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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Context-Regularized Neural Collaborative Filtering for Game App Recommendation</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Shonosuke Harada∗</string-name>
          <email>sh1108@ml.ist.i.kyoto-u.ac.jp</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Makoto Yamada</string-name>
          <email>myamada@i.kyoto-u.ac.jp</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kazuki Taniguchi</string-name>
          <email>taniguchi_kazuki@cyberagent.co.jp</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Hisashi Kashima</string-name>
          <email>kashima@i.kyoto-u.ac.jp</email>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>CyberAgent, Inc.</institution>
          ,
          <addr-line>Tokyo</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Kyoto University</institution>
          ,
          <addr-line>Kyoto</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Kyoto University/RIKEN AIP</institution>
          ,
          <addr-line>Kyoto</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2019</year>
      </pub-date>
      <abstract>
        <p>People spend a substantial amount of time playing games on their smartphones. Owing to growth in the number of newly released games, it is geting more dificult for people to identify which of the broad selection of games they want to play. In this paper, we introduce context-aware recommendation for game apps that combines neural collaborative filtering and item embedding. We find that some contexts special to games are efective in representing item embeddings in implicit feedback situations. Experimental results show that our proposed method outperforms conventional methods.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        are popular and successfully developed particularly in E-commerce services including YouTube [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ],
Netflix [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], and Amazon [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], to name a few.
      </p>
      <p>
        Recommendation systems basically focus on predicting each user’s preference for each kind of item.
Collaborative filtering [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ] is a widely used personalized recommendation method that recommends
a new item using past user–item interactions. A typical collaborative filtering algorithm would be
based on matrix completion [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], which decomposes a user–item matrix into user latent features and
item latent features. For a long time, matrix completion algorithms based on factorization algorithms
have been the first choice in recommender systems [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>
        Recently, deep learning approaches [
        <xref ref-type="bibr" rid="ref15 ref16 ref17">15–17</xref>
        ] have gathered appreciable atention in the recommender
systems community. However, a collaborative denoising autoencoder (CDAE) [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ] could not improve
its performance even if they use non-linear activation function and deeper models. One of the reason
would be that CDAE equals to SVD++ when the identity function is used as an activation function
and applies a linear kernel to model user-item interactions. [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>
        To handle this issue, the neural collaborative filtering (NCF) [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] has been proposed, which was the
first successful deep-learning-based collaborative filtering algorithm. NCF employs a simple neural
network architecture consisting of only multi-layer perceptrons and a generalized matrix factorization
(GMF). Thanks to its simplicity, it can train deep learning models without overfiting and, surprisingly,
outperforms state-of-the-art collaborative filtering using only user–item information.
      </p>
      <p>
        Another successful collaborative filtering algorithm is based on word embedding [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. More
specifically, pointwise mutual information (PMI) [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], which is computed from the item–user matrix, is used
as a regularizer in addition to the matrix completion loss function. Thanks to PMI regularization, we
can embed a similar item pair into a similar location at a latent space; this helps significantly to train
deep learning models eficiently. This approach is promising. However, to the best of our knowledge,
no deep-learning-based approaches have been put forward.
      </p>
      <p>
        In this paper, we propose the context-regularized neural collaborative filtering (CNCF), which
enjoys the representation power of deep learning and can be eficiently trained thanks to PMI-based
regularization. Specifically, we naturally combine NCF and PMI regularization [
        <xref ref-type="bibr" rid="ref10 ref14">10, 14</xref>
        ], in which item
latent vectors are shared in both NCF and PMI-based embedding. Thanks to its simplicity, CNCF can
be eficiently trained using a standard deep learning package. Through experiments on real-world
game app recommendation tasks, the proposed method significantly outperforms the vanilla NCF,
which is a state-of-the-art recommender algorithm.
      </p>
    </sec>
    <sec id="sec-2">
      <title>PROBLEM FORMULATION</title>
      <p>Let Y ∈ RM×N be the user-item (game app) matrix whose elements are yi j = 1 if the user i installed
game app j and 0 otherwise. Let M and N be the number of users and the number of items (game
apps), respectively. This is a standard implicit feedback seting. If yi j = 1, it means that user i installed
sjm
vgS5ojWMvnNmyfT+PU7XOd2BZ8ˆjT vˆm
l&lt;atexish1_b64="J3QkzwrpFKYuAEIqV0&gt;CHc9LRDG/
vYWLXNE+MjgKZ90wz8ru3nJ5˜jT v˜m
l&lt;atexish1_b64="UycQVkmTPqvDpOfdI&gt;ACHG7SRBF2/o
ŷ
ij</p>
      <p>
        NeuMFLayer
y
ij
MLPLayer
MLPUser
timestamp, the last login timestamp, and the paid flag, respectively. To use this information for
recommendations, we generate a time-dependent matrix T ∈ RM×N , where t˜i j is the diference
˜
ti j is later transformed
into normalized dwell time [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. Moreover, for the paid flag information, we extract the paid matrix
P ∈ RM×N , where ri j is 1 if the user u pays money for item i and 0 otherwise.
      </p>
      <p>The final goal of this paper is to build a recommendation model for user-item matrix Y using the
user-item matrices Y , T , and P .</p>
      <p>
        PROPOSED METHOD (CONTEXTUAL NCF)
In this section, we propose the contextual neural collaborative filtering (CNCF), which is an extension
of the widely used NCF algorithm [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>Model: The following model with one perceptron layer is used:</p>
      <p>
        yˆi j = σ (h⊤(uˆi ⊗ vˆj ⊕ a(W u˜i ⊕ v˜ j )),
where ⊗, ⊕, and h, a indicate the element-wise product and the concatenation of the two embeddings,
edge weights of the output layer as well as an activation function like Relu, respectively. Figure 1 shows
the model architecture of CNCF. GMF layer indicates the element-wise product of two embeddings
and, in the PMI layer, we compute the inner product of both MF and the MLP j-th item embedding
along with the MF and MLP all item embedding. uˆ,u˜ ,vˆ,v˜ denote MF and MLP user embedding and
MF and MLP item embedding, respectively. CNCF consists of generalized matrix factorization and
multilayer perceptrons.
lfag approach P as
Using context information: As contextual features, we use time-dependent features T and a paid
Lcontext =
( Í(i, j)∈Y∪Y− (1+αti j )yi j logyˆij +(1−yij)logyˆij, (time − NCF)
Í(i, j)∈Y∪Y− (1+βri j )yi j logyˆij + (1−yij)logyˆij, (paid − NCF)
where α ≥ 0 and β ≥ 0 are tuning parameters and Y is the set of indices of non-zero elements in Y
and Y− is the set of indices of zero-elements in Y . In implicit feedback settings, to address the problem
of lacking negative data, treating all unobserved data as negative feedback [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] or negative sampling
from unobserved data [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] are popular strategies. Note that we sampled user-item pairs as negative
interactions from the unobserved interaction set.
Regularization based on Pointwise Mutual Information (PMI) In this paper, in addition to
contextual information, we introduce an embedding structure to NCF since it helps to improve
prediction accuracy [
        <xref ref-type="bibr" rid="ref10 ref14">10, 14</xref>
        ]. In particular, we employ the GloVe-based embedding approach [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. The
loss function of a GloVe can be written as
      </p>
      <p>
        J = Õ
j,m
sjm − vj⊤vm
2
,
where sjm is some similarity measure between item j and item m. In this study, we employ positive
pointwise mutual information (PPMI) [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] as a similarity measure:
p(x, y) ,
      </p>
      <p>PPMI(x, y) = max(PMI(x, y), 0), PMI(x, y) = log2 p(x )p(y)
where p(x ) denotes the probability of users installing a game app x and p(x, y) denotes the probability
that users install a game app x and y. Finally, the loss function of the context-regularized NCF is given
as
where λ ≥ 0 is the regularization parameter.</p>
    </sec>
    <sec id="sec-3">
      <title>EXPERIMENTS</title>
      <p>We gathered game app click information from a commercial game app company. Figure 2 shows some
examples of game apps. Then, we used 100,000 users who had installed over 20 game apps and played
one of their games within last two years. The number of games was 725 (i.e., Y ∈ R100000,725), and the
number of non-zero entries was 2,854,328.</p>
      <p>
        We implemented all methods using Pytorch and ran experiments using a Tesla P100. We set the
learning rate as 0.001 and the batch size as 1024. Then, we used Adam [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] as the optimizer. For the
regularization parameters of CNCF, we used α =0.01, β=0.1, and λ = 1. For all experiments, we set the
number of multi-layer perceptrons as four and the number of latent feature representations as 64. The
initial model parameters were randomly initialized. We set the negative sampling ratio as 2 that means
we sample 2 unobserved interactions as negative samples per one observed interactions for every user.
      </p>
      <p>
        To evaluate the performance of the item recommendation, we used the leave-one-out scheme, which
has been widely used in the relevant literature [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. As evaluation metrics, we adopted HitRatio (HR) and
normalized discounted cumulative gain (nDCG), which are also popular in recommendation tasks [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>Figures 3 to 6, we show the results of the proposed and the existing methods. As can be seen, the
proposed contextual NCF compares favorably with the existing state-of-the-art algorithms.
(1)
10000 15000 20000 25000 30000 35000 40000 45000 50000</p>
      <p>the number of people</p>
      <p>0.70 10000 15000 20000 25000 30000 35000 40000 45000 50000</p>
      <p>the number of people
0.84
0.82
00.80
1
ito@0.78
a
itR0.76
H0.74
0.72
0.815
0.810
00.805
1
ito@0.800
aR
itH0.795
0.790
0.785
0.75
0.70
0.55
0.74
0.73
010.72
G@0.71
C
nD0.70
0.69
0.68
0.50 10000 15000 20000 25000 30000 35000 40000 45000 50000</p>
      <p>the number of people
0.67 10000 15000 20000 25000 30000 35000 40000 45000 50000</p>
      <p>the number of people
ItemPop
GMF
NCF
NCF+PMI
NCF+time
NCF+paid
NCF+all
NCF
NCF+time
NCF+paid</p>
    </sec>
  </body>
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    </ref-list>
  </back>
</article>