Boya Xu

2papers

2 Papers

IRSep 6, 2022
A Scalable Recommendation Engine for New Users and Items

Boya Xu, Yiting Deng, Carl Mela

In many digital contexts such as online news and e-tailing with many new users and items, recommendation systems face several challenges: i) how to make initial recommendations to users with little or no response history (i.e., cold-start problem), ii) how to learn user preferences on items (test and learn), and iii) how to scale across many users and items with myriad demographics and attributes. While many recommendation systems accommodate aspects of these challenges, few if any address all. This paper introduces a Collaborative Filtering (CF) Multi-armed Bandit (B) with Attributes (A) recommendation system (CFB-A) to jointly accommodate all of these considerations. Empirical applications including an offline test on MovieLens data, synthetic data simulations, and an online grocery experiment indicate the CFB-A leads to substantial improvement on cumulative average rewards (e.g., total money or time spent, clicks, purchased quantities, average ratings, etc.) relative to the most powerful extant baseline methods.

LGApr 29, 2021
Emotional Contagion-Aware Deep Reinforcement Learning for Antagonistic Crowd Simulation

Pei Lv, Qingqing Yu, Boya Xu et al.

The antagonistic behavior in the crowd usually exacerbates the seriousness of the situation in sudden riots, where the antagonistic emotional contagion and behavioral decision making play very important roles. However, the complex mechanism of antagonistic emotion influencing decision making, especially in the environment of sudden confrontation, has not yet been explored very clearly. In this paper, we propose an Emotional contagion-aware Deep reinforcement learning model for Antagonistic Crowd Simulation (ACSED). Firstly, we build a group emotional contagion module based on the improved Susceptible Infected Susceptible (SIS) infection disease model, and estimate the emotional state of the group at each time step during the simulation. Then, the tendency of crowd antagonistic action is estimated based on Deep Q Network (DQN), where the agent learns the action autonomously, and leverages the mean field theory to quickly calculate the influence of other surrounding individuals on the central one. Finally, the rationality of the predicted actions by DQN is further analyzed in combination with group emotion, and the final action of the agent is determined. The proposed method in this paper is verified through several experiments with different settings. The results prove that the antagonistic emotion has a vital impact on the group combat, and positive emotional states are more conducive to combat. Moreover, by comparing the simulation results with real scenes, the feasibility of our method is further confirmed, which can provide good reference to formulate battle plans and improve the win rate of righteous groups in a variety of situations.