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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>HybridRank : A Hybrid Content-Based Approach To Mobile Game Recommendations</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Anthony Chow</string-name>
          <email>awjchow@singtel.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Min-Hui Nicole, Foo,</string-name>
          <email>nicolefoo@singtel.com</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Giuseppe Manai, Ph.D.</string-name>
          <email>giuseppe@singtel.com</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>General Terms</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Experimentation</institution>
          ,
          <addr-line>Algorithms, Measurement</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Group Digital Life, Singapore</institution>
          ,
          <addr-line>Telecommunications Ltd</addr-line>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Ph.D., Group Digital Life, Singapore</institution>
          ,
          <addr-line>Telecommunications Ltd</addr-line>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2014</year>
      </pub-date>
      <fpage>9</fpage>
      <lpage>12</lpage>
      <abstract>
        <p>The massive number of mobile games available necessitates a technique to help the consumer find the right game at the right time. This paper introduces HybridRank, a novel hybrid algorithm to deliver recommendations for mobile games. This technique is based on a personalised random walk approach, with the incorporation of both content-based and user-based information in the formulation of the recommendations. This technique is evaluated against traditional neighbourhood based collaborative filtering and content-based recommendation algorithms. This paper also explores the fact that this algorithm can also be used to help alleviate the cold start problem that is associated with little user data.[1] Online evaluations were conducted and results yield that the approach presented performed the best in both a controlled testing environment as well as in live production. This algorithm is currently implemented in a live mobile game platform developed by Singapore Telecommunications Ltd called WePlay.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. INTRODUCTION</title>
      <p>Singapore Telecommunications Ltd (SingTel) launched
WePlay, a mobile game app store in early 2014. With an
increasing number of mobile games available to the consumer,
there is a need for the development of a mobile game
recommendation system. Key work on this domain has been
done by Xbox [2] and others [3]. This paper presents a novel
approach, HybridRank, which is a hybrid content-based
recommender system using a biased random walk model. This
is an adaptation of the ItemRank algorithm [10] for the
incorporation of both content-based and user-based signals to
generate recommendations. Online evaluations were
conducted and results yield that the approach presented
performed best when compared against user-based
collaborative filtering[16] and content-based filtering approaches.[15]</p>
    </sec>
    <sec id="sec-2">
      <title>2. RELATED WORK</title>
      <p>
        Recommendation algorithms can be broadly classified into
two well known techniques: collaborative filtering methods
and content-based methods. User-user collaborative filtering
starts by placing the user in a vector space of their explicit
and implicit activities. A nearest neighbour algorithm with
a defined distance metric is then applied to identify what
items the users might like based on behaviours of users that
are most similar to them. Such an algorithm typically faces
issues of data sparsity [9] and algorithm complexity[
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
Unlike collaborative filtering, content based
recommendation systems takes the approach of item-to-item correlation.
With this technique, the system learns to recommend items
that are similar to the ones that the user liked in the past.
The similarity is calculated based on features associated
with the items being compared.
      </p>
      <p>
        There is also an increasing focus on the ability to combine
both user and content metadata together in a hybrid way to
generate recommendations such as using Naive Bayes [1] or
clustering techniques [7]. Graph based approaches of using
concept graphs [12] and Markov Chains [
        <xref ref-type="bibr" rid="ref17">6</xref>
        ] have also been
presented. Such approaches usually model the users as a
bipartite graph where the nodes are users and items, and
a link is drawn between the nodes if a user has done an
activity on the item, i.e. watched a movie, liked a restaurant
or listened to a song.
      </p>
      <p>This paper explores new approaches towards the graph-based
hybrid recommender system problem. It draws heavily on
the Pagerank algorithm [8]. This algorithm has been adapted
by ItemRank [10], as well as LBSNRank[4].The Pagerank
algorithm computes an importance score for each node, and
one can use this important score as a measure of importance
within the network to be used to provide recommendations.</p>
    </sec>
    <sec id="sec-3">
      <title>3. PROBLEM DESCRIPTION</title>
      <p>A recommender system deals with a set of users ui where
i = 1, ..., n and a set of items pj where j = 1, ..., m. For each
user, item pair, (ui, pj ) the system generates a score that
will describe the relationship between ui and pj captured
in a relationship score rij. To generate this score, this
paper proposes HybridRank, an algorithm that combines both
items features and user behaviours in a novel way for
recommendations. The key steps in setting up the algorithm is to
generate two matrices based on user and feature correlation
respectively.</p>
      <sec id="sec-3-1">
        <title>3.1 User and Feature Correlation Matrices</title>
        <p>The user correlation graph Gu draws the correlation between
games via user co-occurrence, i.e, a link appears between 2
games gi and gj if one or more users have downloaded both
games. It is noted that multiple user co-occurrence matrices
can be developed, where links between users can be drawn
not only when they have downloaded both games, but also
the frequency of which they have viewed and played the
games on the platform. For these co-occurrence matrices,
define matrix M 2 Rn⇤ m where n is number of games and m
is number of users. Mxij represents the number of times a
user ui has conducted an action x on the game gj. Examples
of actions would be viewed, downloaded or played. Their
respective correlation matrix can then be generated via the
inner product of the matrices as follows:
|
Ux = Mx · Mx
(1)
The feature correlation graph Gf on the other hand draws
the correlation between games via feature co-occurrence, i.e.
a link appears between two games gi and gj if both games
share one or more metatags. For example, two games that
share the same developer, or price points will share a link.
The feature set Fij is defined as the set of features which
belong to both gi and gj where i 6= j and i, j 2 Savailablegames.
These features can typically be generated from two sources.
The first source will be structured information provided by
the developer, the second being user generated content like
reviews. This paper focuses on utilising structured metatags
provided by the former source.</p>
        <p>It is noted there are some features that are more
important in determining game similarity as compared to others,
for example two games sharing the same game mechanics is
considered more similar than two games sharing the same
price point. [14]. As such, a set of weights k associated
with each feature can be defined. This set of weights can
be learned, defined via empirical experiments or assigned
via a TF-IDF on the content vector of the items[13].
Specifically for the experiments conducted a hierarchy of metadata
was defined, and weights were assigned from qualitative user
feedback. With that, the feature correlation matrix can be
defined as follows:</p>
        <p>n
Fij = X
k=1
k1k
1k will be 1 if both games gi and gj share feature k, and 0
otherwise. We normalise both matrices, U and F
columnwise to generate stochastic matrices U˜ and F˜, such that each
column sums up to 1. While the former is a symmetrical
(2)
matrix, the normalised matrices are not symmetric. The
diagonals are also 0 by definition. These two correlation
matrices become valuable graphic model to indicate
correlations between games. The weights associated with the links
provide approximate measures of games relation.</p>
      </sec>
      <sec id="sec-3-2">
        <title>4. HYBRIDRANK: THE ALGORITHM</title>
        <p>The idea underlying HybridRank is that a hybrid
combination of both the user and feature correlation graph can
be used to forecast the user preferences in a content-based
approach. The personalised page rank algorithm has been
shown to be a good algorithm to be used for such a use case
as in [10]. This algorithm oe↵rs key properties of
propagation and attenuation. Utilising the relationships between
games, captured by both the feature and user correlation
matrices, U˜ and F˜, the personalised page rank algorithm
is able to propagate preferences through the graph from a
given starting point. As the preferences move further away
from the seed nodes, the influence of the user preferences
diminishes, and such an attenuation property is aptly
captured by the said algorithm. The personalised page rank
algorithm is defined as below:</p>
        <p>P Rui = ↵ · M · P Rui + (1 ↵ ) · dui
(3)
P Rui refers to the personalised page rank vector for a
particular user ui, which gives an indication of the importance the
di↵erent nodes in the system to the user ui. M refers to the
stochastic matrix which captures the connectivity between
all the nodes in the system. This paper uses the feature
correlation matrix F˜ to represent the connections between the
games. The vector dui is often referred to as the teleport
vector, which allows the introduction of bias into the system
to a given user ui. This generates a static score distribution
vector of all the items that user has consumed or has an
opinion for. For example, the jth element of the vector dui
will be 1 if the user ui has downloaded the game, and 0
otherwise. The vector will then be normalised to sum to 1.
The HybridRank algorithm builds on this idea by
introducing the user correlation matrix U to build this vector dui .
Let the set Dudli , Dui and Dui be the set of games that the
v p
user ui has downloaded, viewed and played respectively. The
vector dui can be defined as follows:
djui =
·</p>
        <p>X
k2D udli</p>
        <p>Ud˜ljk + ⌘ ·</p>
        <p>Uv˜jk + ✓ ·
X
k2D uvi</p>
        <p>X
k2D upi</p>
        <p>Up˜jk (4)
Next normalise the vector to sum to one, to obtain d˜ui . For
this paper, equal weights have been assigned to the weights
, ⌘ and ✓ and further optimisation is underway. In the
simple case, where the user has only downloaded one game,
the vector d˜ui will simply be the jth column of the matrix
U corresponding to the game that the user has downloaded.
This draws upon not only the user preferences, but also
assigns a bias towards games that are close in relationship to
the games selected via a simple collaborative approach or
captured via the user co-occurrence matrix.</p>
        <p>Linear algebra approaches via power iteration can be used
to solve equation 3. There has been research to improve
computation eciency, one of them being in [17]. Also, in
terms of complexity, [10] has shown that such a computation
is ecient from both computation and memory resources.</p>
      </sec>
      <sec id="sec-3-3">
        <title>5. EXPERIMENT RESULTS</title>
        <p>The HybridRank algorithm was developed and deployed in
two separate live experiments in relation to mobile game
recommendations. The first experiment was done in a
controlled fashion with a preloaded web prototype with a group
of 526 users. The second experiment was done on the
production app WePlay with over 100,000 users in Indonesia.</p>
      </sec>
      <sec id="sec-3-4">
        <title>5.1 Online Evaluation 1</title>
        <p>The seed dataset has 78099 users and 199 games. Each game
also comes with its set of 149 set of metadata, including tags
that are temporal in nature, i.e. whether it is trending, top
grossing or curated by marketing team for that week. The
following shows the distribution of the tags available. As
from equation 2, weights were assigned to several top-level
categories. This was purely done via qualitative assumptions
and reasoning.
A testing portal was developed and sent to 526 digitally
savvy members of SingTel Digital Advisor Panel1. These
users were asked to select up to five mobile games that they
like, and four separate lists of recommendations were
provided generated by HybridRank, kNN Collaborative
Filtering, Top Grossing and Baseline. The baseline algorithm
randomly selects games from the entire catalog. Each set
of recommendations exposed seven games. The users were
asked to then choose the mobile games they like across all
the lists provided.</p>
        <p>To evaluate the results, users were segmented2 across the
dimensions of externalised gratifications and internalised
fulfilment. The former comprises of factors associated with basic
progression in the game, scoring, beating the competition.
The latter involves the altruistic sharing of knowledge and
experience, helping others in game progression and gaining
respect and trusted recognition. Table 2 gives the definition
and distribution of users across the segments.
1This is a panel of 15,000 users across South East Asia
maintained by SingTel Group Digital Life to help in testing of new
digital products. The users in this study have been screened
to have played at least a mobile game in the past one month.
2This framework is an ongoing research by the team in
Group Digital Life SingTel in an eo↵rt to deeper understand
the gamer’s psyche, fundamentally based on Maslow0s
Hierarchy of Needs [11]</p>
        <sec id="sec-3-4-1">
          <title>Type</title>
        </sec>
        <sec id="sec-3-4-2">
          <title>Trend</title>
          <p>Seeker and
Contributor
(Grp1)
Trend
Seeker
(Grp2)
Contributor
(Grp3)</p>
        </sec>
        <sec id="sec-3-4-3">
          <title>Social (Grp4) Indi↵erent (Grp5)</title>
        </sec>
        <sec id="sec-3-4-4">
          <title>Definitions No of</title>
          <p>testers
Testers are at the forefront and ac- 34
tively contribute online reviews to
share knowledge</p>
        </sec>
        <sec id="sec-3-4-5">
          <title>Testers are at the forefront and 77</title>
          <p>less actively/seldom contribute
online reviews to share knowledge
Testers who are not at the fore- 41
front but are actively involved in
information exchanges with
likeminded gamers through online
reviews
Testers who take heed from what 128
their friends/social circle play
Testers who just want to stay in 246
the game and are indi↵erent to
what others say
Table 3 shows the performance results of the four algorithms
across the five di↵erent segments. Success of the algorithms
were measured by comparing the lift in average number of
games selected against baseline. It can be seen that
HybridRank provided maximal lift in segments of users who
are indie↵rent and social gamers. For the small segment of
users who are trend seekers, it appears that the top grossing
algorithm performed the best. This could be because the
HybridRank did not take into consideration global market
features in the development of the item metadata.</p>
        </sec>
      </sec>
      <sec id="sec-3-5">
        <title>5.2 Online Evaluation 2</title>
        <p>In this second evaluation, the algorithm was exposed to over
100,000 users in Indonesia in the live WePlay app with over
900 games to recommend from. The section evaluated
recommends games that are similar to the selected game. This
particular use-case can be likened to the cold start
problem, where there are no previous preferences of the user and
the only preference being the current selected game. The
HybridRank algorithm was compared with two other
algorithms. The first being a commonly used content-based
algorithm via an euclidean distance metric on the feature vector
of the games as in [15] and the second being a baseline that
chooses the more popular items within the same category
as the selected game. The experiment was conducted live
on the platform in Indonesia for a period of one month in
an out of time validation fashion. The entire base was
exposed to the algorithms in an alternating day fashion. The
click through rates of the suggested game were measured
- the higher the click through rate, the more e↵ective the
algorithm was considered to be.</p>
        <sec id="sec-3-5-1">
          <title>Country Indonesia Lift</title>
        </sec>
        <sec id="sec-3-5-2">
          <title>Baseline</title>
          <p>6.3%
0</p>
          <p>Content-based
7.1%
+0.127</p>
          <p>HybridRank
13.3%
+1.11
From the results HybridRank was shown to serve as a
better algorithm in recommending games in a user cold-start
scenario. The hybrid approach of using both user and
feature correlation proved superior to the typical content-based
approach.</p>
        </sec>
      </sec>
      <sec id="sec-3-6">
        <title>6. CONCLUSION</title>
        <p>This paper presents HybridRank, a personalised pagerank
approach that incorporates both content metadata and user
collaborative features in a novel approach. The algorithm
was compared against state of the art collaborative
filtering algorithms as well as content based approaches in live
environment, with the conclusion that the hybrid approach
performs better against the algorithms that were compared
against. Also the algorithm proved to be able to help
alleviate the cold start problem. Future work will include the
incorporation of context such as user location, global trends
in mobile gaming as well as custom curated metadata to the
approach.</p>
      </sec>
      <sec id="sec-3-7">
        <title>7. ACKNOWLEDGEMENTS</title>
        <p>The authors would like to thank the WePlay team for the
data and allowing us to conduct evaluation of our algorithms
on the live app.</p>
      </sec>
      <sec id="sec-3-8">
        <title>8. REFERENCES</title>
        <p>[1] Andrew I. Schein et al. Methods and metrics for
cold-start recommendations. Proceedings of the 25th
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[2] Noam Koenigstein et al. The xbox recommender
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[3] Pavle Skocir et al. The mars - a multi-agent
recommendation system for games on mobile phones.
KES-AMSTA’12 Proceedings of the 6th KES
international conference on Agent and Multi-Agent</p>
      </sec>
    </sec>
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