Preference Learning for Cognitive Modeling: A Case Study on Entertainment Preferences - Yannakakis, G.N.; Maragoudakis, M.; Hallam, J. (IEEE transactions on systems, man and cybernetics. Part A, Systems and humans, 2009)
Keywords: Accuracy; Augmented-reality games; Bayesian learning (BL); Bayesian methods; Communication systems; entertainment modeling; Investments; large-margin classifiers; Machine learning; Machine learning algorithms; neuroevolution; Predictive models; preference learning; Supervised learning; Systems engineering and theory; Technological innovation