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Fatma Kilinç-Karzan

dblp:99/7268 · DBLP profile ↗
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8ranked-venue papers
1as first author
2since 2021 · last 2023
0000-0001-5939-4575ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 5 · 1 since 2021Theory of computation · 4 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Theoretical computer science
4 papers
Mathematical optimization · 48% Algorithmic game theory and mechanism design · 39% Algorithms and data structures · 6%
Artificial intelligence
1 paper
Reinforcement learning · 100%
Human-computer interaction and pervasive computing
1 paper
Human-AI interaction · 100%
Databases, data mining, and information retrieval
2 papers
Recommender systems · 100%

Topics — the 15 heaviest of 17, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Algorithmic game theory and mechanism design › non-cooperative game
extensive-form games
0.522017
Theoretical and Practical Advances on Smoothing for Extensive-Form Games · EC 2017
Faster First-Order Methods for Extensive-Form Game Solving · EC 2015
Mathematical optimization › continuous optimization › convex optimization
first-order methods
0.522017
Theoretical and Practical Advances on Smoothing for Extensive-Form Games · EC 2017
Faster First-Order Methods for Extensive-Form Game Solving · EC 2015
Algorithmic game theory and mechanism design
mechanism design
0.522017
Theoretical and Practical Advances on Smoothing for Extensive-Form Games · EC 2017
Faster First-Order Methods for Extensive-Form Game Solving · EC 2015
Machine learning › Reinforcement learning
multi-armed bandit
0.512021
Rebounding Bandits for Modeling Satiation Effects · NeurIPS 2021
Algorithmic game theory and mechanism design › equilibrium computation
nash equilibrium computation
0.212015
Faster First-Order Methods for Extensive-Form Game Solving · EC 2015
Mathematical optimization › minimax optimization
bilinear saddle point problem
0.212014
Saddle Points and Accelerated Perceptron Algorithms · ICML 2014
Mathematical optimization
minimax optimization
0.212014
Saddle Points and Accelerated Perceptron Algorithms · ICML 2014
Mathematical optimization › primal-dual method
mirror-prox
0.212014
Saddle Points and Accelerated Perceptron Algorithms · ICML 2014
Algorithms and data structures › learning algorithms
perceptron
0.212014
Saddle Points and Accelerated Perceptron Algorithms · ICML 2014
Mathematical optimization
primal-dual method
0.212014
Saddle Points and Accelerated Perceptron Algorithms · ICML 2014
Mathematical optimization › sparse optimization
block-sparse recovery
0.112011
On the accuracy of l1-filtering of signals with block-sparse structure · NIPS 2011
Mathematical optimization › continuous optimization › convex optimization › norm optimization
l1 minimization
0.112011
On the accuracy of l1-filtering of signals with block-sparse structure · NIPS 2011
Information theory › signal processing › compressed sensing
sparse recovery
0.112011
On the accuracy of l1-filtering of signals with block-sparse structure · NIPS 2011
Coding theory › channel coding
error probability bounds
0.012011
On the accuracy of l1-filtering of signals with block-sparse structure · NIPS 2011
Information theory › statistical inference
oracle inequalities
0.012011
On the accuracy of l1-filtering of signals with block-sparse structure · NIPS 2011

Methods — techniques the papers use, named apart from their topics

multi-armed bandit · 1.3linear dynamical systems · 1.0explore-estimate-plan · 1.0mirror prox · 0.7crowdworker study · 0.7crowd worker study · 0.7excessive gap technique · 0.5dilated entropy function · 0.5stochastic mirror-prox · 0.2accelerated primal-dual algorithm · 0.2l1 minimization · 0.1
YearPublicationVenuePosition
2023 A Field Test of Bandit Algorithms for Recommendations: Understanding the Validity of Assumptions on Human Preferences in Multi-armed Bandits
abstract
Personalized recommender systems suffuse modern life, shaping what media we read and what products we consume. Algorithms powering such systems tend to consist of supervised-learning-based heuristics, such as latent factor models with a variety of heuristically chosen prediction targets. Meanwhile, theoretical treatments of recommendation frequently address the decision-theoretic nature of the problem, including the need to balance exploration and exploitation, via the multi-armed bandits (MABs) framework. However, MAB-based approaches rely heavily on assumptions about human preferences. These preference assumptions are seldom tested using human subject studies, partly due to the lack of publicly available toolkits to conduct such studies. In this work, we conduct a study with crowdworkers in a comics recommendation MABs setting. Each arm represents a comic category, and users provide feedback after each recommendation. We check the validity of core MABs assumptions—that human preferences (reward distributions) are fixed over time—and find that they do not hold. This finding suggests that any MAB algorithm used for recommender systems should account for human preference dynamics. While answering these questions, we provide a flexible experimental framework for understanding human preference dynamics and testing MABs algorithms with human users. The code for our experimental framework and the collected data can be found at https://github.com/HumainLab/human-bandit-evaluation.
Liu Leqi, Giulio Zhou, Fatma Kilinç-Karzan, Zachary C. Lipton, Alan L. Montgomery
CHI3
2021 Rebounding Bandits for Modeling Satiation Effects
abstract
Psychological research shows that enjoyment of many goods is subject to satiation, with short-term satisfaction declining after repeated exposures to the same item. Nevertheless, proposed algorithms for powering recommender systems seldom model these dynamics, instead proceeding as though user preferences were fixed in time. In this work, we introduce rebounding bandits, a multi-armed bandit setup, where satiation dynamics are modeled as time-invariant linear dynamical systems. Expected rewards for each arm decline monotonically with consecutive exposures and rebound towards the initial reward whenever that arm is not pulled. Unlike classical bandit algorithms, methods for tackling rebounding bandits must plan ahead and model-based methods rely on estimating the parameters of the satiation dynamics. We characterize the planning problem, showing that the greedy policy is optimal when the arms exhibit identical deterministic dynamics. To address stochastic satiation dynamics with unknown parameters, we propose Explore-Estimate-Plan, an algorithm that pulls arms methodically, estimates the system dynamics, and then plans accordingly.
Liu Leqi, Fatma Kilinç-Karzan, Zachary C. Lipton, Alan L. Montgomery
NeurIPS2
2020 On Convex Hulls of Epigraphs of QCQPs
Alex L. Wang, Fatma Kilinç-Karzan
IPCO2
2017 Theoretical and Practical Advances on Smoothing for Extensive-Form Games
abstract
Sparse iterative methods, in particular first-order methods, are known to be among the most effective in solving large-scale two-player zero-sum extensive-form games. The convergence rates of these methods depend heavily on the properties of the distance-generating function that they are based on. We investigate the acceleration of first-order methods for solving extensive-form games through better design of the dilated entropy function---a class of distance-generating functions related to the domains associated with the extensive-form games. By introducing a new weighting scheme for the dilated entropy function, we develop the first distance-generating function for the strategy spaces of sequential games that only a logarithmic dependence on the branching factor of the player. This result improves the convergence rate of several first-order methods by a factor of Ω(bdd), where b is the branching factor of the player, and d is the depth of the game tree.
Christian Kroer, Kevin Waugh, Fatma Kilinç-Karzan, Tuomas Sandholm
EC3
2015 Faster First-Order Methods for Extensive-Form Game Solving
abstract
We study the problem of computing a Nash equilibrium in large-scale two-player zero-sum extensive-form games. While this problem can be solved in polynomial time, first-order or regret-based methods are usually preferred for large games. Regret-based methods have largely been favored in practice, in spite of their theoretically inferior convergence rates. In this paper we investigate the acceleration of first-order methods both theoretically and experimentally. An important component of many first-order methods is a distance-generating function. Motivated by this, we investigate a specific distance-generating function, namely the dilated entropy function, over treeplexes, which are convex polytopes that encompass the strategy spaces of perfect-recall extensive-form games. We develop significantly stronger bounds on the associated strong convexity parameter. In terms of extensive-form game solving, this improves the convergence rate of several first-order methods by a factor of O((#information sets ⋅ depth ⋅ M)/(2depth)) where M is the maximum value of the l1 norm over the treeplex encoding the strategy spaces. Experimentally, we investigate the performance of three first-order methods (the excessive gap technique, mirror prox, and stochastic mirror prox) and compare their performance to the regret-based algorithms. In order to instantiate stochastic mirror prox, we develop a class of gradient sampling schemes for game trees. Equipped with our distance-generating function and sampling scheme, we find that mirror prox and the excessive gap technique outperform the prior regret-based methods for finding medium accuracy solutions
Christian Kroer, Kevin Waugh, Fatma Kilinç-Karzan, Tuomas Sandholm
EC3
2014 Saddle Points and Accelerated Perceptron Algorithms
abstract
In this paper, we consider the problem of finding a linear (binary) classifier or providing a near-infeasibility certificate if there is none. We bring a new perspective to addressing these two problems simultaneously in a single efficient process, by investigating a related Bilinear Saddle Point Problem (BSPP). More specifically, we show that a BSPP-based approach provides either a linear classifier or an ε-infeasibility certificate. We show that the accelerated primal-dual algorithm, Mirror Prox, can be used for this purpose and achieves the best known convergence rate of O(\sqrt\log n\overρ(A)) (O(\sqrt\log n\overε)), which is \emphalmost independent of the problem size, n. Our framework also solves kernelized and conic versions of the problem, with the same rate of convergence. We support our theoretical findings with an empirical study on synthetic and real data, highlighting the efficiency and numerical stability of our algorithms, especially on large-scale instances.
Adams Wei Yu, Fatma Kilinç-Karzan, Jaime G. Carbonell
ICML2
2014 Two-Term Disjunctions on the Second-Order Cone
Fatma Kilinç-Karzan, Sercan Yildiz
IPCO1
2011 On the accuracy of l1-filtering of signals with block-sparse structure
abstract
We discuss new methods for the recovery of signals with block-sparse structure, based on l1-minimization. Our emphasis is on the efficiently computable error bounds for the recovery routines. We optimize these bounds with respect to the method parameters to construct the estimators with improved statistical properties. We justify the proposed approach with an oracle inequality which links the properties of the recovery algorithms and the best estimation performance.
Anatoli Iouditski, Fatma Kilinç-Karzan, Arkadi Nemirovski, Boris T. Polyak
NIPS2