From Recommendation Systems to Facility Location Games
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Abstract (arXiv)
Recommendation systems are extremely popular tools for matching users and contents. However, when content providers are strategic, the basic principle of matching users to the closest content, where both users and contents are modeled as points in some semantic space, may yield low social welfare. This is due to the fact that content providers are strategic and optimize their offered content to be recommended to as many users as possible. Motivated by modern applications, we propose the widely studied framework of facility location games to study recommendation systems with strategic content providers. Our conceptual contribution is the introduction of a textitmediator to facility location models, in the pursuit of better social welfare. We aim at designing mediators that a) induce a game with high social welfare in equilibrium, and b) intervene as little as possible. In service of the latter, we introduce the notion of textitintervention cost, which quantifies how much damage a mediator may cause to the social welfare when an off-equilibrium profile is adopted. As a case study in high-welfare low-intervention mediator design, we consider the one-dimensional segment as the user domain. We propose a mediator that implements the socially optimal strategy profile as the unique equilibrium profile, and show a tight bound on its intervention cost. Ultimately, we consider some extensions, and highlight open questions for the general agenda.
Key facts. Cited by 9 papers in the map (data through 14 Oct 2026). First posted on arXiv 9 Sep 2018.
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Citing papers per year: 2021: 1; 2022: 1; 2023: 5; 2024: 1; 2025: 0; 2026: 1.
9 papers.
- 2022Modeling Content Creator Incentives on Algorithm-Curated Platformscited by 35
- 2023How Bad is Top-K Recommendation under Competing Content Creators?cited by 27
- 2021RecSim NG: Toward Principled Uncertainty Modeling for Recommender Ecosystemscited by 21
- 2023Performative Recommendation: Diversifying Content via Strategic Incentivescited by 12
- 2023Modeling Recommender Ecosystems: Research Challenges at the Intersection of Mechanism Design, Reinforcement Learning and Generative Modelscited by 7
- 2023Competing for Shareable Arms in Multi-Player Multi-Armed Banditscited by 6
- 2023Content Prompting: Modeling Content Provider Dynamics to Improve User Welfare in Recommender Ecosystemscited by 5
- 2024PPA-Game: Characterizing and Learning Competitive Dynamics Among Online Content Creatorscited by 0
- 2026Content Creation with Spillovers: An Incentive Design Approachcited by 0
- 2026Content Creation with Spillovers: An Incentive Design Approach15 Mar 2026
- 2024PPA-Game: Characterizing and Learning Competitive Dynamics Among Online Content Creators22 Mar 2024
- 2023Modeling Recommender Ecosystems: Research Challenges at the Intersection of Mechanism Design, Reinforcement Learning and Generative Models8 Sep 2023
- 2023Content Prompting: Modeling Content Provider Dynamics to Improve User Welfare in Recommender Ecosystems2 Sep 2023
- 2023Competing for Shareable Arms in Multi-Player Multi-Armed Bandits30 May 2023
- 2023Performative Recommendation: Diversifying Content via Strategic Incentives8 Feb 2023
- 2023How Bad is Top-K Recommendation under Competing Content Creators?3 Feb 2023
- 2022Modeling Content Creator Incentives on Algorithm-Curated Platforms27 Jun 2022
- 2021RecSim NG: Toward Principled Uncertainty Modeling for Recommender Ecosystems14 Mar 2021