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A NLP Approach to "Review Bombing" in Metacritic PC Videogames User Ratings

Coronado-Blázquez, Javier

arXiv.org Artificial Intelligence

Many videogames suffer "review bombing" -a large volume of unusually low scores that in many cases do not reflect the real quality of the product- when rated by users. By taking Metacritic's 50,000+ user score aggregations for PC games in English language, we use a Natural Language Processing (NLP) approach to try to understand the main words and concepts appearing in such cases, reaching a 0.88 accuracy on a validation set when distinguishing between just bad ratings and review bombings. By uncovering and analyzing the patterns driving this phenomenon, these results could be used to further mitigate these situations.


T-RECS: A Simulation Tool to Study the Societal Impact of Recommender Systems

Lucherini, Eli, Sun, Matthew, Winecoff, Amy, Narayanan, Arvind

arXiv.org Artificial Intelligence

Simulation has emerged as a popular method to study the long-term societal consequences of recommender systems. This approach allows researchers to specify their theoretical model explicitly and observe the evolution of system-level outcomes over time. However, performing simulation-based studies often requires researchers to build their own simulation environments from the ground up, which creates a high barrier to entry, introduces room for implementation error, and makes it difficult to disentangle whether observed outcomes are due to the model or the implementation. We introduce T-RECS, an open-sourced Python package designed for researchers to simulate recommendation systems and other types of sociotechnical systems in which an algorithm mediates the interactions between multiple stakeholders, such as users and content creators. To demonstrate the flexibility of T-RECS, we perform a replication of two prior simulation-based research on sociotechnical systems. We additionally show how T-RECS can be used to generate novel insights with minimal overhead. Our tool promotes reproducibility in this area of research, provides a unified language for simulating sociotechnical systems, and removes the friction of implementing simulations from scratch.


A Deep Reinforcement Learning Chatbot (Short Version)

Serban, Iulian V., Sankar, Chinnadhurai, Germain, Mathieu, Zhang, Saizheng, Lin, Zhouhan, Subramanian, Sandeep, Kim, Taesup, Pieper, Michael, Chandar, Sarath, Ke, Nan Rosemary, Rajeswar, Sai, de Brebisson, Alexandre, Sotelo, Jose M. R., Suhubdy, Dendi, Michalski, Vincent, Nguyen, Alexandre, Pineau, Joelle, Bengio, Yoshua

arXiv.org Machine Learning

We present MILABOT: a deep reinforcement learning chatbot developed by the Montreal Institute for Learning Algorithms (MILA) for the Amazon Alexa Prize competition. MILABOT is capable of conversing with humans on popular small talk topics through both speech and text. The system consists of an ensemble of natural language generation and retrieval models, including neural network and template-based models. By applying reinforcement learning to crowdsourced data and real-world user interactions, the system has been trained to select an appropriate response from the models in its ensemble. The system has been evaluated through A/B testing with real-world users, where it performed significantly better than other systems. The results highlight the potential of coupling ensemble systems with deep reinforcement learning as a fruitful path for developing real-world, open-domain conversational agents.


A Deep Reinforcement Learning Chatbot

Serban, Iulian V., Sankar, Chinnadhurai, Germain, Mathieu, Zhang, Saizheng, Lin, Zhouhan, Subramanian, Sandeep, Kim, Taesup, Pieper, Michael, Chandar, Sarath, Ke, Nan Rosemary, Rajeshwar, Sai, de Brebisson, Alexandre, Sotelo, Jose M. R., Suhubdy, Dendi, Michalski, Vincent, Nguyen, Alexandre, Pineau, Joelle, Bengio, Yoshua

arXiv.org Machine Learning

We present MILABOT: a deep reinforcement learning chatbot developed by the Montreal Institute for Learning Algorithms (MILA) for the Amazon Alexa Prize competition. MILABOT is capable of conversing with humans on popular small talk topics through both speech and text. The system consists of an ensemble of natural language generation and retrieval models, including template-based models, bag-of-words models, sequence-to-sequence neural network and latent variable neural network models. By applying reinforcement learning to crowdsourced data and real-world user interactions, the system has been trained to select an appropriate response from the models in its ensemble. The system has been evaluated through A/B testing with real-world users, where it performed significantly better than many competing systems. Due to its machine learning architecture, the system is likely to improve with additional data.


Survey Says These Are The 10 Most Loved Classic Video Games

Forbes - Tech

Who remembers their first video game console? Do you remember the first game you had on that system and your favorite levels to play through on those titles? NEW YORK, NY - MARCH 3: A person dressed as the Nintendo character Mario waves at a pop-up Nintendo venue in Madison Square Park, March 3, 2017 in New York City. The Nintendo Switch console goes on sale today and retails for 300 dollars. These are some of the questions MuchGames surveyed 2,000 gamers in an effort to determine the most beloved classic video games of all time.


LoRUS: A Mobile Crowdsourcing System for Efficiently Retrieving the Top-k Relevant Users in a Spatial Window

Mondal, Anirban (Xerox Research Center India) | Raravi, Gurulingesh (Xerox Research Center India) | Chugh, Amandeep (Xerox Research Center India) | Mukherjee, Tridib (Xerox Research Center India)

AAAI Conferences

Hence, they do not address mobile resource devices, it has now become practically feasible to enable constraints (e.g., energy, bandwidth) and also result in unnecessary people to share information about dynamic events (e.g., trees spam. On the other hand, multi-cast approaches randomly fallen on roads due to a storm, sudden truck breakdowns send the queries to some of the users to preserve mobile and unscheduled processions) in their current location. This resources, but they do not ensure the direction of queries strongly motivates facilitation of various kinds of locationdependent to the most relevant users.