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.

Wed 7 OctMachine LearningInformation Theory
The gist
This paper looks at how to figure out which option is best when people have different preferences and compare options in pairs. Earlier work showed that asking each person to compare options just once might not find the true best option. The authors study how many times each person needs to compare to get the right ranking. They propose algorithms that need only a small number of repeated comparisons, sometimes just a few on average, to accurately find the top option across all users. They test these methods using simulated data and data from a gaming platform to see how well they work.
Open → 2610.10795v1

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.

Tue 29 SeptMachine LearningArtificial Intelligence
The gist
Many recommendation systems struggle when new users arrive without any prior history, making it hard to suggest good choices right away. The authors present a way to use data from earlier groups of users to start new recommendations smarter, so the system learns faster what each new user likes. They also design the system to avoid showing the same items too often or running out of good options. Tests in simulations and a real quiz app showed their method made better early recommendations and kept users more engaged.
Open → 2609.37800v1