Fab is a recommendation system designed to help users sift through the enormous amount of information available in the World Wide Web. Operational since Dec. 1994, this system combines the content-based and collaborative methods of recommendation in a way that exploits the advantages of the two approaches while avoiding their shortcomings. Fab's hybrid structure allows for automatic recognition of emergent issues relevant to various groups of users. It also enables two scaling problems, pertaining to the rising number of users and documents, to be addressed. © COPYRIGHT 1997 Association for Computing Machinery Inc.By combining both collaborative and content-based filtering systems, Fab may eliminate many of the weaknesses found in each approach.Online readers are in need of tools to help them cope with the mass of content available on the World-Wide Web. In traditional media, readers are provided assistance in making selections. This includes both implicit assistance in the form of editorial oversight and explicit assistance in the form of recommendation services such as movie reviews and restaurant guides. The electronic medium offers new opportunities to create recommendation services, ones that adapt over time to track their evolving interests. Fab is such a recommendation system for the Web, and has been operational in several versions since December 1994.The problem of recommending items from some fixed database has been studied extensively, and two main paradigms have emerged. In content-based recommendation one tries to recommend items similar to those a given user has liked in the past, whereas in collaborative recommendation one identifies users whose tastes are similar to those of the given user and recommends items they have liked. Our approach in Fab has been to combine these two methods. Here, we explain how a hybrid system can incorporate the advantages of both methods while inheriting the disadvantages of neither.In addition to what one might call the "generic advantages" inherent in any hybrid system, the particular design of the Fab architecture brings two additional benefits. First, two scaling problems common to all Web services are addressed -an increasing number of users and an increasing number of documents. Second, the system automatically identifies emergent communities of interest in the user population, enabling enhanced group awareness and communications.Here we describe the two approaches for content-based and collaborative recommendation, explain how a hybrid system can be created, and then describe Fab, an implementation of such a system. For more details on both the implemented architecture and the experimental design the reader is referred to [1].The content-based approach to recommendation has its roots in the information retrieval (IR) community, and employs many of the same techniques. Text documents are recommended based on a comparison between their content and a user profile. Data structures for both of these are created using features extracted from the text of the document...
Some important classical mechanisms considered in Microeconomics and Game Theory require the solution of a difficult optimization problem. This is true of mechanisms for combinatorial auctions, which have in recent years assumed practical importance, and in particular of the gold standard for combinatorial auctions, the Generalized Vickrey Auction (GVA). Traditional analysis of these mechanisms -in particular, their truth revelation properties -assumes that the optimization problems are solved precisely. In reality, these optimization problems can usually be solved only in an approximate fashion. We investigate the impact on such mechanisms of replacing exact solutions by approximate ones. Specifically, we look at a particular greedy optimization method. We show that the GVA payment scheme does not provide for a truth revealing mechanism. We introduce another scheme that does guarantee truthfulness for a restricted class of players. We demonstrate the latter property by identifying natural properties for combinatorial auctions and showing that, for our restricted class of players, they imply that truthful strategies are dominant. Those properties have applicability beyond the specific auction studied.
In certain areas of artificial intelligence there is need to represent continuous change and to make statements that are interpreted with respect to time intervals rather than time points. To this end, a modal temporal loglc based on time intervals is developed, a logic that can be viewed as a generalization of point-based modal temporal logic. Related loglcs are discussed, an intuitive presentation of the new logic is given, and its formal syntax and semantics are defined. No assumption is made about the underlying nature of time, allowing it to be discrete (such as the natural numbers) or continuous (such as the rationals or the reals), linear or branching, complete (such as the reals), or not (such as the rational). It is shown, however, that there are formulas in the logic that allow us to distinguish all these situations. A translation of our logic into first-order logic is given, which allows the application of some results on first-order logic to our modal logic. Finally. the difficulty of validity problems for the logic is considered. This turns out to depend critically, and in surprising ways, on our assumptions about time. For example, if our underlying temporal structure is the ratlonals, then, the validity problem is r. e .-complete; if it is the reals, then validity n II~-hard: and if it is the natural numbers, then validity is fI ] -complete.
Some important classical mechanisms considered in Microeconomics and Game Theory require the solution of a difficult optimization problem. This is true of mechanisms for combinatorial auctions, which have in recent years assumed practical importance, and in particular of the gold standard for combinatorial auctions, the Generalized Vickrey Auction (GVA). Traditional analysis of these mechanisms -in particular, their truth revelation properties -assumes that the optimization problems are solved precisely. In reality, these optimization problems can usually be solved only in an approximate fashion. We investigate the impact on such mechanisms of replacing exact solutions by approximate ones. Specifically, we look at a particular greedy optimization method. We show that the GVA payment scheme does not provide for a truth revealing mechanism. We introduce another scheme that does guarantee truthfulness for a restricted class of players. We demonstrate the latter property by identifying natural properties for combinatorial auctions and showing that, for our restricted class of players, they imply that truthful strategies are dominant. Those properties have applicability beyond the specific auction studied.
The area of learning in multi-agent systems is today one of the most fertile grounds for interaction between game theory and artificial intelligence. We focus on the foundational questions in this interdisciplinary area, and identify several distinct agendas that ought to, we argue, be separated. The goal of this article is to start a discussion in the research community that will result in firmer foundations for the area. 1
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