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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>CPR: Collaborative Pairwise Ranking for Online List Recommendations</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Bharathan Balaji Amazon Seattle</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Runfei Luo Amazon Seattle</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Reference Format: Saurabh Gupta, Bharathan Balaji, and Runfei Luo. 2020. CPR: Collaborative Pairwise Ranking for Online List Recommendations. In 3rd Workshop on Online Recommender Systems and User Modeling (ORSUM 2020), in conjunction with the 14th ACM Conference on Recommender Systems</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Saurabh Gupta Amazon Seattle</institution>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <abstract>
        <p>Classical approaches to recommendation systems like collaborative ifltering learn a static model given the user historic interaction data. These approaches do not perform well in dynamic environments where the sets of users and items are continually changing. Users convey their preferences implicitly by providing feedback in the form of clicks, views and ratings, as they interact with the system. Utilizing this feedback in an online manner is crucial for building a good user experience. Contextual bandit algorithms provide a suitable framework for learning user preferences online by balancing the explore-exploit trade-of. Much of the bandit literature focuses on choosing one item, we extend these algorithms to recommend a list of actions by assuming a cascade click model. We provide an empirical study across diferent scenarios to showcase the benefits of collaborative online learning and exploration. Finally, we propose a novel algorithm - Collaborative Pairwise Ranking (CPR), that uses pairwise diferentiable gradient descent to perform online ranking collaboratively. We showcase that this approach outperforms state-of-the-art collaborative bandit approaches, especially in the presence of noisy feedback common in practical scenarios.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>CCS CONCEPTS</title>
      <p>• Information systems → Recommender systems;
Personalization; Learning to rank.</p>
    </sec>
    <sec id="sec-2">
      <title>INTRODUCTION</title>
      <p>
        Recommendation systems are essential for modern online websites
and mobile applications, as they are known to promote sales and
service use substantially. Eighty percent of movies watched on
Netlfix came from recommendations [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], sixty percent of video clicks
came from home page recommendation in YouTube [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Many
recommender systems are formulated in a one-way fashion: given
suficient historical data, a supervised learning model (such as
linear regression [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] or factorization machines [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]), is trained to
capture the underlying preferences of users over items. In dynamic
recommendation domains, such as news, ads and videos, active
users and the set of items to recommend change frequently, hence
classical collaborative filtering type methods [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], such as matrix
factorization, break down [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>
        Such dynamic scenarios can be modeled as interactive learning
systems where the model can quickly adapt to user preferences on
new content through interactions like clicks, views and purchases.
However, interactive learning systems pose several challenges. First,
since the system gets feedback only for the items that it
recommends, it needs to decide how to balance the exploration and
exploitation - whether to explore user preferences by recommending
diferent items or to exploit what has been learned so far. Second,
what type of predictive model should be used (e.g., linear, decision
tree, neural networks, etc.). Some algorithms, such as LinUCB [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ],
constrain the predictive model to be linear. One also needs to decide
whether the latent features based on interaction data of users and
items should be learned alongside using the observable features.
Third, in many practical cases a list of items is to be recommended.
This becomes an online ranking problem, which brings its own
challenges of learning the optimal ordering of items using a ranking
loss.
      </p>
      <p>
        Contextual bandits are a popular choice in interactive
recommendation systems. Li et al. [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] designed the LinUCB algorithm
to learn an item selection strategy based on user clicks to
minimize the long term regret using the principle of optimism under
uncertainty. hLinUCB [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ] extended the algorithm to learn latent
interaction features of users and items online. Online Learning to
Rank (OLTR) algorithms provide an alternative formulation, where
the ranking model provides a list of items to the user at each
impression, and then immediately learns from observed user interactions
and updates its behavior accordingly [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. However, OLTR methods
cannot do collaborative learning across users.
      </p>
      <p>
        Inspired by the recent works which pose recommendation as
an interactive learning problem [
        <xref ref-type="bibr" rid="ref18 ref23 ref26">18, 23, 26</xref>
        ], we explore contextual
bandit and OLTR frameworks by applying the algorithms for list
recommendations in the presence of noisy feedback, and extend
them to overcome their respective shortcomings. Our contributions
are:
• We introduce the cascading collaborative bandits algorithm
that extends hLinUCB from top-1 to top-k recommendations
using a cascade click model [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
• We propose Collaborative Pairwise Ranking (CPR), an OLTR
algorithm that learns the latent features of users and items.
CPR is a pairwise approach that optimizes the ranking
directly, whereas cascading bandits are point-wise.
• We evaluate CPR with varying feedback noise levels in
dynamic environments, where users and items arrive over time.
CPR outperforms state-of-the-art algorithms in our
experiments.
      </p>
      <p>To our knowledge, CPR is the first latent factor based OLTR
method and this work is the first study making comparisons of
OLTR and bandit algorithms in a dynamic list recommendation
setting.
2</p>
    </sec>
    <sec id="sec-3">
      <title>RELATED WORK</title>
      <p>
        Contextual bandits have been widely used to model interactive
recommendations [
        <xref ref-type="bibr" rid="ref1 ref15 ref28">1, 15, 28</xref>
        ]. They learn the policy based on the
estimated reward of each action using contextual information.
LinUCB [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] selects an action with the highest upper confidence bound
and achieves optimal regret. KernelUCB [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] extends the linear
reward function to kernel functions. These approaches recommend
a single item only. Cascading bandits [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ] extend LinUCB and
LinTS [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] to do top-K recommendations. hLinUCB [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ] combines
the benefits of online latent factor learning with the eficient
exploration strategies of bandits to learn hidden features of users and
items. Several other works perform online matrix factorization with
bandit exploration [
        <xref ref-type="bibr" rid="ref12 ref17 ref27">12, 17, 27</xref>
        ] for single item recommendation. In
contrast to prior bandit approaches, CPR uses pairwise ranking for
top-K recommendations.
      </p>
      <p>
        OLTR approaches learn user preferences by approaching
optimization as a dueling bandit problem [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ]. They estimate the
gradient of the model w.r.t. user satisfaction by comparing the
current model to sampled variations of the model. Several works
have used Dueling Bandit Gradient Descent (DBGD) as a basis and
extended upon it. Notably, Hofmann et al. [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] have proposed a
method that guides exploration by only sampling variations that
seem promising from historical interaction data. DBGD uses
interleaving to determine the gradient direction from the resulting set
of models. Multileave Gradient Descent (MGD) [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ] replaces the
interleaving of DBGD with multileaving methods. Pairwise
Diferentiable Gradient Descent (PDGD) [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] improves DBGD and MGD
in terms of unbiased estimation using pairwise item preferences
and allows for any diferentiable ranking model. In addition, PDGD
does not rely on sampling models for exploration, but instead
models rankings as Plackett-Luce distributions over items. This allows
PDGD to be explorative in cases where it is uncertain about specific
items. However, PDGD cannot do collaborative learning across
users. CPR extends the PDGD algorithm to collaboratively learn
latent user/items features.
3
      </p>
    </sec>
    <sec id="sec-4">
      <title>PROBLEM FORMULATION</title>
      <p>
        Suppose we have a finite set D = {1, . . . , D} of D total items. Let
Πk = {(a1, . . . , ak ) : a1, . . . , ak ∈ D, ai , aj for any {i , j } be the
set of all k-rankings of distinct items from D, where k is a fixed
number representing the size of ranked list. The learning agent
takes a feature representation d of an item i as input and outputs a
score using a function fθu (di ). Here, u represents the user index.
At time t , C candidate item vectors C = {di |i ∈ D} are revealed to
the learning agent. The learning agent scores each of these items
and produces a ranked list of k items At = (a1, . . . , ak ) ∈ Πk . The
user u is assumed to scan this list top-down, click on relevant items
and then stop. The agent is only provided with partial feedback
based on the position of items clicked. The objective of the agent at
time t is to find the parameters θu , so that sorting the items by their
scores in descending order maximizes the Normalized Discounted
Cumulative Gain (NDCG) [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ]. We assume no historical information
is available at the beginning. The agent can update its parameters θ
based on the feedback from each user interaction. It needs to balance
exploration and exploitation in as few interactions as possible to
minimize poor user experience due to irrelevant recommendations.
3.1
      </p>
    </sec>
    <sec id="sec-5">
      <title>Baseline Algorithms</title>
      <p>
        Linear Cascading Bandits: LinUCB [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] and LinTS [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] assume
that each user u is associated with an unknown preference
parameter θu ∈ Rd . This preference parameter, together with the
given item’s context vector dj ∈ Rd , determines the score of item
j by rj,u = dTj θu + η, where the random noise η is drawn from a
zero-mean Gaussian distribution N (0, σ 2). CascadeLinUCB and
CascadeLinTS [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ] extend the former to support top-K
recommendation by assuming a cascading click model. The ranked list
is produced by scoring each candidate item and sorting the scores
in descending order. For updating the agent weights, each click
∈ (0, 1) is used as a feedback for the corresponding item. We use
CascadeLinTS and CascadeLinUCB as baselines in our experiments.
Collaborative Cascading Bandits: Contextual bandit algorithms
assume that the learner has access to the features of users and
items ahead of time. This precludes use of collaborative features.
hLinUCB [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ] improves upon LinUCB, and learns latent features
for users and items. The learning agent can be represented as:
rj,u = (doj ; dhj )T (θuo ; θuh ) + η,
(1)
where rj,u is the payof of item j for user u, η is random noise
drawn from a zero-mean Gaussian distribution, and doj and dh
j
are the observable and latent item features respectively. θuo is the
weights of the model learned for the observable item features, and
θuh is the latent user features. The observable item features doj is
an optional input to the model, and in its absence, the model will
learn only with the latent features of users and items, i.e. θuh and
dhj respectively.
      </p>
      <p>
        hLinUCB was designed to produce the top-1 recommendation
only. Following Zong et al. [
        <xref ref-type="bibr" rid="ref28">28</xref>
        ], we extend hLinUCB to output
top-k recommendations, assuming a cascade model. We refer to
this extension as k-hLinUCB (Algorithm 1). We further create a
variant of k-hLinUCB to produce k-hLinUCB-Greedy, by turning
of the UCB exploration in k-hLinUCB. Analyzing the performance
of this algorithm against k-hLinUCB will help us see the benefits of
exploration. Without exploration, k-hLinUCB-Greedy can be seen
as a form of online matrix factorization [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. We use k-hLinUCB
and k-hLinUCB-Greedy as baselines for comparison with our
proposed CPR algorithm.
      </p>
      <sec id="sec-5-1">
        <title>Neural Collaborative Filtering (NCF) [10] uses neural networks</title>
        <p>for collaborative filtering. We use NCF as a baseline to highlight
the trade-ofs between expressivity of neural networks with high
representational power and the complexity of frequent re-training
in dynamic environments. We use this model in an online setting
where we store the interactions in an experience bufer and train
the model for 10 iterations after every 50 interactions with a batch
size of 512.</p>
      </sec>
      <sec id="sec-5-2">
        <title>Algorithm 1: k-hLinUCB</title>
        <p>Input: aдent : a hLinUCB instance
for t = 1 to T do</p>
        <p>User u ∼ Uniform(1,U )
for item j = 1 to D do</p>
        <p>Rt (j ) ← agent.get_score(u, j)
end for
for i = 1 to K do</p>
        <p>ait ← arд maxj ∈[D]−{a1t , ...,ait−1 } Rt (j )
end for
// Recommend K ranked items and get feedback
At ← (at1, . . . , atK )
Observe clicks Ct
for i = 1 to K do
// Ingest feedback and update weights
agent.observe_feedback(u, j, cti )
end for
end for
Algorithm 2: Collaborative Pairwise Ranking (CPR)
1: Input: Randomly initialized weights θu , γd for all users/items;
predictor f ; learning rate η
2: for t = 1 to T do
3: User u ∼ Uniform(1,U )
4: Dt ← дenerate_candidate_items (u )
5: Rt ← sample_ranked_list ( fθu,t γd (.), Dt ) // (Eq. 2)
6: ct ← receive_clicks (Rt )
7:
8:
9:
10:
11:
∇fθu,t ← 0
∇fγd,t ← 0 for all d ∈ Rt
for di ≻c dj ∈ ct do
w ← ρ (di , dj , R, D)
w ← w × P (di ≻c dj | θu,t , γi,t , γj,t )P (dj ≻c di |
θu,t , γi,t , γj,t )
∇fθu,t ← ∇fθu,t + w (γi,t − γj,t )
∇fγi,t ← ∇fγi,t + w (θu,t )
∇fγj,t ← ∇fγj,t − w (θu,t )
end for
12:
13:
14:
15:
16: θu,t +1 ← θu,t + η∇fθu,t
17: γi,t +1 ← γi,t + η∇fγi,t
18: γj,t +1 ← γj,t + η∇fγj,t
19: end for</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>4 COLLABORATIVE PAIRWISE RANKING</title>
      <p>
        The original PDGD formulation is designed for document retrieval
where the agent takes a feature representation of a document d
as input and outputs a score using fθ (d ). Using PDGD requires
item features from the environment. Moreover, a separate agent
fθu (d ) is learned for each user u, which is ineficient because there
is no collaborative knowledge shared across users. Collaborative
Pairwise Ranking (CPR) extends PDGD to learn collaborative user
and item features online. State-of-the-art collaborative filtering
solutions are based on latent factor models, which outperform
traditional content-based methods [
        <xref ref-type="bibr" rid="ref13 ref3">3, 13</xref>
        ] . Such agents learn
effectively by propagating the user feedback across users and items.
Although CPR can leverage observable user/item features, we leave
its empirical analysis for future work.
      </p>
      <p>CPR optimizes a learning agent fθuγd (u, d ), where θu and γd
are the latent features of user u and item d respectively. The aim of
the algorithm is to find the parameters θu and γd for all the users
and items so that sorting the items by their scores in descending
order provides optimal rankings. In our experiments, we assume
the scoring function f to be a dot product between θu and γd , but
the approach can be extended to non-linear models like neural
networks.</p>
      <p>Algorithm 2 captures the details of CPR. Given a user u and a
set of candidate items D, a Plackett-Luce model is applied to the
ranking function fθuγd (.) resulting in a distribution over the item
set D:</p>
      <p>P (d | D) =</p>
      <p>efθu γd (u,d )</p>
      <p>Pd′ ∈D efθu γd′ (u,d′)</p>
      <p>A ranking R to display to the user u is then created by sampling
from the distribution k times, where after each placement the
distribution is re-normalized to prevent duplicate placements. The user
then interacts with the list and may choose to click on some or
none of the items. The algorithm assumes that the clicked items are
preferred over unclicked ones. Since the algorithm does not know
which items were observed, it assumes that every item preceding a
clicked item and the first subsequent unclicked item was observed.
We will denote preferences between items inferred from clicks as:
di ≻c dj where di is preferred over dj .</p>
      <p>The weights of the model are updated by optimizing pairwise
probabilities over the preference pairs; for each inferred item
preference di ≻c dj , the probability that the preferred item di is sampled
before dj is sampled is increased:</p>
      <p>P (di ≻c dj ) =</p>
      <p>P (di | D)</p>
      <p>P (di | D) + P (dj | D)
=</p>
      <p>efθu γi (u,i )
efθu γi (u,i ) + efθu γj (u, j )
.</p>
      <p>∇f (θ , γ ) ≈
The gradient is estimated as the following weighted sum:
X</p>
      <p>ρ (di , dj , R, D)[∇P (di ≻c dj )].</p>
      <p>di ≻c dj</p>
      <p>
        Following Oosterhuis and de Rijke [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ], we use a reweighing
function ρ (di , dj , R, D) to make the gradient unbiased w.r.t the
item pair preferences. ρ uses the reverse pair ranking: R∗ (di , dj , R),
which is the same ranking R but with items di and dj swapped.
The reweighing function ρ (equation 5) is shown to be stable and
produces an unbiased gradient [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. Lines 12-18 of Algorithm 2
show the gradient update equations.
      </p>
      <p>ρ (di , dj , R, D) =</p>
      <p>P (R∗ (di , dj , R) | D)
P (R | D) + P (R∗ (di , dj , R) | D)
(2)
(3)
(4)
(5)</p>
      <p>CPR has some notable benefits over collaborative cascading
bandit algorithms like k-hLinUCB. Firstly, CPR uses a pairwise ranking
loss to order the items. It directly optimizes for the ordering of a
particular pair according to user feedback. Cascading bandits, on
the other hand, use a regression target - click or no click to optimize
the models and hence rank each item independently according to
its score. Secondly, CPR can use any diferentiable model as a
predictor, including non-linear models like neural networks. And lastly,
the explore-exploit trade-of in CPR is taken care of implicitly by
sampling from the Plackett-Luce distribution. CPR does not
maintain a separate covariance matrix for each user/item to model the
uncertainty in weights, as done by most bandit algorithms. Hence,
CPR has a lot less parameters than cascading bandits.
5
5.1</p>
    </sec>
    <sec id="sec-7">
      <title>EXPERIMENTS</title>
    </sec>
    <sec id="sec-8">
      <title>Dataset and Interactive Setup</title>
      <p>
        We evaluate the algorithms on a real world recommendation dataset
- MovieLens 100K [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ]. This movie rating dataset has been widely
used to evaluate collaborative filtering algorithms [
        <xref ref-type="bibr" rid="ref12 ref22 ref25 ref6">6, 12, 22, 25</xref>
        ].
It has a total of 100K ratings given by 943 users for 1682 items.
The ratings were given on a scale of 1-5 stars. We adopt the setup
used by Kawale et al. [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] to evaluate an interactive learning agent
on a static dataset of the ratings matrix. Specifically, at the 0 th
interaction round, no entry of the reward matrix has been revealed.
At every round t, we randomly sample one of the users present in
the data to interact with the system; this can be a user the system
has already interacted with in previous rounds (warm-start), or
a new one (cold-start). We generate a candidate list of items by
randomly sampling L movies from the movies that this user has
rated. If a user has rated less than L movies, then we use all of the
rated movies as candidates. We do not show all the rated movies as
candidates on purpose to simulate a highly dynamic environment
in the beginning, with cold users and items being exposed over
time. The learning agent decides which items to show to the user. It
ranks the L items and presents the top K items to the user in every
round.
      </p>
      <p>
        We simulate users following the OLTR setup of Oosterhuis and
de Rijke [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. At each item, the user decides whether to click it or
not, modeled as a probability conditioned on the true relevance
label R : P (click = 1 | R). After a click has occurred, the userâĂŹs
information need may be satisfied and they may stop viewing
items. The probability of a user stopping after a click is modeled
as P (stop = 1 | click = 1, R). As shown in Table 1, we use three
diferent click model probability configurations to represent three
diferent types of users – 1) a perfect user, who clicks on all relevant
items and does not stop browsing until they have visited all of the
items. This type of users contribute the least noise, as they make
no mistakes and the feedback is entirely accurate. 2) a navigational
user, who is very likely to click on the first highly relevant item that
they see and stop there. 3) an informational user, who sometimes
clicks on irrelevant items and contributes a significant amount of
noise in click feedback.
      </p>
      <p>We use Cumulative (online) Normalized Discounted Cumulative
Gain (NDCG) to evaluate the learning agents. Cumulative NDCG
is calculated by summing NDCG scores from successive iterations
with a discount factor γ set to 0.99995. We apply the discount factor
to reduce the weightage of interactions that happen later in the
process as compared to the cold start interactions. In other words,
we want to weigh the cold start interactions more. This will capture
the user experience more accurately. We use a high discount factor
so that the contributions of interactions later in the process do
not fade away. Another measure of interest can be the cumulative
regret over T rounds, RT = E[PT1 rA∗,θ ∗ − rAt ,θt ], where A∗ is the
optimal ranking and At is the ranking that the agent showed at
time t . We refrain from evaluating agents using this metric as it
is rank unaware. If we include position weights into account for
calculating the reward, then cumulative regret becomes similar to
cumulative NDCG and hence we just report the latter.
As seen in Figure 1 and Table 2, CPR consistently outperforms
other agents in terms of the user experience which is measured
by Online NDCG. In the perfect click model assumption, we see
that the second best performer is k-hLinUCB-Greedy. Through this
observation, we conclude that in case of a perfect scenario with
no noise, the agent can be confident about what it has learned and
need not continuously explore. Initial exploration in
k-hLinUCBGreedy is implicit due to random initialization of the parameters.
Random
k-hLinUCB-Greedy</p>
      <p>CPR</p>
      <p>NCF</p>
      <p>CascadeLinUCB</p>
      <p>CascadeLinTS
k-hLinUCB
Perfect
Navigational
Informational
10000</p>
      <p>20000
Impressions
30000
10000</p>
      <p>20000
Impressions
30000
10000</p>
      <p>20000
Impressions
30000
We also observe that k-hLinUCB, which learns latent features of
users and items, performs consistently better than CascadeLinUCB
and CascadeLinTS. The latter rely on using movie genres as features.
As we move towards navigational and informational models, which
are noisier, we can see the benefits of exploration. Performance
of k-hLinUCB gets better, while k-hLinUCB-Greedy starts getting
worse.</p>
      <p>The Neural Collaborative Filtering performs worse than all other
algorithms, which can be attributed to three reasons: 1) It does
not react to user feedback instantly, as we update the model after
every 50 interactions. 2) The model ranks the items greedily, so
the performance gets worse in the noisier feedback environments,
i.e., with navigational and informational simulated users. 3) The
NCF model is the most complex of all the models and might require
more data or better hyperparameter tuning.
6</p>
    </sec>
    <sec id="sec-9">
      <title>CONCLUSION AND FUTURE WORK</title>
      <p>We study the problem of interactive recommender systems, that
can react quickly to changes in dynamic environments by capturing
user feedback online. We introduced a novel OLTR learning
algorithm called Collaborative Pairwise Ranking (CPR), which learns
latent features of users and items to perform efective collaborative
learning across users. We provide an extensive study of CPR with
other state-of-the-art approaches in contextual and collaborative
bandits, and their extensions to ranking. We showcase the superior
performance of CPR on a real-world dataset, by simulating a noisy
interactive environment.</p>
      <p>For future work, we want to explore more complex model
architectures, like neural networks and how to train them eficiently
in an online manner. We also plan to incorporate diferent click
modeling solutions for more accurate and realistic user behavior
modeling.</p>
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