The time for collaboratories for experimental research in the social sciences has come. It is encouraging to note that, with very limited funding, individual researchers already are struggling to develop collaboratories. We assert that larger group efforts will have substantially greater payoffs in knowledge development. There is now an opportunity to set the conditions which will speed the development of social science knowledge and revolutionize social science education for the foreseeable future. To do so will require a substantial infrastructure investment in collaboratories. The time has come for that investment to be made.
III.2 Long-term Support
There has been no tradition of providing long-term support to highly technical fields in the social sciences. As researchers make greater use of complex networked systems in their research, the need grows for technicians to conduct experiments. Like any large-scale laboratory in engineering or natural sciences, technical support is necessary. Traditionally this has not been the case in the social sciences (and only somewhat common in the behavioral sciences). In order to integrate current computational and networked tools into social science experimentation, technical support must be forthcoming.
III.3 Hardware/Software Support
As experiments are scaled up to incorporate many more subjects or as experiments are distributed across a number of sites, hardware and software innovations are needed. The needs of NetLab researchers are quite different from those of other engineers and scientists. As a consequence, hardware and software development is going to have to be directed towards those special needs, rather than relying on what has been developed for other sciences.
One of the barriers to current NetLab work is the relatively slow speed of the Internet. Experiments involving “real-time” interactions between hundreds of subjects, scattered across a variety of sites, are nearly impossible. Many of these experiments require that all subjects are brought up-to-date within 500 milliseconds of any action, and that many different actions may be taking place nearly simultaneously. If subjects are all tied to the same server, this is a relatively trivial problem. However, if subjects are widely distributed, then “real time” interaction becomes difficult. Moreover, server “crashes,” backlogs, bottlenecks and other threats to subject connectivity must be addressed. These constitute fundamental challenges to our capacity to scale up experiments.
A second barrier concerns massive data storage, handling and retrieval for large-scale experiments. Many experiments require that linkable, heterogeneous data be transmitted from individual sites and merged together. However, there are enormous problems with linking data that may include behavioral actions, physiological measurement and visual images. Moreover, if such data are collected for each subject and the number of subjects is very large, then the resulting data set will be extremely large. Transmitting that data will be difficult. For instance, consider 100 subjects engaged in a 60-minute experiment in which information is collected on: the mouse location in 10 millisecond slices; all mouse clicks; physiological measures such as respiration, galvanic skin conductance; EEG measures; and the complete video of the individual’s facial expressions throughout the experiment. Such data, digitally linked, will be extremely valuable, but their size alone will produce major difficulties for researchers.
In the TAC shopping game, each “agent” (an entrant to the competition) is a travel agent, with the goal of assembling travel packages (from TACtown to Tampa, during a notional 5-day period). Each agent is acting on behalf of eight clients, who express their preferences for various aspects of the trip. The objective of the travel agent is to maximize the total satisfaction of its clients (the sum of the client utilities).
Travel packages consist of the following:
A round-trip flight,
A hotel reservation, and
Tickets to some of the following entertainment events
Alligator wrestling
Amusement park
Museum
Illustration of the environment a TAC agent operates within. To the left are its eight clients and their preferences, in the middle all its competitors lined up (7 competitors/game), and to its right are all the auctions (28 simultaneous auctions of three different types).
There are obvious interdependencies, as the traveler needs a hotel for every night between arrival and departure of the flight, and can attend entertainment events only during that interval. In addition, the clients have individual preferences over which days they are in Tampa, the type of hotel, and which entertainment they want. All three types of goods (flights, hotels, entertainment) are traded in separate markets with different rules.
A run of the game is called an instance. Several instances of the game are played during each round of the competition in order to evaluate each agent’s average performance and to smooth the variations in client preferences.
On August 26, 2004, Yahoo! Research Labs in Pasadena held the fourth in a series of Spot Workshops. Spot workshops are informal one-day gatherings of academics and Yahoo folks centered around a common theme. This workshop’s theme was “Recommender Systems”.
A recommender system is an automated algorithm for providing personalized recommendations (for movies, or music, or restaurants, for example) to a user, often by looking for relationships between that user and a large base of other users. In a sense, a recommender system automates the social process of obtaining referrals or recommendations from like-minded friends.
There were two invited academic speakers, Professor John Riedl and Professor Jon Herlocker, who are both are active at the forefront of recommender systems research (and who played a large role in the field’s creation, including founding NetPerceptions, one of the first startup companies in this area). Todd Beaupre spoke about recommendations on Launch Music — one of the Y! properties most successful at creating personalization that works, providing significant and measurable user value. Donna Boyer and Nilesh Gohel from Y! Network Products discussed the benefits of (and obstacles to) deploying recommendation services across dozens of Y! properties, including Movies, TV, shopping, personals, autos, and others. There was a technical session on algorithmic tools from machine learning and linear algebra useful for recommendation systems, with several topics presented by scientists from Yahoo! Research Labs. The workshop ended with a roundtable discussion. Turnout was excellent, including a number of people from Sunnyvale and Santa Monica. Many attendees felt that the workshop was productive and valuable, serving to successfully bring together a number of people throughout the company with similar goals and interests, and ending with concrete plans for continued interaction and collaboration. The invited academic speakers served as a bridge to the academic research community, helping us to assess the current state of the art, as well as make connections for future collaborative projects, student internships, and new hires.
https://commerce.net/mindystaging/wp-content/uploads/2021/09/commercenet-logo-1.png00amshttps://commerce.net/mindystaging/wp-content/uploads/2021/09/commercenet-logo-1.pngams2004-11-24 23:04:592004-11-24 23:04:59Recommender Systems Workshop
I kept meaning to post this but kept forgetting to do so. Allan Schiffman: “This is why the Internet was invented. Unbelievably cool: check out eMachineshop. Link courtesy of Survival Arts.”
Some like to think of the Net as a digital village, but in fact it’s closer to a digital city. The ability to interact with a billion people on the Net comes with its own costs: Dealing with strangers is risky, and verifying their trustworthiness is expensive – especially on a case-by-case basis.
…
Companies can use reputation systems to enhance customer support while reducing its costs, and to establish trust, thereby increasing the number and quality of transactions. EBay’s feedback forum, which is used by millions of people for millions of transactions every day, is a good example. According to a study of eBay’s reputation system by Paul Resnick, an associate professor at the University of Michigan’s School of Information, highly ranked sellers can charge about 8 percent more than sellers with no reputation, for identical items.
Commerce is all about reputation. Online reputation transcends any single reputation system, but no online reputation system reflects that fact. Somewhere out there someone’s designing a whuffie system — the one ring to bind them all.
Update, November 29. Dick Hardt reminds us that Sxip enables online reputation systems. One Network to bind them all!
https://commerce.net/mindystaging/wp-content/uploads/2021/09/commercenet-logo-1.png00amshttps://commerce.net/mindystaging/wp-content/uploads/2021/09/commercenet-logo-1.pngams2004-11-21 10:25:312004-11-21 10:25:31Online Reputation Systems
NSF Workshop Calling for Shared Infrastructure for Ec Experiments
CommerceNetLab Workshop Report, chaired by Charlie Plott:
Benchmarking Competition for Trading Agents
DecentralizationFound this linking from Vorobeychik, a student of the current sigecom chair, M. Wellman. He wrote a *great* survey 5-pager at http://www.eecs.umich.edu/~yvorobey/2002/YABackground.pdf
http://www.eecs.umich.edu/~yvorobey/professional.htm#projects
http://www.eecs.umich.edu/~yvorobey/
http://ai.eecs.umich.edu/people/wellman/research/group.html
Recommender Systems Workshop
CommerceYahoo! Research Labs Spot Workshop on Recommender Systems:
eMachineshop
CommerceI kept meaning to post this but kept forgetting to do so. Allan Schiffman: “This is why the Internet was invented. Unbelievably cool: check out eMachineshop. Link courtesy of Survival Arts.”
If you enjoyed that link, check out my favorite Allan Schiffman lines from recondite thus far.
Online Reputation Systems
CommerceJeff Ubois in Release 1.0 (October 2003) wrote an issue on Online Reputation Systems:
Commerce is all about reputation. Online reputation transcends any single reputation system, but no online reputation system reflects that fact. Somewhere out there someone’s designing a whuffie system — the one ring to bind them all.
Update, November 29. Dick Hardt reminds us that Sxip enables online reputation systems. One Network to bind them all!