The Data Exploration Game
Ben McCamish, Arash Termehchy, Behrouz Touri Information & Data Management and Analytics Laboratory (IDEA)
The Data Exploration Game Ben McCamish, Arash Termehchy, Behrouz - - PowerPoint PPT Presentation
The Data Exploration Game Ben McCamish, Arash Termehchy, Behrouz Touri I nformation & D ata Manag e ment and A nalytics Laboratory (IDEA) Most users cannot precisely express their intents Intents they wish to find Use Queries to Grades
Ben McCamish, Arash Termehchy, Behrouz Touri Information & Data Management and Analytics Laboratory (IDEA)
Results
First_Name Last_Name Dept. Grade
Sarah Smith CE A John Smith EE B
subset of matching tuples
Smith
Grades
First_Name Last_Name Dept. Grade
… … … …
Sarah Smith CE A John Smith EE B Kerry Smith CS D
… … … … 2
Kerry Smith in CS
Use Queries to express intents Intents they wish to find
Results
First_Name Last_Name Dept. Grade
Kerry Smith CS D Sarah Smith CE A
query allowed the user to find the desired student
Smith CS
Grades
First_Name Last_Name Dept. Grade
… … … …
Sarah Smith CE A John Smith EE B Kerry Smith CS D
… … … …
3
Kerry Smith in CS
Results
First_Name Last_Name Dept. Grade
Kerry Smith CS D John Smith EE B Smith
Grades
First_Name Last_Name Dept. Grade
… … … …
Sarah Smith CE A John Smith EE B Kerry Smith CS D
… … … … 4
to return Kerry Smith in CS department
Kerry Smith in CS
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Query # Query q1
“Smith CE”
q2
“Smith”
User Strategy (U)
q1 q2 e1 1 e2 1 e3 1 Intent # Intent e1
John Smith in EE
e2
Sarah Smith in CE
e3
Kerry Smith in CS
Grades
First_Name Last_Name Dept. Grade
… … … …
Sarah Smith CE A John Smith EE B Kerry Smith CS D
… … … … 6
queries
behind the query.
mapping from queries to intents
Database Strategy
e1 e2 e3 q1 1 q2 0.5 0.5 Intent # Intent e1
ans(y)← Grades(x,’Smith’, ‘EE’, y)
e2
ans(y)← Grades(x,’Smith’, ‘CE’, y)
e3
ans(y)← Grades(x,’Smith’, ‘CS’, y)
Query # Query q1
“Smith CE”
q2
“Smith”
Grades
First_Name Last_Name Dept. Grade
… … … …
Sarah Smith CE A John Smith EE B Kerry Smith CS D
… … … … 7
Sarah Smith in CE
environment).
learn (dynamic environment).
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learning behavior
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methods from experimental economics and psychology.
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Method Mean Squared Error Bush and Mosteller’s 0.0673 Cross’s 0.0686 Roth and Erev 0.0666 Roth and Erev Modified 0.0666 Win-Stay/Lose-Randomize 0.0713 Latest Reward 0.1427
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remembers all previous interactions, and reinforces based on reward in each interaction.
the DBMS that considers user learning.
algorithms in current systems.
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