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Learning from Group Comparisons: Exploiting Higher Order Interactions

Yao Li, Minhao Cheng, Kevin Fujii, Fushing Hsieh, Cho-Jui Hsieh

Neural Information Processing Systems

We study the problem of learning from group comparisons, with applications in predicting outcomes of sports and online games. Most of the previous works in this area focus on learning individual effects--they assume each player has an underlying score, and the "ability" of the team is modeled by the sum of team


Learning from Group Comparisons: Exploiting Higher Order Interactions

Neural Information Processing Systems

We study the problem of learning from group comparisons, with applications in predicting outcomes of sports and online games. Most of the previous works in this area focus on learning individual effects---they assume each player has an underlying score, and the ''ability'' of the team is modeled by the sum of team members' scores. Therefore, all the current approaches cannot model deeper interaction between team members: some players perform much better if they play together, and some players perform poorly together. In this paper, we propose a new model that takes the player-interaction effects into consideration. However, under certain circumstances, the total number of individuals can be very large, and number of player interactions grows quadratically, which makes learning intractable. In this case, we propose a latent factor model, and show that the sample complexity of our model is bounded under mild assumptions. Finally, we show that our proposed models have much better prediction power on several E-sports datasets, and furthermore can be used to reveal interesting patterns that cannot be discovered by previous methods.


Reviews: Learning from Group Comparisons: Exploiting Higher Order Interactions

Neural Information Processing Systems

Summary: This paper develops a model that can capture player-interactions from group comparisons (team-play win/loss info). In an effort to address higher-order interactions with a reasonable size of data set, it then proposes a latent factor model and the sample complexity analysis for the model is done under certain scenarios. Experiments are conducted on real-world on-line game datasets, comparing the win/loss prediction accuracy of the proposed approach to the prior methods such as BTL [12] and Trueskill [11]. Detailed comments: The paper studies an interesting problem, and investigates the role of player-interactions which has been out of reach in the literature. One noticeable observation found in the paper is that the proposed approach may be able to identify the best team members with good chemistry, as suggested in Table 3.


Practical strategies to minimize bias in machine learning

#artificialintelligence

We've been seeing the headlines for years: "Researchers find flaws in the algorithms used…" for nearly every use case for AI, including finance, health care, education, policing, or object identification. Most conclude that if the algorithm had only used the right data, was well vetted, or was trained to minimize drift over time, then the bias never would have happened. There are several practical strategies that you can adopt to instrument, monitor, and mitigate bias through a disparate impact measure. For models that are used in production today, you can start by instrumenting and baselining the impact live. For analysis or models used in one-time or periodic decision making, you'll benefit from all strategies except for live impact monitoring.


Learning from Group Comparisons: Exploiting Higher Order Interactions

Li, Yao, Cheng, Minhao, Fujii, Kevin, Hsieh, Fushing, Hsieh, Cho-Jui

Neural Information Processing Systems

We study the problem of learning from group comparisons, with applications in predicting outcomes of sports and online games. Most of the previous works in this area focus on learning individual effects---they assume each player has an underlying score, and the ''ability'' of the team is modeled by the sum of team members' scores. Therefore, all the current approaches cannot model deeper interaction between team members: some players perform much better if they play together, and some players perform poorly together. In this paper, we propose a new model that takes the player-interaction effects into consideration. However, under certain circumstances, the total number of individuals can be very large, and number of player interactions grows quadratically, which makes learning intractable.


Learning from Group Comparisons: Exploiting Higher Order Interactions

Li, Yao, Cheng, Minhao, Fujii, Kevin, Hsieh, Fushing, Hsieh, Cho-Jui

Neural Information Processing Systems

We study the problem of learning from group comparisons, with applications in predicting outcomes of sports and online games. Most of the previous works in this area focus on learning individual effects---they assume each player has an underlying score, and the ''ability'' of the team is modeled by the sum of team members' scores. Therefore, all the current approaches cannot model deeper interaction between team members: some players perform much better if they play together, and some players perform poorly together. In this paper, we propose a new model that takes the player-interaction effects into consideration. However, under certain circumstances, the total number of individuals can be very large, and number of player interactions grows quadratically, which makes learning intractable. In this case, we propose a latent factor model, and show that the sample complexity of our model is bounded under mild assumptions. Finally, we show that our proposed models have much better prediction power on several E-sports datasets, and furthermore can be used to reveal interesting patterns that cannot be discovered by previous methods.


Learning from Group Comparisons: Exploiting Higher Order Interactions

Li, Yao, Cheng, Minhao, Fujii, Kevin, Hsieh, Fushing, Hsieh, Cho-Jui

Neural Information Processing Systems

We study the problem of learning from group comparisons, with applications in predicting outcomes of sports and online games. Most of the previous works in this area focus on learning individual effects---they assume each player has an underlying score, and the ''ability'' of the team is modeled by the sum of team members' scores. Therefore, all the current approaches cannot model deeper interaction between team members: some players perform much better if they play together, and some players perform poorly together. In this paper, we propose a new model that takes the player-interaction effects into consideration. However, under certain circumstances, the total number of individuals can be very large, and number of player interactions grows quadratically, which makes learning intractable. In this case, we propose a latent factor model, and show that the sample complexity of our model is bounded under mild assumptions. Finally, we show that our proposed models have much better prediction power on several E-sports datasets, and furthermore can be used to reveal interesting patterns that cannot be discovered by previous methods.


Automatically Identifying Groups Based on Content and Collective Behavioral Patterns of Group Members

Gregory, Michelle (Pacific Northwest National Laboratory) | Engel, Dave W. (Pacific Northwest National Laboratory) | Bell, Eric (Pacific Northwest National Laboratory) | Piatt, Andy (Pacific Northwest National Laboratory) | Dowson, Scott (Pacific Northwest National Laboratory) | Cowell, Andrew (Pacific Northwest National Laboratory)

AAAI Conferences

For example, on Live Journal1, there are a number of categories, gaming, for The explosion of popularity in social media, such as internet example, that one can categorize themselves and their forums, weblogs (blogs), wikis, etc., in the past decade blogs. While a number of those that self select that category has created a new opportunity to measure public opinion, may interact, there is no explicit requirement to do so. If attitude, and social structures (Agichtein et al. 2008, one is interested in marketing to a gaming crowd, for instance, Qualman 2010). A very common social structure investigated knowing all persons interested in gaming would be is online communities, or groups. There are a number useful, even if they do not interact directly with one another.