<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Joint Workshop on Interfaces and Human Decision Making for
Recommender Systems, September</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Generation of Hints to Overcome Dificulty in Operating Interactive Recommender Systems</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Yuri Nakao</string-name>
          <email>nakao.yuri@fujitsu.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Takuya Ohwa</string-name>
          <email>takuyaohwa@fujitsu.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kotaro Ohori</string-name>
          <email>ohori.kotaro@fujitsu.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Fujitsu Laboratories Ltd.</institution>
          ,
          <addr-line>Kawasaki</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2019</year>
      </pub-date>
      <volume>19</volume>
      <issue>2019</issue>
      <abstract>
        <p>In the field of recommendation, there have been many eforts to help users interact with recommender systems in ways that appropriately elucidate user preferences. To let users interact with recommender systems, it is desirable that recommender systems are as transparent as possible. However, it is dificult to achieve complete transparency even with a simple method for interactive recommender systems because the relationship between the item features and the user preference is not intuitive when there is a utility function to generate recommendations. We focus on multiattribute utility theory (MAUT) as one of the simplest methods for recommender systems and clarify the dificulties with its usage in interactive environments. Then, to overcome the dificulties, we propose an algorithm to generate natural language hints to let users understand ways of operation and see more items that match their preferences. The results of an ofline simulation demonstrate that our method can efectively recommend a diverse range of items to users. As future work, we will conduct empirical experiments to evaluate the performance of our method in online situations.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>CCS CONCEPTS</title>
      <p>• Information systems → Recommender systems.</p>
    </sec>
    <sec id="sec-2">
      <title>INTRODUCTION</title>
      <p>
        Interactive recommender systems have been developed to
elucidate user preferences [
        <xref ref-type="bibr" rid="ref5 ref6 ref8">5, 6, 8</xref>
        ]. To grasp the real preferences of the
user, recommendations that cannot be changed by the user are
sometimes inappropriate. This is because, while the user models
are generated on the basis of the historical record of user behavior,
the models are not one-size-fit-all and sometimes do not match
new users. Therefore, users need to convey their preferences to
the recommender systems through some form of interaction. To
do this, the ideal interactions between recommender systems and
users should be achieved in the situation where users understand
how their operations are recognized by the systems and how they
are represented as the preference.
      </p>
      <p>
        To achieve this ideal interaction between recommender systems
and users, the systems should be transparent in that users can
understand the relationship between item feature space and user
preference space. This is dificult, however, due to the relationship
between the two spaces with utility functions, and according to
previous research, users do not tend to obtain a detailed enough
understanding of the intelligent system without a technical
explanation [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Despite this knowledge, the system needs to be as simple
as possible to make the process of recommendation transparent for
users. Systems that are incomprehensible to users on the technical
side, or that can not form deep mental models, are not transparent.
      </p>
      <p>
        In this paper, we propose a new algorithm to help users
understand the specific characteristics of the relationship between
preference space and item space with one of the simplest utility functions
and conduct an ofline experiment. As a simple method to relate
item space and preference space, we utilize Multi-Attribute Utility
Theory (MAUT) [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], which is a general method for supporting
human decision making using linear utility functions [
        <xref ref-type="bibr" rid="ref17 ref19 ref20 ref4">4, 17, 19, 20</xref>
        ].
While MAUT is a simple method, there are dificulties for users in
operating MAUT-based interactive recommender systems because
of the unintuitive characteristics of the interactions between the
users and the systems. To overcome this dificulty, we develop an
algorithm to generate natural language hints to provide users with
information about the item feature space in the direction where the
user preference moves in. The ultimate purpose of this algorithm is
to let users obtain more detailed understandings of the algorithmic
behaviors by seeing more diverse items. In this work, as a first step,
we conduct an ofline experiment and investigate the potential
effect on the simulated behavior of users. The research question for
our ofline experiment is whether users can see more diverse items
with the existence of hints generated with our method. We set up
this research question because users need to observe as diverse
items as possible to recognize the relationship between item space
and feature space.
      </p>
      <p>The remaining of this paper is organized as follows: In Section 2,
we provide a brief overview of previous works related to interactive
recommender systems and MAUT. We describe the dificulties in
operating MAUT-based interactive recommender systems and
propose our algorithm in Section 3. In Section 4, we explain the detailed
settings of our experiment. In Section 5, we report the results of
our experiment. Additionally, in Section 6, we discuss the results
in more detail and outline future work. Finally, the conclusion of
the paper shown in Section 7. Our contribution to the community
is two-fold: first, we point out the critical dificulties in one of the
simplest utility functions, MAUT, when it is used in interactive
recommender systems, and second, we ofer an algorithm to generate
natural language hints to overcome these dificulties.
2</p>
      <p>
        RELATED WORK AND BACKGROUND
There have been many eforts to develop interactive recommender
systems [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] for recommending movies [
        <xref ref-type="bibr" rid="ref18 ref5">5, 18</xref>
        ], music [
        <xref ref-type="bibr" rid="ref2 ref8">2, 8</xref>
        ],
restaurants [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], researchers [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ], and so on. In the previous works, the
transparency of the system is evaluated as the subjective estimation
of transparency or satisfaction through the evaluation
methodology [
        <xref ref-type="bibr" rid="ref10 ref15">10, 15</xref>
        ]. It is appropriate to evaluate not the detailed
understanding of the functions of systems but rather to investigate
subjective impressions when evaluating the transparency of systems
because, according to research on the formation of the mental
models of a recommender system [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], people tend to have dificulty in
forming deep mental models without any technical explanations.
However, despite the negative results of the previous work, it is
necessary to have users understand the characteristics of the method
used in recommender systems in as much detail as possible in order
to achieve complete transparency. In this paper, we ofer a new
algorithm that helps users understand the critical dificulties in one
of the simplest recommendation methods, MAUT. It is necessary
for users to see more diverse items related to their preferences to
understand the characteristics of the recommendation method.
      </p>
      <p>
        Relating to MAUT, there are many studies that utilize this method
to support human decision making [
        <xref ref-type="bibr" rid="ref17 ref19 ref20 ref23 ref4">4, 17, 19, 20, 23</xref>
        ]. Moreover,
MAUT is well known as a traditional decision support
technology used in the early steps of decision makings [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], and at the
same time, is versatile technology that is a mathematical analogy
to matrix factorization [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. While user preferences for items are
calculated based on uninterpretable latent features of user
preferences and item features with matrix factorization, with MAUT,
the features are interpretable [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. Additionally, some interactive
recommender systems already utilize it as the method to generate
recommendations [
        <xref ref-type="bibr" rid="ref23 ref7">7, 23</xref>
        ]. In Zhang et al. [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ], MAUT was used
with a critique-based interactive recommender system [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. In their
system, the weights for each feature of items were calculated based
on the items chosen by users, and the resulting recommendations
became more accurate. However, the detailed functions are not
shown to the users, so the system is still not fully transparent. In
this paper, we provide an algorithm that generates hints about the
operation in an attempt to make the function fully transparent.
Additionally, by evaluating the performance of our method as
diversity and novelty, we investigate the efects of our method of
letting users observe a wider range of items.
3
      </p>
    </sec>
    <sec id="sec-3">
      <title>METHOD</title>
      <p>In this section, first, we explain the functions of the MAUT-based
interactive recommender system in detail. Then, we describe the
dififculty experienced by users and present the method we developed
to overcome the dificulty.
3.1</p>
    </sec>
    <sec id="sec-4">
      <title>Characteristics of MAUT</title>
      <p>3.1.1 MAUT-based Interactive Recommendation. First, we briefly
explain the characteristics of our MAUT-based interactive
recommender system. As a method of recommendation, we utilize MAUT
to recommend top-N items (top-10 items in practice). To rank items,
the personalized utility (V u(i)) of each item (i) for each user (u) is
calculated on the basis of MAUT, as follows:</p>
      <p>Õ
Vu (i) =
f
β (u)xf (i)
f
(1)
where a feature for an item is denoted as f and the normalized
value for each feature is denoted as xf (i). In this paper, we use
the word ‘feature’ in the same meaning of ‘attribute’ of MAUT.
With this function, we calculate a user’s preference as the values
of coeficient ( βf (u)), which show to what extent the feature f is
considered an important one by the user u. An item i is denoted as
K-dimensional feature vector x (i) : x1(i), ..., xK (i).</p>
      <p>β
15
10
0</p>
      <p>UP
(+)</p>
      <p>UP</p>
      <p>(+)
Feature 1</p>
      <p>DOWN</p>
      <p>Feature 2</p>
      <p>DOWN</p>
      <p>We developed an interactive recommender system to collect real
user data by using this method. In our system, the users’ preferences
are displayed as bar graphs that indicate the value of β . The concept
of our interface is shown in Figure 1, where there are two bars</p>
      <p>Item
space
)
2
F
(
2
e
r
u
t
a
e
F
: Items</p>
      <p>E
: Direction users change
their preference in UI
3rd
E</p>
      <p>D2nd</p>
      <p>C A
1st</p>
      <p>B
User preference
(a)
representing the user preference (β ) for each feature of items. The
values in Figure 1 correspond to the states of user preference in
Figure 2. This user has a value of 15 for the preference of Feature
1 (F1) and a value of 10 for the preference of Feature 2 (F2). In our
system, users can see the bar graphs as well as the recommended
item list and change their preferences with a fixed length by clicking
the buttons above and below the graphs. Moreover, they can change
preferences for multiple features at a time. In the following, the
number of times a user changes her/his preference (i.e., the number
of interactions) is denoted as t .
3.1.2 Dificulties in MAUT. Users are confronted with dificulty
when MAUT is used in interactive recommender systems. With
MAUT, the scores of the items are calculated as the inner products of
user preference and the position vectors of items in the item feature
space. This means that the ranking of the items is the same as the
order of the perpendicular feet drawn from the items to the user
preference vector, as shown in Figure 2. This leads to unintuitive
behavior of the recommender system and to dificulties in operating
preference for the user. For example, as we show in Figure 3, when
there are two features and the top-3 item list is displayed to a user,
if the user wants to see items with a higher value of Feature 2, s/he
naturally increases the preference for Feature 2. Ideally, s/he will see
the item with the highest value for Feature 2 (item E) by increasing
the preference for Feature 2 just once. However, it is dificult to
see item E by increasing only feature 2, as shown in Figure 3(b).
To see item E, the user has to decrease the preference for feature 1
while simultaneously increasing that for Feature 2 (Fig. 3(c)). This
implicates that it is necessary for users to change their preferences
in unintuitive manners.
7 items with higher values of Feature 1 and with lower values of
Feature 2 can be shown. (Your preference for Feature 3 will decrease.)
Jump in this
direction
To overcome the dificulties in operating the MAUT-based
interactive recommender system described above, we propose a technology
that generates hints to achieve more efective operation for users.
The hints will be shown in the form of natural language1. As
indicated in Figure 4, the hint suggests a direction users can take to
see more diverse items and users can move toward this direction
by clicking the ‘jump in this direction’ button. Therefore, users
can decide to use or not to use hints whenever the hints are
displayed. Our algorithm calculates the appropriate direction to be
suggested to users. The appropriate direction is determined on the
basis of the tendency of the user’s movement. First, our method
calculates preferences that make as many items Top-1 as possible.
With MAUT, items that can be top-1 are vertices of the convex
hull of items. Therefore, we calculate every preference that makes
each vertex of the convex hull of items Top-1 respectively. We call
these preferences ‘top-1 vectors’. After that, we calculate which
direction a user wants to move toward and which features s/he does
not take into account. We call the direction in which the user moves
‘favored direction’ or more simply, ‘direction’, and the features
that are not taken into account by users ‘ignored features’. Then,
1While we do not show the natural language hints to real users in our ofline simulation,
we plan to conduct an online experiment by showing natural language hints as future
work.
we suggest the appropriate operation that enables the user to see
items that have values matching the user’s tendency to move based
on the top-1 vectors. Additionally, we ofer the user a way of
operation that lets him/her see more items by adjusting the features
that have been ignored until then. The details of this algorithm are
described in the following subsection.</p>
      <p>Item
space
3.2.1 Calculation of Top-1 Vectors. To generate hints, we utilize the
characteristics of MAUT that only vertices of the convex hull can
be top-1 and calculate preferences making each vertex top-1. One
of the preference vectors that makes a vertex top-1 (top-1 convex)
is orthogonal to the plane (or hyper-plane) passing through vertices
that are next to the top-1 vertex. This is because only vertices can
be top-1 and rankings of items are decided as the order of the
perpendicular feet drawn from items; therefore, when making a
vertex top-1, it is enough that the perpendicular feet drawn from
vertices that are next to the top-1 vertex are the same order. A
2-dimensional version is shown in Figure 5, where the top-1 vector
for a vertex, A, is drawn. The vector is orthogonal to the line passing
through the vertices B and D, which are next to A.</p>
      <p>
        To generate top-1 vectors, we calculate the hyper-plane passing
through vertices that are next to a vertex that is made top-1 with
the vector. We can calculate this hyper-plane as the support vector
of the hard margin support vector classification for two classes: the
class of the top-1 vertex and the class of the other vertices [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Let
aI denote the position vector of item I and let z be a vector that
is orthogonal to the support vector. When b denotes a bias term,
the labels are yi = 1 for the top-1 vertex and yi = −1 for the class
of the other vertices, and there are M vertices. We calculate the
hyper-plane as follows:
      </p>
      <p>minimize ||z||2
subject to yi (zT ai + b) ≥ 1 for i = 1, ..., M .
zT ai + b = 0 is the equation of the hyper-plane that is parallel to
the hyper-plane passing through next vertices to top-1 vertex and
z is a perpendicular line for the hyper-plane. Therefore, we obtain
the top-1 vector as z.
3.2.2 Tendency of Users’ Behavior. Next, we calculate which
directions a user should move toward. A direction is defined as the
combination of features and the movement of increasing or
decreasing of the value for the features. We name the value that represents
(2)
to what extent a user wants to make a value of a feature up or
down T endency. To identify the direction favored by the user, we
calculate a Score to generate the values of T endency. When
calculating the Score, we consider the more recent movement of the
user as more important. First, we set the weight wt = wt , which
indicates the importance of the movement of t th interaction as the
number that increases in proportion to the number of interactions
(t ) between the recommender system and the user. This means that
if w1 = w = 1.2, then w2 = w ∗ w = 1.44, that indicates the
importance of the movement of second interaction. The vector consisting
of all weights is denoted as wt and the history of choice for up (+)
or down (−) for a certain feature value is denoted as hf,±. Here, we
define the Score as</p>
      <p>Scoref ,± = hf,± · wt.</p>
      <p>For example, when a user change the preference for Feature 1 in the
three interactions like U P → DOW N → U P , h1,+ = (1, 0, 1) and
h1,− = (0, 1, 0). When w = 1.2, w3 = (1.2, 1.44, 1.73). Therefore,
Score1,+ = (1, 0, 1) · (1.2, 1.44, 1.73) = 2.93 and Score1,− = (0, 1, 0) ·
(1.2, 1.44, 1.73) = 1.44.</p>
      <p>Then, we define the T endency as</p>
      <p>T endencyf ,± =</p>
      <p>Scoref ,± .
Ít wt
When consider the example we explained above, T endency1,+ =
Score1,+/Ít wt = 2.93/4.37 = 0.67, and similarly, T endency1,− =
0.33. We infer the direction in which the user wants to move by
judging whether the T endency surpasses the upper threshold, UT .
For example, if T endency1,+ &gt; UT , we assume the user wants to
increase the value of Feature 1. Additionally, the features ignored by
the user can be known by judging whether the T endency of a feature
for both up and down is lower than the lower threshold, LT . For
example, if T endency2,+ &lt; LT at the same time T endency2,− &lt; LT ,
Feature 2 is ignored by the user.
3.2.3 Combinations of Directions. After inferring the direction
toward which the user wants to move and the features ignored by
her/him, we generate the combination of the directions favored and
ignored by the user. Initially, we set the number of hints to display
and the number of directions to consider. Then, we calculate the
sum of T endencies for the combinations of directions that a user
moves toward. For example, consider a case where there are three
directions users tend to move toward, (Feature 1, +, Tendency = 0.6),
(Feature 2, -, Tendency = 0.7 ), (Feature 3, +, Tendency = 0.55). When
we take two directions into account, we obtain three combinations
of directions and the sum of T endencies, i.e., (Feature 1, +, and
Feature 2, -), (Feature 1, +, and Feature 3, +), and (Feature 2, - and
Feature 3, +). For example, in terms of the sum of T endency, the
top-1 in the combinations is (Feature 1, +, and Feature 2, -). The sum
of T endency of this combination is 1.3. Now, we obtain the list of
combinations of directions.</p>
      <p>If there are any features ignored by the user, we add the direction
related to the ignored features to the list. For example, when Feature
4 is ignored, (Feature 4, +) and (Feature 4, -) are added to the list.
Therefore, the top-1 in the list of combinations is (Feature 1, +,
Feature 2, -, and Feature 4, +) or (Feature 1, +, Feature 2, -, and Feature
4, -). The plus or minus of Feature 4 is decided on the basis of how
many items will be changed by the hint. If the number of items that
(3)
(4)
Algorithm 1: Calculate Candidate Vector
input :d: Combination of directions, I : Vertices,</p>
      <p>SI : Shown items, P : User preference
output : Candidate vector
1 GenerateCandidateVector(d, I , SI )
2 MaxItem ← i most matching d in SI ;
3 foreach j in I do
4 if j more matching d than MaxItem then
5 Add j to CandidateItem
appear in the new recommendation list when the combination with
Feature 4, + is more than that with Feature 4, -, the combination
with Feature 4, + is applied.
3.2.4 Calculation of Candidate Vector. On the basis of the listed
combinations of directions, we calculate the candidate vector to
generate hints by using algorithm 1. First, the values of features in
all vertices (I ) are compared with the values of displayed items (SI )
to judge whether there are items that have higher (or lower) values
suited to the listed combinations of directions. Each item in SI is
represented as i. If there are vertices that match the combination
of directions (d), they are added to the list of candidate items. For
example, when the combination of directions toward which the
user wants to move is (Feature 1, +, and Feature 2, -), if there are
vertices whose values of Feature 1 is higher than the highest value
for Feature 1 in the displayed items, and at the same time, if the
values of Feature 2 of the vertices are lower than the lowest value
for Feature 2 in the displayed items, the vertices are added to the
list of candidate items.</p>
      <p>Next, for each candidate item, the top-1 vector for the item is
selected and the top-N item list is calculated on the basis of the
top-1 vectors. At the same time, the number of diferent items in the
top-N list that is generated on the basis of the top-1 vector from the
currently displayed top-N list is calculated. Then, the top-1 vector
that generates the top-N list in which the number of diferent items
from the currently displayed items is the biggest is chosen as the
candidate vector. If there remain multiple candidate vectors at this
time, we select the one candidate vector that has the biggest cosine
similarity (cos sim) with the current user preference (P ).
3.2.5 Generating Hints. Finally, we display hints for users with
natural language. Although multiple hints can be displayed, the
number of hints should be limited to avoid information overload.
When multiple hints are displayed, the hints generated based on
top-N combinations in terms of the sum of T endency are displayed.
To display hints in the form of natural language, we generate hint
vectors (HV) from the chosen candidate vectors (CV) as
(5)
HV =</p>
      <p>CV
||CV||
∗ ||P||,
where the user preference is denoted as P. Each hint vector is the
unit vector of the candidate vector multiplied by the norm of the
current user preference. This calculation is executed because the
norm of candidate vectors is not fixed at this time and T endency is
calculated on the basis of the diference between current preference
and the hint vector, so the norm of the vector and the preference
should be aligned.</p>
      <p>Then, natural language hints are generated in two diferent forms.
The first one is hints without ignored features. In this form, we
focus on making the user preference move to the hint vector. For
the hint, we display a natural language hint and ofer a ‘Jump in
this direction’ button to make the current preference jump to the
hint vector as shown in Figure 4. This means that, when the user
clicks the ‘Jump in this direction’ button, displayed user preference
changes to the values of the selected hint vector and the displayed
list of items changes at the same time. Additionally, we display the
information on features that are not included in the combinations
of directions if the diference of values for the feature between the
current user preference and the hint vector is large enough. For
example, when the chosen combination is (Feature 1, + and Feature
2, -), seven items will be newly shown with the selected hint vector,
and at the same time, the diference of Feature 3 between current
user preference and the hint vector is large enough, the hint is
shown as “7 items with higher values of Feature 1 and with lower
values of Feature 2. (You need to decrease the preference for Feature
3.)” The second form is hints with ignored features. In this form,
while we generate the same natural language hint as the first one,
the user can move toward the suggested direction with the same
value by clicking the ‘Jump in this direction’ button, as users can
move with the normal operation. By “normal operation,” we mean
the operation with the up or down button in the interface displayed
regardless of the existence of hints. This is because the hint vectors
considering the ignored features can change the user preference
in radically diferent directions from the direction in which the
user wants to move, and so the movement toward the hint vectors
should be gradual.
4</p>
    </sec>
    <sec id="sec-5">
      <title>EXPERIMENT</title>
      <p>To conduct the ofline experiment with our method, we have to
define the simulation environment. In this section, we explain the
dataset we use, the settings of the parameters, the policy of the
simulated user behaviors, and the metrics to evaluate the performance.
4.1</p>
    </sec>
    <sec id="sec-6">
      <title>Dataset</title>
      <p>To conduct the ofline experiment, we use the data gathered from
our MAUT-based interactive recommender system to let users find
their favorite areas to relocate to. There are two reasons why this
application domain is chosen. First is that there is a trade-of
relation between convenience and safety in this domain. This trade-of
is needed because it makes users search for their appropriate
preference between conflicting characteristics. Otherwise, users will just
make the preference for each attribute maximum or minimum.
Second is that users interact with recommender systems more seriously
when making important decisions related to their own lives.</p>
      <p>When using our recommender system, users input their
demographic characteristics to the system and are recommended areas
that match them. After that, users can adjust their preferences and
approach their final preferences. The recommender system
recommends blocks in a city (areas from one street to the next street) as
items that are characterized by six features:
i). Transportation: the number of trains arriving at the station
in the area.
ii). Shopping: the scale of the shopping facilities.
iii). School proximity: the time it takes to walk to the nearest
elementary school.
iv). Neighborhood activity: the attendance ratio to events of
neighborhood associations.
v). Hospital: the number of hospitals.</p>
      <p>vi). Safety: crime rate.</p>
      <p>We normalize these features as 0 for the minimum number and 1
for the maximum number when calculating users’ utility for each
area. The number of 0 is set to show that there are not any positive
or negative values related to the feature. With our system, 163
blocks can be recommended, and 83 blocks are vertices. Therefore,
we generated 83 top-1 hint vectors. While the system was open
publicly on the Internet, we use the data of users who came into our
ofice to use the system because the motivation to use the system
should be aligned. The users are interested in relocating to the same
or similar cities that the system recommends. They are asked to
look at the recommended areas and mark the ones they think they
might like to move to as favorite areas. We used the data from 49
users who marked at least one favorite area. Users who could not
ifnd any favorite areas or who did not use the system seriously are
not included in the data. We evaluated the seriousness of users with
a 5-scale questionnaire of impressions about the system after using
it. If a user checked the same point for all questions or the answers
were not coherent, we excluded the user from the data set.
4.2</p>
    </sec>
    <sec id="sec-7">
      <title>Parameter Settings</title>
      <p>We set the parameters for our experiment as follows. First, the
number of features (f in Equation 1) is six. Therefore, we conduct
our experiment in the six-dimensional feature space. We consider
the situation where the top-10 ranking of recommended items is
shown to users. This is the same number used in our collection
of the data set. Next, we set the value for the weight (w) when
calculating the Score and T endency of the favored direction as 1.2
(= w = w1 in Equation 3 and 4). We set the upper threshold UT
to judge the direction a user wants to move toward as 0.5 and the
lower threshold LT to judge the ignored features as 0.3. Then, we set
the number of displayed hints to 1. In our experiment, this means
that when the hints are displayed, users always choose the hint
at the top of the list. Additionally, when we generate the favored
direction, we take three features into account. This is because we
want to display hints with natural language, and more than three
hints would be too many to take in at a glance.
4.3</p>
    </sec>
    <sec id="sec-8">
      <title>Simulation Method</title>
      <p>
        To conduct the ofline experiment, we need a policy for the
simulation. The ofline simulation of interactive recommendation methods
is considered dificult because the reactions of real users cannot
be known. While simulation methods are investigated for
critiquebased recommender systems [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ], there are not any detailed
investigations of simulation methods for MAUT-based interactive
recommender systems. In our experiment, we assume that the final
preference of each user (i.e., the preference when s/he quits the
system) is the settled one. Therefore, in our scenario, the users’
preferences move toward the final preference 2. When the
preference comes near enough to the final preference, the movement of
preference stops. As real users can, simulated users can change
their preferences for multiple features at a time with a fixed length.
NO
      </p>
      <p>Can hints be
generated?</p>
      <p>YES</p>
      <p>Generate hints.</p>
      <p>Change preference in
the offered direction.</p>
      <p>Is the direction in which
the user preference move
similar to that in the last
movement?
YES
NO</p>
      <p>Have any hints
generated so far?</p>
      <p>YES
Preference changes in
the same way as the
real user’s.</p>
      <p>Apply simulation
mode.</p>
      <p>NO</p>
      <p>The detailed flow of our simulation is as follows. We
summarize the flow in Figure 6. In our scenario, there are three ways of
movement. The first is the movement that is the same as a real
user’s movement. When hints have not been displayed yet, the
movements of preference follow the log data of real users’
movement. The second is movement when the hints are displayed. The
simulated users always click the ‘jump in this direction’ of the hints
at the top of the displayed hints button whenever the hints are
displayed in our scenario. If the number of items that are diferent
from previous recommended items is less than four, we start to
2 We use the deterministic approach, not stochastic approaches mainly because we
do not know how often users keep directions suggested by hints and how the final
preferences changes with the existence of hints.
generate hints. If we generate the hints to recommend items that
match a user’s preference successfully, we make the preference of
the user jump to the hint vector. If there is a hint vector based on
the ignored features, the user preference moves toward the hint
vector generated on the basis of the ignored feature regardless of the
existence of the hint vectors generated on the basis of the favored
directions.</p>
      <p>As the third type of movement, we set the simulation mode. If the
user’s T endency changes radically resulting from the jump to hint
vectors, it is not appropriate to continue to generate hints.
Therefore, if the sign of favored direction for the same feature becomes
opposite to the previous tendency resulting from the application
of hint, we stop generating hint vectors and start to apply the
simulation mode. In this simulation mode, the preference is made to
move straight toward the final preference. We calculate the distance
between the current preference and the final preference, and if the
distance is more than that the user can move at one time, we make
the preference move toward the final preference. If the distance
from the current value and the final value is more than the distance
a user can move at one time, we select the top-3 feature whose
values are distant from those of final preferences more than the
distance that a user can move at one time, and after that, make the
preference moves toward the final preference at one time. In the
simulation mode, hints can be generated.
4.4</p>
    </sec>
    <sec id="sec-9">
      <title>Evaluation Metrics</title>
      <p>We evaluate the performance of our method with several metrics.
First, we identify the percentage of users provided with hints. In
our method, a user needs to move her/his preference in the same
direction to some extent to be provided with hints. Naturally, there
are some users who do not have any specific direction they tend
to move in. Therefore, by dividing users into those who are given
hints and those who are not, we investigate the possibility of the
provision of hints. We count a user as one who is shown hints
if s/he is given hints at least just once. Then, we investigate the
performance of our method only for the users provided with hints.</p>
      <p>Next, for the users provided with hints, we use a dependent
sample t-test to compare the number of interactions needed to
move close to the final preference and the number of favorite items
shown for each user. The number of interactions is evaluated to
confirm the behaviors of the simulated users is not far from that of
original users. With our method and simulation policy, it is possible
for user preferences to approach final preferences in a diferent way
from the original one. By evaluating the number of interactions,
we can analyze the efects of our method on the simulated user
behavior. Additionally, the number of favorite items is investigated
to evaluate to what extent users become unable to see their favorite
items with the existence of hints. When our method is applied, the
user preference sometimes changes radically and skip the items that
are marked as favorite items originally. Therefore, by investigating
the favorite items, we can evaluate whether or not users overlook
their favorite items in our simulated environment.</p>
      <p>
        Finally, we investigate the diversity and novelty of the
recommended items. Our research question is whether users can see
more diverse items when there are hints generated on the
basis of our method. Therefore, the diversity and the novelty are
our main results. As the metric to evaluate the diversity and
novelty achieved with our method, we apply temporal diversity [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ],
which is the diversity in the sequence of recommendation lists
our method produces over time. While there are several ways of
evaluating diversity [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], we utilize this method because our
intention is to recommend items for users sequentially in the course
of interactions. In this method, we calculate diversity between
two recommendation lists, L1 and L2, whose lengths are N when
L2\L1 = {x ∈ L2 |x &lt; L1}, with following equation:
diversity(L1, L2, N ) = |L2\L1 | . (6)
      </p>
      <p>
        N
This equation can only calculate the diversity between two lists.
Therefore, we calculate novelty to compare new recommendations
to the set of all items that have been recommended (At ) on the
basis of [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] as follows:
novelty(L1, N ) = |L1\At | . (7)
      </p>
      <p>N
If both the diversity and novelty increase significantly with the
existence of the hints, it is clarified that our method has positive
effects on the recommendation. We calculate the average of diversity
and novelty for the number of users’ interaction (i.e. how many
times a user renewed the displayed recommendations) as MD and
M N respectively.
5</p>
    </sec>
    <sec id="sec-10">
      <title>RESULTS</title>
      <p>In this section, we report our results. We initially explain the ratio of
simulated users who are provided with hints. After that, the number
of interactions and shown favorite items are analyzed. Finally, the
diversity and the novelty of the recommendation is described.
5.1</p>
      <p>Percentage of Users Provided with Hints
First, we show the number of users who are provided with hints.
Data from 49 users are used. A total of 20 users (40.8%) are provided
with hints generated on the basis of users’ favored direction, and
only one user (2.0%) is provided with hints generated on the basis
of ignored features. This latter user is included in the users who
are shown hints based on the favored directions.
5.2</p>
      <p>The Number of Interactions and Displayed
Favorite Items
We check the results of the number of interactions and of shown
favorite items to analyze the efects of our method to the user
behaviors. The results are summarized in Table 1. The number
of users analyzed (N ) is 20 because we only consider the users
provided with hints. Between the original data and the simulated
data (with the existence of hints), while the number of interactions
does not decrease significantly ( p = 0.67), the number of favorite
items shown to users decreases with the existence of hints, the
p-value is more than but close to 0.05 (p = 0.067).</p>
      <p>MD (Mean of temporal diversity)
p &lt; 0.001</p>
      <p>MN (Mean of temporal novelty)
p &lt; 0.001</p>
    </sec>
    <sec id="sec-11">
      <title>Diversity and Novelty</title>
      <p>Finally, we compare the average of the mean of the temporal
diversity for the times of interactions (MD) and that of the temporal
novelty (M N ) per user. In Figure 7, we show the average of MD and
of M N for the number of data (users) with bar graphs. We obtain
the results that both MD and M N increase significantly with the
existence of hints from when there are not any hints. The
representative values are as follows: For MD, M = 0.245, SD = 0.190
when there are not any hints, and M = 0.425, SD = 0.100 with the
existence of hints. With the t-test of MD, t = 7.07, d f = 19, and
p = 1.00 ∗ 10−06. For M N , M = 0.120, SD = 0.098 when there are
not any hints, and M = 0.242, SD = 0.096 with the existence of
hints. With the t-test of MD, t = 6.52, d f = 19, and p = 3.03 ∗ 10−06.
These results implicate that the generation of hints results in the
efective recommendation of new items that a user has not seen
before in our experiment.
6</p>
    </sec>
    <sec id="sec-12">
      <title>DISCUSSION AND FUTURE WORK</title>
      <p>We discuss the results and their implications in this section. Related
to the ratio of users provided with hints, more than half of the
simulated users are not provided with the hints. This implies that
more than half the users do not have a definite tendency of
movement. One possible explanation for this is that users search items
at the same time as they change their preference, so sometimes
there is not a strong tendency in the behavior. On the other hand,
this means that it is possible that we can not provide hints more
than half of the users when we conduct an online study. This
implicates that we need to set some devices to make users have specific
tendencies as fast as possible with intelligent user interfaces.</p>
      <p>With the change in the number of interactions, it is indicated
that our method does not have any positive or negative efects
on the simulated users. While it is possible that the number of
interaction decreases because the user preferences can jump to
other values radically with our method, there is no significant
efect on the number of interaction with our simulation policy. For
the number of shown favorite items, when our method is applied,
users sometimes can not find items that they originally marked as
favorite items. Skipping the favorite items can generate the missing
of opportunities for both users and the item providers, so it is
necessary to display skipped items in some ways. However, this
may occur the problem of information overload and devices to
overcome this problem is needed. Finally, the results of the average
of temporal diversity and of temporal novelty indicate that our
method can display more items for each user. This means that, as
the answer to our research question, our method can provide more
diverse range items for users than when there are not any hints.</p>
      <p>However, we cannot confirm these implications are valid when
we conduct an online experiment due to the limitations of our
simulation policy. In our experiment, we adopt a simulation policy
that assumes the final preference of each user that collected in the
situation where there are not any hints does not change regardless
of the existence of hints. However, in reality, the final preference
of the same users can change when there are hints because
diferent items are recommended to users and the cognitive load will
change as a result of this additional information. It is possible that
these diferences will lead to negative efects, such as users exit the
system earlier or dificulties in identifying a clear tendency of user
movement. There may also be other efects from the hints, such as
favorite items changing or the final preference changing.</p>
      <p>Therefore, as future work, we need to conduct an online user
experiment by designing real user interfaces. In order to minimize
the negative efects, we should design the parameters for the hints
on the basis of user observations while, in our simulation, we set
parameters without user observations using real user interfaces.
Additionally, efective user interfaces have to be developed. In
addition to the assumed efect of the existence of hints described above,
we will investigate whether displayed hints are actually chosen
by users. In the experiment reported in this paper, we assumed
that users always utilize the hints whenever they are displayed.
However, in a real situation, users might ignore the hints for several
reasons, e.g., if the calculated tendency does not show the user’s
preferred directions or if the hints are not highlighted enough. At
the same time, the impact of hints on the user experience of the
recommender systems should be investigated in the online
experiment.
7</p>
    </sec>
    <sec id="sec-13">
      <title>CONCLUSION</title>
      <p>In this paper, to achieve transparent interactive recommender
systems, we ofered an algorithm to generate natural language hints
to let users know the appropriate way of movement that matches
users’ preferences. We used MAUT as one of the simplest methods
to relate user preference to the item features and clarified the
dificulties in operating MAUT-based interactive recommender systems.
With an ofline experiment, it is found that our algorithm achieves
more diverse recommendations to the users. This will leads to the
more transparent interactive recommender systems in that users
can understand the detailed algorithmic behaviors of the systems.
As future work, we will conduct online experiments to evaluate the
performance of our algorithm in the real interactive environment.</p>
    </sec>
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