however, a novel task. Sarcasm recognition could contribute to the performance of review summarization and ranking systems. This paper presents SASI, a novel Semi-supervised Algorithm for Sarcasm Identification that recognizes sarcastic sentences in product reviews. SASI has two stages: semi-supervised pattern acquisition, and sarcasm classification. We experimented on a data set of about 66000 Amazon reviews for various books and products. Using a gold standard in which each sentence was tagged by 3 annotators, we obtained precision of 77% and recall of 83.1% for identifying sarcastic sentences. We found some strong features that characterize sarcastic utterances. However, a combination of more subtle pattern-based features proved more promising in identifying the various facets of sarcasm. We also speculate on the motivation for using sarcasm in online communities and social networks.