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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Group Recommendation for Smart Applications: a Multi-agent View of the Problem</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Francesco Barile</string-name>
          <email>francesco.barile@unina.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Antonio Caso</string-name>
          <email>antonio.caso@unina.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Silvia Rossi</string-name>
          <email>silvia.rossi@unina.it</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Dipartimento di Fisica, Universita` degli Studi di Napoli</institution>
          , “
          <addr-line>Federico II”, via Cintia MSA, 80126 Napoli</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Dipartimento di Ingegneria Elettrica, e Tecnologie dell'Informazione, Universita` degli Studi di Napoli</institution>
          , “
          <addr-line>Federico II”, via Claudio 21, 80125 Napoli</addr-line>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>-The widespread use of social networks is modifying our way to live our cities and to plan/decide our activities. The long-term goal of our research is to provide users with group recommendation and decision support systems for smart city applications that rely on the analysis of the users' behaviors on social networks/media. In this paper, we provide an overview of the group recommendation literature from a game-theoretical/multiagent system classical point of view, and we present a practical example where a social choice mechanism is extended with social information extracted from the analysis of the interactions, within small groups of users, on a social network.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>I. INTRODUCTION</title>
      <p>The widespread use of social networks is modifying our
way to live our cities and to plan/decide our activities. In
particular, the way we plan a travel, select places to visit
or choose a restaurant, is influenced by the information we
can access on social media. In this direction, the long-term
goal of our research is to provide users with
recommendation and decision support systems for smart city applications
that rely on the analysis of the users’ behaviors on social
networks/media. Examples of such applications are city tour
planners or activities recommendation systems. Moreover, an
automatic outdoor planning system of a city tour has to take
into account that, potentially, groups of users (and not a single
user) jointly select the activities to perform. Hence, it is
necessary to choose activities, or, more generally speaking, certain
Points of Interest (POI) that maximize the group satisfaction,
considering that the members’ preferences can be different.</p>
      <p>
        The problem of group recommendation has been widely
studied in the fields of information retrieval, mathematics,
economics and multi-agent systems. Group recommendation
approaches rely either on building a single group profile,
resulting from the combination of the profiles of all the users,
or on merging the recommendation lists generated for each
individual users, at runtime, using different group decision
strategies. Nevertheless, many of these techniques do not
consider social relationships among the group members [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ],
while the design and implementation of group recommendation
systems, and, more generally, of decision support systems,
should take into account the type of control in the group
decision-making process [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. PolyLens [3] has been one of
the first approaches to include social characteristics within
a group recommendation system. A more recent example is
represented by the work of [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], where the Authors started to
evaluate the group members’ weights, in terms of individual
members’ importance or influence in a group, for movie
recommendations.
      </p>
      <p>In this work, we provide a general overview on the
literature on group recommendations from a multi-agent/game
theoretical point of view. Finally, we present a practical
example where a classical social choice mechanism is extended
with social information extracted from the analysis of the
interactions, among members of small groups, in a social
network. Differences between the classical implementation of
the function and its extended version are evaluated with a user
study.</p>
    </sec>
    <sec id="sec-2">
      <title>II. PROBLEM DEFINITION</title>
      <p>In our work, we are interested in providing
recommendations to groups of friends, intended as sets of people that meet,
interact, or have some actual common bond in the physical
world, since they are planning real activities to perform
together. Moreover, the identity of the group members has to be
dynamically determined, since the actual members of a group
can be established only according to the activity to perform
(i.e., a travel, a movie, and so on).</p>
      <p>Following these requirements, we decided to focus on
group recommendation systems that aggregate the
recommendations considered for the single users. This approach will
provide us the flexibility required in the group formation
process (single user’s profile and recommendations are build
independently from the group’s members) and to dynamically
account group relationships, at the time of providing the group
recommendations (the users’ recommendations are merged
only once the group is formed). Finally, our system will not
have to provide a single item recommendation, but sequences
or sets, as required by the touristic application domain.</p>
      <p>More formally, given a set of n friends (F = f1; : : : ; ng)
and a set of m POI (P = f1; : : : ; mg), each user i 2 F
has a preference profile i over P ( i= fri(1); : : : ; ri(m)g)
with ri(x) 2 R, which represents the user i rank for the
x POI, and is is evaluated by a single user
recommendation agent. Our goal is to design a mechanism to obtain</p>
      <p>F = frF (1); : : : ; rF (m)g, where rF (x) is the correspondent
ranking for the x POI, as evaluated for the group, and that will
help the group decision by simplifying the consensus making
process.</p>
      <p>A MULTI-AGENT VIEW</p>
      <p>In this section, we provide an overview on the
multiagent system (MAS) literature dealing with the problem of
group recommendation. In this context, we can model the
members of the group as agents, and they interact together
to find the best compromise for the whole group. There
are several approaches proposed in literature, which include
classical game theory, voting, coalition making, social choice
analysis and negotiation.</p>
      <sec id="sec-2-1">
        <title>A. Social Choice</title>
        <p>A typical approach for merging user rankings is the
definition of Social Choice functions. Social Choice strategies,
according to [4], can be classified as majority-based strategies
(mainly implemented as voting mechanisms to determine the
most popular choices among alternatives), consensus-based
strategies (that try to average among all the possible choices
and preferences), and role-based strategies (that explicitly
takes into account possible roles and hierarchical relationships
among members). In the rest of this section, we briefly
summarize the main strategies for each category, providing
references for further details.</p>
        <p>
          a) Average Strategy: as described in [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ], [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ], this
approach consists in computing the group rating for an activity
as the average of all group members’ ratings. It is commonly
used as a benchmark for comparison or as base to define more
complex approaches.
        </p>
        <p>
          b) Fairness Strategy: this strategy, described in [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ], [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ],
needs of an ordering among the users of the group. In the
simplest case this ordering can be random. The first user is
selected and his k best rated activities are taken into account.
From them, the activity that guarantees the less misery to the
other group members is chosen. The process is iterated on the
other users until k activities are selected.
        </p>
        <p>
          c) Borda Count Strategy: this strategy, as explained in
[
          <xref ref-type="bibr" rid="ref6">6</xref>
          ], [7], [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ], consists into two phases. Initially, users’ ratings
are replaced with scores, assigned in this way: the activity with
the lowest rate for a user gets zero score, the next one gets
one, and so on. If two or more activities have the same rating
they are assigned with the average of the scores that should
have. After that, an additive or an average strategy can be used
on those scores to obtain the group recommendation.
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>d) Plurarity Voting Strategy: as for the fairness strategy,</title>
        <p>
          also in this case a sorting among users is necessary. Starting
from the first user, his/her k top rated activities are considered.
In this case, however, among these the activity more voted by
other users is selected. The strategy is explained in [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ], [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ].
        </p>
        <p>e) Least Misery Strategy: this strategy, used in [3] for
a group recommendation system for movie, PolyLens, can be
used when one or more users give a rating particularly low
for some activities. In case of small groups, it is reasonable
to assume that the satisfaction of the group that performs
an activity could decrease if one or more components really
dislike the activity. Least Misery Strategy consists in assigning
to each activity the minimum of its ratings.</p>
        <p>f) Most Pleasure Strategy: if some user really likes one
activity that is acceptable for other group members it should
be rational to use, as group rating, the greatest given rating for
the activity.</p>
      </sec>
      <sec id="sec-2-3">
        <title>B. Negotiation</title>
        <p>Another way, proposed in literature, to address the group
recommendation problem, is the use of Negotiation
methodology. In general, a set of agents act on behalf of human
group members, participating in a cooperative negotiation for
generating the group recommendations.</p>
        <p>In [9] there is a negotiation agent for each group member.
An individual recommendation system gives recommendation
for a set of items, and, in addition to this, an individual
utility of each product for each user is evaluated, introducing
a user preference model. The Negotiation protocol is different
according to the cardinality of the group. For groups of two
people, the used protocol is of alternating offers, while for
groups of more people, it uses a merging ranks protocol,
with a mediator agent that has strategies to help in choosing
among proposals and by offering an agreement to the group
(i.e, by maximizing the average utilities of group members
or maximizing the utility of the least happy member). The
framework is tested by simulating the negotiation protocols.</p>
        <p>
          Another approach is proposed in [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ], where an
alternating offers protocol is used. In this approach there is not a
mediation, but groups size is restricted at two users. There
is an agent for each user, and there is a two-level user
profiling, which includes a recommendation profile, containing
personal information and preferences, and a negotiation profile,
used to distinguish agent behaviors in the negotiation among
three degree of collaboration (self-interested, collaborative and
highly collaborative). If the negotiation process finishes with
an agreement among all the agents, the result is a list of
constraints that match the preferences of the group members.
        </p>
        <p>
          The original idea was then developed in a subsequent
work [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ], where user agents are configurable in order to
exhibit the desired behavior of the corresponding user. The
negotiation model is a multi-party negotiation that centralize
the communications through a negotiator agent, acting as
mediator. It receives the proposals of the user agents, combines
them into a single proposal, which is later broadcasted by
the negotiator agent and analyzed by the user agents. The
system uses a domain ontology to describe the user’s likes
and the items to recommend. The user agent is responsible of
building and updating a user profile, of obtaining the individual
preference model, of participating in the negotiation process
and of informing the user about the result of the negotiation.
Besides, there are two support agents that help in computing
the individual preference model (preferences agent) and in
selecting the list of items that satisfy the group preferences,
given the group preference model (items selector agent). The
protocol used in the negotiation is a generalization of the
bilateral alternating offers protocol [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] for the multi-party
negotiation.
        </p>
      </sec>
      <sec id="sec-2-4">
        <title>C. Coalitions</title>
        <p>Differently from the previous cases, the use of coalitions in
the field of group recommendation is not straightforward, since
coalitions require the groups formation at run-time. The idea is
to organize group members into smaller and cohesive groups,
so it is possible to provide more effective recommendations to
each of them. In [13] the problem is modeled as a coalitional
game, where people are grouped into disjoint coalitions to
maximize the social welfare function of the group. The payoff
function considers the similarity between coalition members’s
ratings, and a weighting factor for the coalition size. The
approach is compared with a classic K-Means clustering,
on randomly formed groups, and the results shows better
performances in the formation of larger coalitions. In some
cases, however, this approach is not applicable, because it is
not possible to reorganize the group into more cohesive
subgroups, but it is necessary to provide a recommendation for
the whole group of users.</p>
      </sec>
      <sec id="sec-2-5">
        <title>D. Normal Games</title>
        <p>In some cases, group members could have more different
interests conflicting with each other. In case of great
heterogeneity, the attempt to resolve the conflict by applying a
cooperative approach can lead to a failure in the negotiation
[14]. In this scenario, it can be reasonable to apply
noncooperative approaches. The idea is that users can be viewed as
self-interested agents and the recommendation system can be
modeled as a classical non-cooperative game in normal form.</p>
        <p>In [14] an alternative approach based on non-cooperative
games is proposed. In this case, group members are viewed as
the players of the game, the items to recommend are viewed
as game actions, and the recommendation problem is modeled
as a problem of finding the Nash Equilibrium for the game.
This approach is compared with other state-of-art aggregation
strategies, Average, Least misery (LM) and Plurality Voting
(PV). Average strategy shows the best performance, but the
proposed strategy performs better with respect to LM and PV
when the groups become more heterogeneous and wider.</p>
      </sec>
      <sec id="sec-2-6">
        <title>E. Weighted Utilities</title>
        <p>
          In the previous sections, we presented the main MAS
techniques used to address the group recommendation problem.
The results presented in the literature showed that there is no
strategy can be defined as the “best”, but different approaches
are better suited in different scenarios, depending from the
characteristics of the specific group. Besides, traditionally
MAS techniques do not seem to capture all the features of
real-world scenarios. For example, automatic voting/ranking
mechanisms often require that all the agents involved have the
same influence on the decision procedure, while real group
interactions take into account intra-group roles and mutual
influences. Again, some members of the group could have
a particular influence on the others, based on their personal
experiences or on the strength of their mutual relationship.
Furthermore, there may be situations where the participants
follow a democratic process in order to find a possible solution,
and cases where the group is supported by a human leader.
Usually the decision of a group member whether or not to
accept a given recommendation may depend not only on
his/her own evaluation of the content of the recommendation,
but also on his/her beliefs about the evaluations of the other
group members [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]. Recommendation systems for groups need
to capture both the preferences of the group members but also
these key factors in the group decision process [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ].
        </p>
        <p>On the basis of these considerations it appears necessary
to integrate information from the social relationships among
group members with the classical MAS techniques and so to
derive new strategies more applicable to the considered
settings. The most common approach is to remodel the utility of
the agents by applying weights derived from social interactions
between the members of the group.</p>
        <p>
          For example, the work of [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ] starts to evaluate the group
members weights, in terms of individual group members
importance or influence for movie recommendations. The defined
group consensus function relies on the concept of “expertise”
and “group dissimilarity”. Also, it introduces the idea of
diversifying the social choice strategy to use on the basis
of the characteristics of the group. The Authors calculate a
“social value” on the basis of social interactions between group
members, and then use this value to discriminate the strategy
to apply for the group. Both expertise and social interaction
values are derived from questionnaires.
        </p>
        <p>Another way to use interactions between group members
is presented in [15]. Here, the authors introduce the concept
of empathetic utility on social networks: the satisfaction of
an individual depends from both his intrinsic utility and his
empathetic utility deriving from the happiness of his neighbors
in the social network [15]. Based on this idea, individual
preferences are aggregated in a weighted social choice function
that takes into account local relationships with neighborhoods
in the network. However, in [15] the Authors do not specify
how to evaluate such numerical relationships, while they focus
on computational aspects of scaling up with large networks of
friends.</p>
        <p>Both these approaches have the same gap, because they do
not provide a way to automatically retrieve social information.
An idea to address this problem is showed in the next section,
where we illustrate a way to retrieve social information from
Online Social Networks (OSNs).</p>
        <p>IV.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>A LEADERSHIP WEIGHTED MODEL</title>
      <p>
        In [16] we presented a simple “non semantic” approach to
obtain information about users’ leadership values in decision
making, by analyzing the popularity of each user within the
group. Such popularity values are obtained implementing an
extension of the well-known PageRank algorithm [
        <xref ref-type="bibr" rid="ref18">17</xref>
        ] starting
from the users’ mutual interactions on the social network
facebook.com. In fact, Online Social Networks analysis can
provide a viable way to obtain, without intruding the users with
questionnaires, information about the users and their social
relationships within communities and groups. More in detail, this
approach defines a centrality measure that takes into account
the degree of activity of a person and the directionality of
specific communication activities between pairs of users, using
a combination of data collected from the OSN. Furthermore,
as in the classic PageRank, each user inherits a portion of
popularity from other users.
      </p>
      <p>
        In this paper, we use such evaluation to weight an Average
Satisfaction strategy. According to [
        <xref ref-type="bibr" rid="ref19">18</xref>
        ], users involved in real
interaction seem to care about fairness and to avoid misery,
while averaging among choices get good results. Inspired by
the works of [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], [19], we defined a strategy that takes into
account the leadership values as weights for the POI rankings,
provided by the users (note that the sum of the leadership
values among a group is equal to one). The proposed strategy
to evaluate the group rF (x) rating for the POI x is the
following:
      </p>
      <p>n
ravg(x) = 1 X(R(i) ri(x))
n</p>
      <p>i=1
where n is the number of users in the group F , R(i) is
the leadership value of user i, calculated as in [16]. Hence,
Equation 1 is a function that evaluates the average of all the
i users rankings ri(x) weighted by the i-th leadership value
R(i).</p>
      <p>The set avg= fravg(1); : : : ; ravg(m)g, which is the set
of group’s rankings computed for each item, is then used to
get the final decision: the first k activities x (with k equals to
the number of activities to propose) with the higher ravg(x)
values are selected for the recommendation. Moreover, in order
to evaluate our function, we also implemented the standard
version of a simple averaging function (rst:avg(x)) on the same
data:
n
rst:avg(x) = 1 Xri(x)
n</p>
      <p>i=1
V.</p>
      <p>A PRACTICAL EXAMPLE</p>
      <p>We conducted a pilot study with real users involved in the
task of planning a trip in a city. We evaluated only the users’
behaviors in the decision making process and the impact of
our consensus function on a simple case of binary selection of
POI (i.e., yes or no decisions on a POI, without expressing an
explicit ranking among activities). The behavior of 14 groups
composed, in the average, of 3:36 close friends is evaluated.
46 users took part in the experimentation (26 men and 20
women). The average age was 27:3 with a graduate education.</p>
      <p>We asked each user to register on a specific web site using
the credentials of facebook.com. Once registered, he/she was
asked to imagine to plan a one-day visit in a specific city and to
(1)
(2)
select, from a checklist of ten items, only three activities (i.e.,
places to visit) for the day. After that, it was asked to select
two restaurants (from a check list of eight). Since we do not
want the users to be involved in strategic reasoning, we did
not ask the users to express ratings and preferences among the
selected choices. A screen-shot of the interface used to select
the activities to perform is shown in Figure 1. For each i 2 F
a vector i= fri(1); : : : ; ri(m)g, with ri(x) 2 f0; 1g, and
m = 18, representing the user choices, is stored, such that
P ri(x) = 5.
x2P</p>
      <p>The group was, then, asked to discuss, face-to-face, in order
to obtain a shared and unique decision for the group. This
final decision corresponds to the Ground Truth vector GT
used to evaluate our functions. Figure 2 shows a group while
discussing the final choices with the support of a personal
computer.</p>
      <sec id="sec-3-1">
        <title>A. Results</title>
        <p>The average number of analyzed users’ interactions, within
the entire group, is 1079 with a standard deviation of 1254. A
very high standard deviation means that, for the specific class
of users involved in the study (i.e., groups of close friends),
on the considered OSN, the groups’ (and members’) behaviors
were very different, and hence, they cover a wide range of
possible users.</p>
        <p>Firstly, the similarity of the proposed weighted version of</p>
        <p>An example of web application that implements the proposed
the average satisfaction function (ravg) with respect to the
groups’ ground truth (rGT ) was evaluated. Such similarity is
computed as a percentage of the ravg choices that were already
selected in the group final choices rGT . We also evaluated
the similarity of the groups’ ground truth with respect to
the standard implementation of such function (i.e., rst:avg as
a typical averaging function on users’ choices). Aggregated
results are reported in Table I and, for each of the 14 groups,
ravg and rst:avg values are reported in Figure 4. With respect
to their standard implementation, the function that takes into
account social relationships perform slightly better (74% w.r.t.
64%). The ravg consensus function often guesses 4 on 5
activities. In detail, as shown in Figure 4, taking into account
the similarity of values for each group, the ravg results are
always better or equal with respect to rst:avg results.</p>
        <p>Moreover, we evaluated the similarity of rGT with respect
to the leader’s choices (rLeader) of each group, and the
similarity of rGT with respect to the remaining users’ choices
in the group (ri). The leader of each group was evaluated as the
member with the highest R(i) score according to leadership
value calculated as indicated in [16]. Table I summarizes
the cumulative data (mean values and standard deviations) of
all groups involved in the experiment for such similarities.
Considering the average similarity of each ri with respect to
the rGT , the groups show a good value of cohesion (59%).
Moreover, considering the aggregated data, the average
similarity value of the leaders’ choices is 61%, which is comparable
with the ri similarity value. This behavior is in accordance with
our requirement to analyze close groups without any dictatorial
user, or strong hierarchical relationships.</p>
        <p>At last, we implemented the proposed approach to calculate
POI recommendations for small groups of friends in a touristic
web application. Figure 3 shows a user logged-in with
facebook.com credentials and that selected two friends to create
a group; the application, then, elaborates the global ranks for
the group and filters the POI to show.</p>
        <p>VI.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>CONCLUSION</title>
      <p>The smarter cities paradigm relies on a massive use of
technologies and big data analysis to enhance and facilitate
human-environment interactions in a pervasive way. In order
to be easily accessed and retrieved all these data has to be
filtered and selected according to user behaviors and profiles.
In particular, in this paper, we introduced the problem of group
recommendation, as required in the developments of automatic
and intelligent tools for activities scheduling.</p>
      <p>The problem of group recommendation has been widely
studied in different fields; here, we presented this issue as
approached from MAS literature of view. Nevertheless, only
few of the presented approaches started to consider social
relationships among group members in the design of group
recommendation, while almost all of these do not provide a
mechanism to automatically retrieve this information.</p>
      <p>Finally, in this paper, we presented a simple social choice
function that uses “non-semantic” information extracted from
real interactions on a social network to weight users’
ratings/choices. We provided an evaluation of the strategy with
respect to its standard implementation. Results showed that,
even for very simple aggregation functions, the introduction
of social relationships data might provide improvements in the
recommendation process.</p>
    </sec>
    <sec id="sec-5">
      <title>ACKNOWLEDGMENT</title>
      <p>The research leading to these results has received funding
from the Italian Ministry of University and Research and EU
under the PON OR.C.HE.S.T.R.A. project (ORganization of
Cultural HEritage for Smart Tourism and Real-time
Accessibility).</p>
    </sec>
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