Papers for
online game designers
Papers whose findings have a practical use for this group, as judged from the abstract. Open a paper to read what it means in practice.
Ranking accuracy improves with repeated user comparisons under varying preferences
How Many Repeated Pairwise Comparisons Are Needed for Ranking under Heterogeneity?
Abstract: We study ranking models by population-average utility from pairwise comparisons when preferences vary across users and tasks. Prior work shows that a single comparison per user can be insufficient to identify the alternative with the highest average utility, even with arbitrarily many users (Golz et al., 2025). We investigate how many repeated comparisons within each user-task context are necessary and sufficient for ranking recovery. Under a heterogeneous Bradley-Terry model with fixed inverse temperature, we start with a naive MLE-based algorithm that requires $Ω(1/Δ^2)$ repeated comparisons per context to ensure ranking recovery. We then present two MLE-based variants and a randomized Russian Roulette-style algorithm that recover the ranking using $O(\log(1/Δ))$ repeated comparisons per context, and we prove that this logarithmic dependence is optimal. Despite this worst-case requirement, our Russian Roulette algorithm uses only $O(1)$ comparisons per context in expectation. Synthetic experiments and semi-synthetic experiments based on Arena data compare the four algorithms in settings with varying levels of preference heterogeneity and under varying context distributions.
Warm-started mixture bandits improve repeated cold-start recommendations
Challenges and Solutions for Bandits in the Wild: Warm-Started Mixture Bandits for Cross-Cohort Slate Recommendation
Abstract: Many recommender services repeatedly encounter cold-start cohorts, where new users arrive with little or no interaction history. This creates two challenges: learning user preferences quickly from limited feedback and sustaining useful recommendations when each user has a finite catalog that can become repetitive or depleted over time. We propose CohortMix-TS, a warm-started mixture bandit that learns latent user groups from earlier cohorts and uses available metadata to construct group-informed priors for new users. Starting from these fixed priors, the model personalizes independently as feedback from each user becomes available. Session slates combine Thompson sampling with diversity and inventory-depletion controls. We evaluate CohortMix-TS through simulation, semi-synthetic experiments, and a 25-day randomized in-the-wild deployment with 713 registered participants in a Campus Games quiz application. Our evaluations show that cross-cohort transfer improves early recommendation quality and user-level regret, while inventory-aware slate construction helps prevent premature exhaustion of preferred items. In the field deployment, treatment users also showed a larger early-to-late change in correctness than users receiving random recommendations. Together, these results show how warm-start transfer and inventory-aware recommendations can support personalization for short-lived, repeatedly cold-starting cohorts.