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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Users' Evaluation of Next-POI Recommendations</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>David Massimo</string-name>
          <email>damassimo@unibz.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Francesco Ricci</string-name>
          <email>fricci@unibz.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Free University of Bolzano</institution>
          ,
          <country country="IT">Italy</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2019</year>
      </pub-date>
      <abstract>
        <p>The performance of a Recommender System (RS) is often assessed ofline, by measuring the system accuracy in predicting or reconstructing the observed user ratings or choices. As a consequence, RSs optimised for that performance measure may suggest items that the user would evaluate correct but uninteresting, because lacking novelty. In fact, these systems are hardly able to generalise the preferences directly derived from the user's observed behaviour. To overcome this problem a novel RS approach has been proposed. It applies clustering to users' observed sequences of choices in order to identify like-behaving users and to learn a user behavioural model for each cluster. It then leverages the learned behaviour model to generate novel and relevant recommendations, not directly the users' predicted choices. In this paper we assess in a live user study how users evaluate recommendations produced by more traditional approaches and the proposed one along diferent dimensions. The obtained results illustrate the diferences of the compared approaches, the benefits and the limitations of the proposed RS.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>CCS CONCEPTS</title>
      <p>• Information systems → Recommender systems; •
Humancentered computing → User studies.</p>
    </sec>
    <sec id="sec-2">
      <title>INTRODUCTION</title>
      <p>
        The tourism industry grounds on fulfilling the needs, e.g.,
accommodation and transportation, of people when moving to a place, for
leisure or business purposes [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. In this industry companies ofer
online to tourists a wide spectrum of services and activities, such as,
city tours, accommodations and food services [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. However, often
the set of available options is so rich that choosing suitable ones
can be overwhelming. In order to address this problem, ICT
practitioners and far-sighted industries started to develop and employ
ad-hoc RSs techniques. Nowadays, the business of companies such
as Expedia1, Booking2 and Kayak3 is rooted on recommendation
technologies.
      </p>
      <p>
        In fact, recommender systems are software tools that aim at
easing human decision making [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. In the tourism domain some
special dimensions of the recommendation process play an
important role. First of all, the demand of activities that a tourist may ask
varies in the type and quantity in diferent contexts. For instance, a
1www.expedia.com
2www.booking.com
3www.kayak.com
tourist may prefer to relax in a park on a sunny day while to visit a
museum when it is raining. In order to address this type of requests,
Context-Aware RSs (CARS) have been developed [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Moreover,
since individuals typically consume more than a service or perform
more than one activity in a single visit to a destination,
sessionand sequence-aware recommender systems have been introduced
[
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. In tourism applications these methods are used to implement
next-POI (Point of Interest) recommendation: recommendations
for significant places that the user may be interested to visit next,
i.e., after she has visited already some other places (the same day
or previously).
      </p>
      <p>
        In a previous research we developed a novel context-aware
recommendation technology (here called Q-BASE) for suggesting a
sequence of items after the users has already experienced some of
them. It models with a reward function the “satisfaction” that a
Point of Interest, with some given features, provides to a user [
        <xref ref-type="bibr" rid="ref8 ref9">8, 9</xref>
        ].
This technique learns the reward function by using only the
observation of the users’ sequences of visited POIs. This is an important
advantage, since typically in on-line systems users scarcely provide
feedback on the used services or the visited places. The reward
function is estimated by Inverse Reinforcement Learning (IRL), a
behaviour learning approach that is widely used in automation and
behavioural economics [
        <xref ref-type="bibr" rid="ref3 ref5">3, 5</xref>
        ]. Moreover, since it is hard to have at
disposal the full knowledge, or a huge part of the user history of
travel related choices, which would be needed to learn the reward
function of a single individual, in [
        <xref ref-type="bibr" rid="ref8 ref9">8, 9</xref>
        ] IRL is instead applied to
clusters of users, and a single learned reward function is therefore
shared by all the users in a cluster. For this reason we say that the
system has learned a generalised, one per cluster, tourist behaviour
model, which identifies the action (POI visit) that a user in a cluster
should try next. We studied the proposed approach and compared
it with popular baseline algorithms for next-item recommendation
[
        <xref ref-type="bibr" rid="ref4 ref7">4, 7</xref>
        ]. In an ofline analysis we have shown that a session-based
nearest neighbour algorithm (SKNN ) generates more precise
recommendations while Q-BASE, our technique, suggests POIs that are
more novel and higher in reward. Hence, we conjectured that, in a
real scenario, the latter recommendations may be more satisfying
for the user.
      </p>
      <p>In this paper we want to verify that hypothesis, i.e, that users
like more the recommendations produced by Q-BASE. Moreover,
we conjecture that an important diference between the Q-BASE
method and those based on SKNN relies in the “popularity bias”:
SKNN tends to recommend items that have been chosen often by
the observed users, while Q-BASE is not influenced directly by
the popularity of the items, but rather by the popularity of their
features. Hence, we introduce here two novel hybrid algorithms
that are based on Q-BASE, but they deviate from Q-BASE by using
a popularity score: more popular items tend to be recommended
more. These two hybrid algorithms are called Q-POP COMBINED
and Q-POP PUSH. They both combine (in a slightly diferent way)
the item score derived from the reward of the item with a score
derived from the item popularity in the users’ behaviour data set:
more often chosen items (popular) receive a larger score. The items
with the largest combined scores are recommended.</p>
      <p>
        We have here repeated the ofline analysis of the original Q-BASE
algorithm and compared its performance with the performance
of the two above-mentioned hybrid algorithms, and of two kNN
algorithms: SKNN that recommends next-item to a user by
considering her current session (e.g., visit trajectory) and seeking for
similar sessions in the dataset; and sequential session-based kNN
(s-SKNN ) that leverages a linear decay function to weight more
in the prediction formula the neighbor trajectories that contain
the user’s last selected item. Repeating the ofline analysis was
necessary to validate the conjecture that a significant performance
diference between Q-BASE- and the SKNN - based models is due to
the popularity bias of KNN methods. We measure the algorithms
ofline performance in terms of reward, precision and novelty as it
was done in [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. Moreover, we investigate the efect of the above
mentioned hybridization of Q-BASE; whether this approach can
generate recommendations similar to those computed by SKNN. To
this end, we compare the Jaccard similarity, of the
recommendations (sets) produced by Q-BASE and the hybrid variants, with the
recommendations produced by SKNN.
      </p>
      <p>The results of the ofline evaluation confirm our conjecture:
hybridizing Q-BASE with item popularity, although it reduces novelty,
it increases (ofline) precision, aproaching the precision of SKNN.
Moreover, we show that Q-POP COMBINED can still achieve a high
reward, whereas Q-POP PUSH looses some reward but obtains the
same precision of SKNN. It is worth noting that as the precision of
the proposed hybrid models increase, more and more their produced
recommendations overlap with those generated by SKNN.</p>
      <p>The second major contribution discussed in this paper is an
interactive online system aimed at assessing with real users the novelty
of and the user satisfaction for the recommendations generated by:
the original Q-BASE model, one of the two hybrid models (Q-POP
PUSH ) and the same SKNN baseline used in the previously
conducted ofline studies. In the online system the users can enter the
set of POI that they previously visited (in Florence) and can receive
suggestions for next POIs to visit.</p>
      <p>By analysing the users evaluations of the POIs recommended
in the online test, we found a confirmation that Q-BASE suggests
more novel items while SKNN, as well as the proposed hybrid
model Q-POP PUSH, ofers suggestions that the users like more.
We conjecture that, since many items suggested by Q-BASE are
novel for the users, they are dificult to be evaluated (and liked).
We further analyse this aspect by considering recommended items
that have been evaluated as “liked and novel” by the users. The
results show that Q-BASE is better than SKNN and Q-POP PUSH
in suggesting novel and relevant items, which we believe is the
primary goal of a recommender system.</p>
      <p>
        In conclusion, in this paper we extend the state of the art in
next-POI recommender system with the following contributions:
• Two novel models, Q-POP COMBINED and Q-POP PUSH, that
hybridize the IRL model presented in [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] with a score derived
from item popularity.
• An ofline study where we show that the proposed hybrid
models can obtain precisions similar to those obtained by
SKNN and s-SKNN.
• In a user study we show that when the precision of an
algorithms is estimated by leveraging the real user feedback
as ground truth, rather than by using the standard ML
fictional splitting of train/test, Q-BASE performs better than
SKNN and Q-POP PUSH in recommending novel items that
are liked by the user but it is not better in recommending
generic items that are liked.
      </p>
      <p>
        The paper structure is as follows. In Section 2 the most related
works are presented. Then, Section 3 describes how the original
IRLbased recommendations are generated [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] and introduces two
IRLbased hybrid models. Then, we show how the proposed algorithms
compares ofline against: the original IRL-based model and the
KNN baselines. Section 5 introduces the system developed for the
user evaluation and the evaluation procedure. Then, we present the
evaluation results. Finally, in Section 7 the conclusion and future
works of this study are discussed.
2
      </p>
    </sec>
    <sec id="sec-3">
      <title>RELATED WORK</title>
      <p>Our research is focussed on behaviour learning and recommender
systems that leverage such behaviour models. Our application
scenario is tourism: the goal is to support tourists in identifying what
POI they could visit next, given their current location and the
information about their past visited places.</p>
      <p>
        Processing and analysing sequences of actions in order to
understand the user behaviour to support human decision-making
has been already explored in previous research. In [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ] is proposed
a framework for online experience personalization that leverages
users interactions (e.g., clicks) in the form of a sequence. The
approach is based on pattern mining techniques in order to identify
candidate items, which are present in other users’ sequences, that
are suitable for recommendations. Another pattern-discovery
approach applied to tourism is presented in [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. Here, the authors
propose a RS that identifies next-POI to visit relying on users’
check-in sequences data. At first, a directed graph is built from the
check-in data and then it is used to identify neighbours of a target
user given her check-in data. When neighbours are identified, the
POIs in their check-in data are scored. The recommended POI is
the one with the maximal score.
      </p>
      <p>
        Other, more general, pattern-discovery methods are described in
[
        <xref ref-type="bibr" rid="ref4 ref7">4, 7</xref>
        ]. Here the authors present nearest neighbour RS approaches
that leverage user behaviour logs: session-based KNN (SKNN) and
sequence-aware SKNN (s-SKNN). SKNN seeks for similar users in
the system stored logs and identifies the next-item to be
recommended given the current user log (session). The s-SKNN weights
more weight the neighbours sessions containing the most recent
(observed) items of the target user sequence. These methods have
been applied to diferent next-item recommendation tasks showing
good performance.
      </p>
      <p>The common aspect of pattern-discovery approaches is that they
extract common patterns from user behaviour logs and then learn
a predictive model for the next most likely observed user action.
That said, these approaches are opaque in explaining the predicted
user behaviour, i.e., users’ preferences and their action-selection
policy.</p>
      <p>
        To fulfil the need of learning an explainable user behavioural
model imitation learning is a viable solution. It is typically addressed
by solving Markov Decision Problems (MDP) via Inverse
Reinforcement Learning (IRL)[
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Given a demonstrated behaviour (e.g., user
actions sequences) IRL models solve the target MDP by computing
a reward (utility) function that makes the behaviour induced by a
policy (the learning objective) close to the demonstrated behaviour.
In [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ] the authors developed an IRL approach based on the
principle of maximum entropy that is applied in the scenario of road
navigation. The approach is based on a probabilistic method that
identifies a choice distribution over decision sequences (i.e., driving
decisions) that matches the reward obtained by the demonstrated
behaviour. This technique is useful to model route preferences as
well as to infer destinations based on partial trajectories. In [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] the
authors propose an IRL-based solution to the problem of learning
a user behaviour at scale. The application scenario is migratory
pastoralism, where learning involves spatio-temporal preferences
and the target reward function represents the net income of the
economic activity. Similarly, in [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] it is proposed a method for
computing the reward humans get by their movements decisions. The
paper presents a tractable econometric model of optimal migration,
focusing on expected income as the main economic influence on
migration. The model covers optimal sequences of location
decisions and allows for many alternative location choices. All these
works, focus on designing a choice model without studying their
application to RSs.
      </p>
      <p>
        In this work we present two variants of the IRL-based
recommender system presented in [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. There is proposed a RS that first
learns users behaviour via IRL and then harnesses it to generate
next-item recommendations. In an ofline evaluation we showed
that the approach excels in novelty and reward, whereas, more
precise recommendations are generated by SKNN-based techniques.
In this paper we argue that the ability of pattern-discovery
methods to score high in precision is related to the fact that they are
discriminative and are influenced by the observed popularity of
the items in the training data. Therefore, in order to leverage item
popularity also in an IRL model, we extend the it by hybridizing its
scoring function (Q function) with item popularity.
3
3.1
      </p>
    </sec>
    <sec id="sec-4">
      <title>RECOMMENDATION TECHNIQUES</title>
    </sec>
    <sec id="sec-5">
      <title>User Behavior Modelling</title>
      <p>
        In this paper, user (tourist) behaviour modelling is based on Markov
Decision Processes (MDP). A MDP is defined by a tuple (S, A, T , r , γ ).
S is the state space and, in our scenario, a state models the visit
to a POI in a specific context. The contextual dimensions are: the
weather (visiting a POI during a sunny, rainy or windy time); the day
time (morning, afternoon or evening); and the visit temperature
conditions (warm or cold). A is the action space; in our case it
represents the decisions to move to a POI. Hence, POIs and actions
are in biunivocal relation. A user that is in a specific POI and context
can reach all the other POIs in a new context. T is a finite set of
probabilities. T (s ′|s, a) is the probability to make a transition from
state s to s ′ when action a is performed. For example, a user that
visits Museo del Bargello in a sunny morning (state s1) and wants to
visit Giardino di Boboli (action a1) in the afternoon can arrive to the
desired POI with either a rainy weather (state s2) or a clear sky (state
s3). The transition probabilities may be equal, T (s2, a1 |s1) = 0.5 and
T (s3, a1 |s1) = 0.5. The function r : S → R models the reward a
user obtains from visiting a state. This function is unknown and
must be learnt. We take the restrictive assumption that we do not
know the reward the user receives from visiting a POI (the user is
not supposed to reveal it). But, we assume that if the user visits a
POI and not another (nearby) one then this signals that the first
POI gives her a larger reward than the second. Finally, γ ∈ [
        <xref ref-type="bibr" rid="ref1">0, 1</xref>
        ] is
used to measure how future rewards are discounted with respect
to immediate ones.
3.2
      </p>
    </sec>
    <sec id="sec-6">
      <title>User Behavior Learning</title>
      <p>Given a MDP, our goal is to find a policy π ∗ : S → A that maximises
the cumulative reward that the decision maker obtains by acting
according to π ∗ (optimal policy). The value of taking a specific
action a in state s under the policy π , is computed as Qπ (s, a) =
Es,a, π [P∞</p>
      <p>
        k=0 γ k r (sk )], i.e., it is the expected discounted cumulative
reward obtained from a in state s and then following the policy π .
The optimal policy π ∗ dictates to a user in state s to perform the
action that maximizes Q. The problem of computing the optimal
policy for a MDP is solved by reinforcement learning algorithms
[
        <xref ref-type="bibr" rid="ref18">18</xref>
        ].
      </p>
      <p>We denote with ζu a user u trajectory, which is a temporally
ordered list of states (POI-visits). For instance, ζu1 = (s10, s5, s15)
represent a user u1 trajectory starting from state s10, moving to s5
and ending to s15. With Z we represent the set of all the observed
users’ trajectories which can be used to estimate the probabilities
T (s ′|s, a).</p>
      <p>
        Since, typically users of a recommender system scarcely
provide feedback on the consumed items (visited POIs), the reward a
user gets by consuming an item is not known. Therefore, the MDP,
which is essential to compute the user policy, cannot be solved by
standard Reinforcement Learning techniques. Instead, by having
at disposal only the set of POI-visit observations of a user (i.e., the
users’ trajectories), a MDP for each user could be solved via Inverse
Reinforcement Learning (IRL) [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. In particular, IRL enables to
learn a reward function whose optimal policy (the learning
objective) dictates actions close to the demonstrated behavior (the user
trajectory). In this work we have used Maximum likelihood IRL [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
3.3
      </p>
    </sec>
    <sec id="sec-7">
      <title>Clustering Users with Similar Behavior</title>
      <p>
        Having the knowledge of the full user history of travel related
choices, which would be needed to learn the reward function of a
single individual, is generally hard to obtain. Therefore, IRL is here
applied to clusters of users (trajectories) [
        <xref ref-type="bibr" rid="ref8 ref9">8, 9</xref>
        ]. This allows to learn
a reward function that is shared by all the users in a cluster. Hence,
we say that the system has learned a generalized tourist behavior
model, which identifies the action (POI visit) that a user in a cluster
should try next.
      </p>
      <p>
        Clustering the users’ trajectories is done by grouping them
according to a common semantic structure that can explain the
resulting clusters. This is accomplished by employing Non Negative
Matrix Factorization (NMF) [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. NMF extracts topics, i.e., lists of
words, that describe groups of documents. Therefore, in order to
apply NMF, we build a document-like representation of a user
trajectory that is based on the features (terms) that describe the states
visited in a trajectory. Hence, a document-like representation is
build for each trajectory in the set Z .
3.4
      </p>
    </sec>
    <sec id="sec-8">
      <title>Recommending Next-POI visits</title>
      <p>
        Here we propose two new next-POI recommendations techniques,
Q-POP COMBINED and Q-POP PUSH, that extend the pure
IRLbased Q-BASE model, already introduced in [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] (where it was called
CBR).
      </p>
      <p>
        Q-BASE. The behavior model of the cluster the user belongs to
is used to suggest the optimal action this user should take next,
after the last visited POI. The optimal action is the action with the
highest Q value in the user current state [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ].
      </p>
      <p>Q-POP COMBINED. In order to recommend more popular items,
we propose to hybridise the generalized tourist behavior model
learnt for the cluster to which the user belongs to with the item
popularity. In particular, given the current state s of a user, for
each possible POI-visit action a that the user can make, we apply
the following transformation Q ′(s, a) = Q (s,a) and then we
Σi|A|Q (s,ai )
multiply Q ′(s, a) by the probability that a POI appears in a user
trajectory (in a given data set Z ). The result of the multiplication
is a distribution that is used to sample the next-POI visit action
recommended to the user.</p>
      <p>
        Sampling from a distribution derived from functions composition
is widely done in simulation [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. The approach tries to simulate
the decision making process of a user that has all the elements to
decide how to act next, i.e., she knows the reward of her future
action (the Q values), but she is also biased to select popular items.
We conjecture that this method recommends more popular items
that have a large reward as well.
      </p>
      <p>Q-POP PUSH. The second hybrid recommendation method
introduces even a higher popularity bias to the recommendations
generated by Q-BASE. We conjecture that it can obtain even a better
precision than Q-POP COMBINED, closer to the precision of the
SKNN -based methods. Q-POP PUSH scores the visit action a in state
s as following:
score (s, a) = (1 + β 2)</p>
      <p>Q (s, a) · pop (a)
(Q (s, a) + pop (a) · β 2)
This is the harmonic mean of Q (s, a) and pop (a), which is the scaled
(i.e., min-max scaling) counts cZ (a) (in the data set Z ) of the
occurrences of the POI-visit corresponding to action a. The harmonic
mean is widely used in information retrieval to compute the
F1score. In our case the parameter β was set to 1. The action
recommended to the user is the one with the highest score.
4
4.1</p>
    </sec>
    <sec id="sec-9">
      <title>OFF-LINE ALGORITHM ANALYSIS</title>
    </sec>
    <sec id="sec-10">
      <title>Baselines</title>
      <p>We compare here the performance of the recommendations
generated by the above mentioned methods with two nearest neighbor
baselines: SKNN and s-SKNN.</p>
      <p>
        SKNN [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] recommends the next-item (visit action) to a user by
considering her current session (trajectory) and seeking for similar
sessions (neighbourhood) in the data-set. The neighbourhood, i.e.,
the closest trajectories to the current trajectory, are obtained by
computing the binary cosine similarity between the current
trajectory ζ and those in the dataset ζi : c (ζ , ζi ). Given a set of nearest
neighbours Nζ the score of a visit action a can be computed as:
scoresknn (a, ζ ) =
      </p>
      <p>X c (ζ , ζn )1ζn (a)
ζn ∈Nζ
With 1ζn we denote the indicator function: it is 1 if the POI selected
by action a appears in the neighbour trajectory ζn (0, otherwise). In
our data set we cross validated the optimal number of neighbours,
and this number is close to the full cardinality of the data set. The
recommended actions are those with the highest scores.</p>
      <p>
        s-SKNN [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] extends SKNN by employing a linear decay
function wζ to weight more in the prediction formula the neighbor
trajectories that contain the user’s last observed visit action and
less the earlier visits. The current user trajectory’s neighborhood is
obtained as in SKNN, while the computation of the score of a visit
action is as following:
scores–sknn (a, ζ ) =
      </p>
      <p>wζ (a)c (ζ , ζn )1ζn (a)</p>
      <p>X
ζn ∈Nζ
For instance, let us say that a3 is the third observed visit action
in the user trajectory ζ (where |ζ | = 5) and that a3 appears in the
trajectory ζn ∈ Nζ , then the weight defined by the decay function
is wζn = 3/5. Also for s-SKNN, the recommended actions are those
with the highest scores.
4.2</p>
    </sec>
    <sec id="sec-11">
      <title>Evaluation Metrics</title>
      <p>
        The evaluation metrics used to assess the algorithm performance are
reward, as defined in [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], precision, novelty and recommendations
similarity. Let us denote with Recu,s a list of recommendations for
the user u in state s, and ao the observed (next) POI-visit (test item).
Reward measures the average increase in reward that the
recommended actions give compared to the observed one:
reward (Recu,s , ao ) = (
      </p>
      <p>Q (s, a) − Q (s, ao ))/|Recu,s |</p>
      <p>
        X
a ∈Recu,s
Novelty estimates how unpopular are the recommended visit
actions and ranges in [
        <xref ref-type="bibr" rid="ref1">0, 1</xref>
        ]. A POI is assumed to be unpopular if its
visits count is lower than the median of this variable in the training
set. Let U be the set of unpopular POIs and 1U (a) its indicator
function (it is 1 if a ∈ U and 0 otherwise), novelty is defined as
follows:
novelty (Recu,s ) =
|Recu,s |
Let obsu be the set of observed POI-visit actions in the user u
trajectory (test set). The indicator function 1obsu (a) is 1 if a ∈ obsu
and 0 otherwise. Precision is then computed as follows:
Pa ∈Recu,s 1U (a)
precision(Recu,s ) = (
      </p>
      <p>1obsu (a))/|Recu,s |</p>
      <p>X
a ∈Recu,s
Finally, we estimate the Similarity of two lists of
recommendations by computing their Jaccard index. In this study, we compute
the Jaccard index of the recommendations generated by our
proposed methods and those generated by SKNN. The goal is to verify
whether the proposed hybrid methods, which recommend more
popular items, improve some of the performances of the pure IRL
method Q-BASE and if they recommend items more similar to those
recommended by SKNN.
4.3</p>
    </sec>
    <sec id="sec-12">
      <title>Of-line Study Results</title>
      <p>
        In this study we used an extended version of the POI-visit data-set
presented in [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. It consists of tourist trajectories reconstructed
from the public photo albums of users of the Flickr4 platform. From
the information about the GPS position and time of each single
photo in an album the corresponding Wikipedia page is queried
(geo query) in order to identify the name of the related POI. The
time information is used to order the POI sequence derived from an
album. In [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] the dataset has been extended by adding information
about the context of the visit (weather summary, temperature and
part of the day), as well as POI content information (historic period
of the POI, POI type and related public figure). In this paper we used
an extended version of the dataset that contains 1668 trajectories
and 793 POIs.
      </p>
      <p>
        Trajectories clustering identified 5 diferent clusters, as in the
previous study. In Table 1 we report the performances of
Top1 and Top-5 recommendations for the considered methods. We
immediately observe that SKNN scores higher in precision, whereas
Q-BASE suggests more novel and with higher reward items. These
results confirm previous analysis [
        <xref ref-type="bibr" rid="ref8 ref9">8, 9</xref>
        ]. SKNN and s-SKNN perform
very similarly, hence, in this data-set, the sequence-aware extension
of SKNN seems not to ofer any advantage.
      </p>
      <p>When comparing Q-POP COMBINED and Q-POP PUSH with the
two SKNN -based methods we found that Q-POP COMBINED has a
good trade-of between reward and precision. In particular, reward
is 4 times (Top-1) the reward of both SKNN and s-SKNN while
precision increases considerably with respect to Q-BASE. The same
is observed for Top-5 recommendations. But novelty is penalised
by the popularity bias of this method.</p>
      <p>By looking at the performance of Q-POP PUSH we can confirm
our study conjecture: a stronger popularity bias enables the
algorithm to generate recommendations that are more precise and in
particular the precision of Q-POP PUSH is equal to that of SKNN
and s-SKNN. But, as expected, reward and novelty are penalised.</p>
      <p>With regard to the similarity (Jaccard index) of the
recommendations generated by the proposed methods with those of SKNN, we
can clearly see that the more the precision increases, the higher the
Jaccard index becomes. So, the methods are more precise as they
are more similar to SKNN.
5</p>
    </sec>
    <sec id="sec-13">
      <title>ONLINE USER EVALUATION</title>
      <p>We conducted an online user-study in order to measure the users’
perceived novelty and satisfaction for the recommendations
generated by the Q-BASE model, the hybrid model Q-POP PUSH and
the SKNN baseline used in the ofline study. We designed an online
system which first profiles the user by asking her to enter as many
as possible previously visited POIs (in Florence). Then the user
is asked to evaluate a list of recommendations generated by the
aforementioned three models, without being informed of which
algorithm recommends what. The data used by the system to train
the models and compute recommendations is the same of the ofline
study, a catalogue of 793 items.
5.1</p>
    </sec>
    <sec id="sec-14">
      <title>Online Evaluation System</title>
      <p>The interaction with the system unfolds as follow: landing phase;
introduction to the experiment and start up questions; preference
elicitation phase; recommendation generation and evaluation.</p>
      <p>Once the user accesses the website she can select the language
(Italian or English) and then, if the user accepts to participate to the
experiment, she is asked whether has already been in Florence. If she
replies “no” the procedure ends. Otherwise, the user is considered
to have some experience of the city and can declare which POIs
has already visited. In this case, the preference elicitation phase is
supported by a user interface (Figure 1) that enables the user to
select as many POIs she remembers to have visited in Florence. The
selection can be performed in two non-exclusive modalities. The
ifrst one is a lookup bar with auto-completion, while the second
is a selection pane that contains the most popular 50 POIs. If the
user hovers or taps on an item the system renders a media card
presenting content extracted from Wikipedia: a picture and a textual
description. When the user selects a POI as visited, this is added
to an (editable) list. The selected POIs are meant to build a user
profile which is then used to identify the best representative user’s
trajectory cluster, among the 5 clusters of previously collected
training data (the details of this computation are explained in the
next section).</p>
      <p>Then the system generates a short itinerary (5 POIs) composed
by a small sample of the POIs that the users previously declared to
have visited (Figure 2). This is the itinerary that the user is supposed
to have followed just before asking a recommendation for a new
point to visit. We decided to generate a fictitious itinerary because
we did not want to ask the user to remember any previous visit
itinerary, but we also tried to generate a trajectory that is likely
to have been followed (by sampling among the POIs that entered
in the profiling stage). By showing a hypothetical itinerary to the
user, followed up to the current point, we wanted to reinforce in
the user the specific setting of the supported recommendation task:
next-POI recommendation.</p>
      <p>That said, the recommendation generation and evaluation phase
present a user interface that is organized as follows. At the top of
the page there is an information box containing the (previously
mentioned) hypothetical (5-POIs) trajectory that the user should
assume has followed (Figure 2). Below, there is an info box that
explains the participant to assume that she has visited the selected
attractions, in the presented order. Finally, the participant is
informed that the beneath box (Figure 3) contains a list of POIs that
she can visit (recommendations) after the last POI in the itinerary.
The user is asked to mark the recommendations with one or more
of the following labels: “I already visited it” (eye icon), “I like it” for
a next visit (thumb up icon) and “I didn’t know it” (exclamation
mark icon).</p>
      <p>We recruited the experiment participants via social media and
mailing lists and we collected over 300 responses of which 202 are
from users that visited Florence. After excluding unreliable replies
(e.g., survey completed in less than 2 minutes) we counted 158 users.
The number of recommended next-POI visits shown to the users is
1119 (approximately three by each of the three methods per user,
excluding the items recommended by two or more method
simultaneously). Hence on average a user has seen 7.1 recommendations.
5.2</p>
    </sec>
    <sec id="sec-15">
      <title>Recommendation List Generation</title>
      <p>In order to generate recommendations using Q-BASE and Q-POP
PUSH an online user must be associated to one of the five existing
trajectories’ clusters. In fact, the user behavioural model is
considered to be shared with the other users in the same cluster, and it is
learned by using the trajectories already present in the cluster.
Matching a user to a cluster. In order to associate an online user
to a pre-existent cluster (among the 5 that we created) we built a
tf-idf representation of the POIs (documents) that are in the user
profile and then we run a nearest neighbor classifier where the
training data are the existent trajectories in the data set, already
classified in the 5 clusters. We assessed the classifier performance
by splitting the trajectories data set: 80% of the dataset has been
used for training the classifier and the remaining 20% has been
used as test set. In a 10-fold cross-validation the classifier showed
an accuracy of 0.67. Hence, the quality of this classifier is not very
high. This may have penalised both Q-BASE and Q-POP PUSH in
the online study.
5 POIS Fictitious Itinerary. Once the user is associated to a
cluster, among all the trajectories in the cluster we identify the
trajectory in the cluster with the highest overlap (intersection) with the
POIs selected by the study participant (randomly breaking ties). On
the user interface, as we mentioned above, in order to avoid
information overload, we show to the user at most 5 items, of her user
profile, ordered according to the matched itinerary, found in the
matched cluster. The itinerary is shown to the user as her current
(hypothesized) sequence of visited POIs in order to evaluate the
next-POI recommendations as appropriate or not to complete the
initiated itinerary.</p>
      <p>Recommendations. Given the fictitious hypothesized itinerary
followed by the user so far, next-POI recommendations are
independently generated leveraging the algorithms Q-BASE, Q-POP and
kNN. Then, from the recommendations generated by the algorithms
we filter out (post-filtering) the POIs already in the user profile. This
is an important feature of our study: we wanted to suggest POIs
that are good for a next visit, i.e., that the user has not yet visited 5.
Moreover, in order to avoid biases in the recommendation
evaluation phase we do not reveal to the user which recommendation
algorithm has produced which POI recommendation.</p>
      <p>
        Furthermore, to control the “position bias” [
        <xref ref-type="bibr" rid="ref19 ref20">19, 20</xref>
        ], i.e., the
tendency of users to select top positioned items in a list, regardless
of their relevance, we aggregate the top-3 suggestions of each
algorithm without giving to any algorithm a particular priority. In
fact, at first, we (randomly for each user) generate an order that we
follow to pick items from the three lists of the top-3 suggestions
generated by the three considered algorithms. Then we aggregate
the three ranked list by picking up, in turn, the items from the top
to the bottom of the sorted lists. For instance, if the generated order
is Q-BASE, kNN and Q-POP, then, the aggregated list of
recommendations (max length 9) that is shown to the user, contains in the
ifrst position the top recommendation of Q-BASE, then the top item
suggested by kNN and then that suggested by Q-POP. The same
pattern is applied for the remaining positions: the fourth item in
the aggregated list is the second best POI suggested by Q-BASE
and at the fifth and sixth positions are placed the second best POIs
suggested by kNN and Q-POP. In the case a POI is suggested by
more than one algorithm, the item is shown only once.
6
      </p>
    </sec>
    <sec id="sec-16">
      <title>RESULTS OF THE ONLINE USER STUDY</title>
      <p>The results of the recommendation generation and evaluation phase
are shown in Table 2. We show here the probabilities that a user
marks as “visited”, “novel”, “liked” (for a next visit) or both “liked”
and “novel” an item recommended by an algorithm. They are
computed by dividing the total number of items marked as, visited,
liked, novel and both liked and novel, for each algorithm, by the
total number of items shown by an algorithm. By construction, each
algorithm contributes with 3 recommendations in the aggregated
list shown to each user. It is worth stressing that a user marked as
“liked” an item that she judged as a good candidate for a next POI
visit. Hence, here a “like” is not a generic appreciation of the item,
but takes (partially) into account the visit context (what items the
user has already visited).</p>
      <p>We note that the POIs recommended by SKNN and Q-POP have
the highest probability (24%) that the user has already visited them,
and the lowest probability to be considered as novel. Q-BASE scores
5Still some recommendations can be not novel because the user will never declare all
the POIS that she visited or she knows in the city.
a lower probability that the recommended item be already visited
(16%) and the highest probability that the recommended item be
novel (52%). This is in line with the ofline study where Q-BASE
excels in recommending novel items.</p>
      <p>Considering now the user satisfaction for the recommendations
(liked), we conjectured that a high reward of an algorithm
measured ofline, corresponds to a high perceived satisfaction (likes)
measured online. But, by looking at the results in Table 2 we have
a diferent outcome. Q-BASE, which has the highest ofline reward
recommends items that an online user likes with the lowest
probability (36%). Q-POP PUSH and SKNN recommend items that are
more likely to be liked by the user (46%).</p>
      <p>Another measure of system precision that we computed is the
probability that a user likes a novel recommended POI, i.e., a POI
that the recommender presented for the first time to the user (“Liked
&amp; Novel” in Table 2). We note that this is the primary goal of a
recommender system: to enable users to discover items that are
interesting for them, not to suggest items that the user likes, but
that she is already aware of, or she has already consumed. There is
poor utility of such a functionality. In this case, Q-BASE (highest
reward and lowest precision ofline) recommends items that a user
will find novel and also like with the highest probability (0.09%),
whereas SKNN and Q-POP PUSH recommends items that the user
will find novel and will like with a lower probability(0.08%). We
believe that the online computed “Liked &amp; Novel” probability is
a better measure of the precision of a RS. In fact, the standard
ofline estimation of precision, which is computed on the base of an
artificial split of the available liked items into train/test is not able
to estimate how, not yet experienced items that the recommender
suggests may be liked by the user. It is also worth noting the low
scores of this metric: it is hard to observe a user that liked a novel
item. This aspect is further discussed below.</p>
      <p>In order to further study the online user evaluation of the
recommended items, we have computed the probability that a user
will like recommendations given the fact that she knows the item
but has not yet visited it (“Known &amp; Not Visited”), she visited it
(“Visited”) or the item is “Novel” for her. The results of this analysis
are shown in Table 3. The novel POIs recommendations generated
by SKNN and Q-POP PUSH are liked more (20% and 22%) than those
produced by Q-BASE (17%). We believe that this is because often
Q-BASE suggests items that are very specific and users may find
hard to evaluate them. For instance, Q-BASE suggests often “Porta
della Mandorla” which is a door of the “Duomo”. This POI can be
perceived as a niche item and much less attractive than the “Duomo”
itself. Moreover, by conducting post-survey activities participants
declared that it is dificult to like something that is unknown.</p>
      <p>In fact, the probability that a user likes a recommended POI that
she has visited tends to be much larger. This probability is 31% and
28% for Q-POP PUSH and SKNN respectively. Whereas, Q-BASE
also here performs worse (26%). We think that the performance
diference is again due to the fact that both SKNN and Q-POP tend
to recommend popular POIs (easier to judge), whereas Q-BASE
recommends more “niche” items.</p>
      <p>Considering now the probability that a user will like an item that
she knows but has not yet visited we see again a similar pattern
as before: Q-POP PUSH and SKNN suggest items that will be liked
with a higher probability (81% and 80%) than Q-BASE (71%). These
gorithm as visited, novel and liked.</p>
      <sec id="sec-16-1">
        <title>Visited</title>
      </sec>
      <sec id="sec-16-2">
        <title>Novel</title>
      </sec>
      <sec id="sec-16-3">
        <title>Liked</title>
        <p>Liked &amp; Novel
Q BASE
Q POP
0.222
0.283</p>
        <sec id="sec-16-3-1">
          <title>P(Liked | Novel)</title>
        </sec>
        <sec id="sec-16-3-2">
          <title>P(Liked | Visited)</title>
          <p>P(Liked | Known &amp; Not Visited)
probabilities are very large. We conjecture that this is because these
are popular items that the user has not yet visited. In fact, if we
compare the probabilities that a user will like an item given that
is novel, visited or known but not yet visited, we see that it is the
largest for the latter items (&gt; 70%), it is lower for the visited items (&gt;
26%) and and the lowest for the novel items (&lt; 22%). This reinforce
the conjecture that users tends to like items they are familiar with
(but they have not yet consumed).
In this paper we extend the state of the art in IRL-based next-POI
RSs. We started our analysis by hypothesising that users like more
the recommendations produced by IRL-models and that the poor
ofline accuracy of these models, compared to KNN approaches, is
due to the total absence of a popularity bias in the recommendation
generation. For that reason we designed two new hybrid models
that bias the pure IRL-model Q-BASE to suggest more popular items:
Q-POP COMBINED and Q-POP PUSH.</p>
          <p>We show with an ofline experiment that the hybridization of
Q-BASE results in an increase of precision: Q-POP PUSH performs
equally to SKNN-based approaches.</p>
          <p>With an online test we show that the Q-BASE model excels in
suggesting novel items, whereas SKNN and Q-POP PUSH suggests
items that are “liked” more. We also show that if we consider the
combined feedback “liked and novel”, i.e., recommendations that
are liked and are novel to the user, Q-BASE outperforms both SKNN
and Q-POP PUSH. Hence, we show that Q-BASE may be able to
better accomplish the most important task of a RS for tourism:
suggesting relevant POIs that are unknown for a user and also</p>
          <p>We emphasize here that the objective of this research is a
nextPOI RS that harnesses a generalized tourist behavior model. While
in this work we showed the benefits of such a RS through a
webbased study we are now conducting a novel user study with real
tourists interacting with a system while visiting a destination (South
relevant.</p>
          <p>Tyrol)6.</p>
          <p>Another future work direction is the analysis of the users’
perception of the recommendations generated by the diferent algorithms
given the possibly diferent users’ knowledge of the target
destina</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-17">
      <title>ACKNOWLEDGMENTS</title>
      <p>The research described in this paper was developed in the project
Suggesto Market Space in collaboration with Ectrl Solutions and</p>
      <sec id="sec-17-1">
        <title>Fondazione Bruno Kessler.</title>
      </sec>
    </sec>
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