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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Simulation-Based Evaluation of Interactive Recommender Systems</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Behnam Rahdari</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Peter Brusilovsky</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>School of Computing and Information, University of Pittsburgh</institution>
          ,
          <addr-line>Pittsburgh, PA</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Ofline data-driven evaluation is considered a low-cost and more accessible alternative for the online empirical method of assessing the quality of recommender systems. Despite their popularity and efectiveness, most data-driven approaches are unsuitable for evaluating interactive recommender systems. In this paper, we attempt to address this issue by simulating the user interactions with the system as a part of the evaluation process. Particularly, we demonstrate that simulated users find their desired item more eficiently when recommendations presented as a list of carousels compared to a simple ranked list.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        For many years, empirical evaluation based on various kinds of user studies was the key approach
for evaluating all kinds of user-adaptive systems, i.e., interactive systems that can adapt their
behavior to individual users [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. While user studies could be considered as an ultimate way
to assess and compare any user-centered systems, these studies are known as very expensive.
It is also a challenge to obtain user study data on a suficient scale to reliably distinguish
specific user modeling and personalization approaches. In response to these challenges, several
research fields that could be considered as sub-areas of user-adaptive and personalized systems
established data-driven approaches for evaluating systems in these areas. For example,
datadriven evaluation of learner modeling in personalized education systems is based on large
collections of student problem-solving traces. The ability to better predict a learner’s success
in these traces is considered a sign of better-quality modeling [
        <xref ref-type="bibr" rid="ref2 ref3">2, 3</xref>
        ]. Similarly, data-driven
evaluation of recommender systems is based on the large volume of user past rating data. The
ability to better approximate user rating or position positively rated items higher in the ranked
list is considered a sign of better-quality recommendation [
        <xref ref-type="bibr" rid="ref4 ref5">4, 5</xref>
        ].
      </p>
      <p>
        The establishment of data-driven evaluation approaches was very important for the
recommender system field. Promoted by the Netflix prize, these approaches helped to engage a large
number of researchers in the work on recommender systems and stimulated rapid progress
in the development and evaluation of recommendation algorithms. Data-driven evaluation
quickly became a gold standard in the field overshadowing the empirical evaluation approaches.
Numerous papers discussed the comparative benefits of data-driven vs. empirical evaluation
and pointed out that these studies frequently deliver diferent results [
        <xref ref-type="bibr" rid="ref5 ref6 ref7">5, 6, 7</xref>
        ]. The proponents
of data-driven evaluation stressed the opportunity to obtain large-scale data and to evaluate
new ideas relatively fast, especially given the increasing number of available datasets. The
proponents of user studies stress that the end-user is the ultimate judge and that the ability to
assess many “beyond precision” aspects of recommendation is not possible without engaging
users. It is currently accepted that data-driven evaluation is not a replacement for empirical
evaluation, rather the two approaches, frequently referred to as of-line and online evaluation,
are complementary and together could ofer a more complete picture in assessing and
comparing recommender systems [
        <xref ref-type="bibr" rid="ref5 ref8">8, 5</xref>
        ]. In other words, it is important to have a choice between
data-driven evaluation and user studies when evaluating recommender systems.
      </p>
      <p>
        However, the choice between data-driven and empirical evaluation approaches is currently
not available for researchers working on various interactive recommender systems [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], which
present recommendation results in a more complex way than a ranked list and engage users in
diferent forms of interactions. The key problem here is that user behavior in these systems is
more complex than in recommender systems based on a ranked list. User work with traditional
ranked lists is well-explored and user tendency to examine the list from the top and favor
topranked items is well known [
        <xref ref-type="bibr" rid="ref10 ref11">10, 11</xref>
        ]. These observations helped to create commonly accepted
metrics for ofline evaluation such as nDCG [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] or MRR [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. Traditional metrics, however, are
not applicable to interactive recommender systems. These systems might have multiple ranked
lists or no ranked list at all and their efectiveness is defined by the whole user interaction
rather than a single output of recommendation results. Does it mean that ofline data-driven
evaluation is not an option for interactive recommenders?
      </p>
      <p>
        This paper attempts to make a case for simulation-based evaluation of an interactive
recommender system. The idea of this approach is a continuous simulation of user behavior in a
target system while computing various performance metrics “on the go”. It could be applied to
relatively complex interaction scenarios as long as user behavior in these scenarios could be
modeled suficiently well. While this approach enables the application of diverse metrics that
are typically used in empirical studies, it is based on simulated rather than real users and can be
performed ofline. Simulation-based evaluation is a recognized approach for evaluating various
kinds of interactive systems [
        <xref ref-type="bibr" rid="ref14 ref15">14, 15</xref>
        ], however, its application for evaluating recommender
systems is still an exception [
        <xref ref-type="bibr" rid="ref16 ref17">16, 17</xref>
        ].
      </p>
      <p>To demonstrate the power of the simulation-based approach and its potential value for
datadriven evaluation of interactive recommender systems, the paper presents a simulation-based
study that compares user behavior and performance in two types of recommendations interfaces
- an interface with multiple carousels (sometimes referred to as a multilist) and a traditional
ranked list. This simulation-based study was enabled by the availability of user behavior models
for both, the ranked list and the multilist interfaces. While the main goal of this paper was
to demonstrate how a simulation-based ofline study could be organized in a recommender
system context, we also pay attention to the study results, which help to explain the increasing
popularity of carousel-based interfaces.</p>
      <p>The paper is structured as follows. In Section 2, we review past research on simulation-based
evaluation. In Section 3, we present an empirically grounded model of user behavior in ranked
list-based and carousel-based interfaces. In Section 4, we present in detail the setup for the
simulation-based study. Finally, we discuss our results in Section 5.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Related Work</title>
      <p>
        As mentioned in the introduction, simulation-based evaluations have been used in a number
of fields where suficiently detailed models of user behavior could be built. Simulation-based
evaluation is a recognized approach for evaluating various kinds of personalized interactive
systems from adaptive learning systems [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] to personalized information access systems [
        <xref ref-type="bibr" rid="ref14 ref18">14, 18</xref>
        ].
The goals of simulation-based evaluation difer between application areas and frequently depend
on the reliability of behavior models that support the simulation. On one end of the spectrum
are cognitively grounded behavior models that are supported by studies of human cognition and
confirmed by empirical studies. A well-known example is SNIF-ACT model [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] that simulates
user behavior in hypertext navigation. This model is based on Information Scent theory [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]
and was used to assess the quality and navigability of Web sites without real users. Popular
“artificial student” models [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] used for evaluation of adaptive educational systems also belong
to this group. On the other end, there are a range of simple behavior models [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ] that might not
be able to reliably predict the details of user behavior but could be useful to explore a range of
“what if” scenarios in assessing the impact of various interface augmentations.
      </p>
      <p>
        Early attempts to use simulations for exploring information filtering and recommender
systems were made in the first decade of 2000 [
        <xref ref-type="bibr" rid="ref18 ref21">18, 21</xref>
        ], however, it took another 10 years for this
approach to become truly noticed and used in this field [
        <xref ref-type="bibr" rid="ref16 ref22">16, 22</xref>
        ]. While the role of
simulationbased research in the recommender system context is currently recognized, simulations are most
frequently used for the exploration of recommender systems rather than their evaluations. The
most popular research direction enabled by simulation is examining the impact of a recommender
system, as a whole, on various aspects of user behavior [
        <xref ref-type="bibr" rid="ref17 ref20 ref21 ref23">21, 23, 17, 20</xref>
        ]. This work is typically
enabled by the user choice models [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. While research on click models reviewed in more detail
in Section 3 ofers a solid ground for simulation-based studies, there were few cases where
models of user click behavior are used for comparative ofline evaluation of recommender
system design options. A notable exception is the work of Dzyabura and Tuzhilin [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] who
used simulation to compare an interface based on a combination of search and recommendation
to interfaces based on search or recommendation alone. However, this work used a relatively
simple behavior model that was not based on empirical observations or theory. In our work, we
would like to specifically focus on the opportunities that simulation-based evaluation ofers to
advance research on interactive recommender systems while emphasizing the need for reliable
empirically grounded behavior models.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Carousels Versus Ranked List: The Models</title>
      <p>The main obstacle in using a simulation-based approach for evaluating interactive recommender
systems is the need for suficiently reliable behavior models for the realistic simulation of user
behavior. While these models do not yet exist for all kinds of interactive recommender systems,
user behavior in several types of interactive recommender systems is explored suficiently well to
build these models. In our paper, we want to demonstrate the use of simulation-based evaluation
for assessing the eficiency of carousel-based recommendation interfaces and comparing it with
the traditional recommender list approach.</p>
      <p>The goal of our simulation-based study is to compare user performance with two types of
recommendations interfaces - a carousel-based multi-list and a traditional ranked list - in a typical
modern recommendation context where items could be associated with multiple “interests” and
users could favor several of these interests in parallel (although probably to a diferent extent
and at a diferent time). Depending on the domain, these interests could have diferent semantic
natures. For example, it could be movie genres (such as action movies) or research topics (such
as context-aware recommendation). For uniformity, we refer to these interests as topics. Note
that some recommender systems could model interests as latent categories rather than explicit
semantic topics. In this paper, we focus on domains with explicitly represented interests, to
separate the problem of latent interest discovery from the problems of user modeling and item
ranking.</p>
      <sec id="sec-3-1">
        <title>3.1. Ranked List Interaction Model</title>
        <p>
          Extensive studies of user information access behavior started in the field of information retrieval
and were originally motivated by the need to improve Web search engine performance. While
“old school” information retrieval considered item relevance as the only factor determining user
decision to click on a specific result, it became increasingly evident that the position of items in
a ranked list has to be considered as well [
          <xref ref-type="bibr" rid="ref24">24</xref>
          ]. A sequence of eye-tracking studies with users of
search engines [
          <xref ref-type="bibr" rid="ref10 ref11 ref25">10, 25, 11, 26, 27</xref>
          ] helped understand how users explore a ranked list of results,
recognize the impact of item positions and build a range of so-called click models [28, 29, 30, 31,
32]. These click models attempted to explain the user behavior by a generative model, which can
be learned from data. The most popular of these models known as the cascade model [29, 30]
assumes that the user examines the list of recommended items from top to bottom until they
ifnd an attractive item. After that, they click on that item and leave satisfied. This seemingly
simple model explains the position bias in recommender systems, that lower-ranked items
are less likely to be clicked than higher-ranked items. In turn, this information can be used to
de-bias logged data [33], or to learn better ranking policies either ofline [ 34] or online [35, 36].
        </p>
        <p>We define our ranked list interaction model on the basis of the cascade model. This means that
we assume the user starts by examining the first item on the list and continue the examination
one by one until finding the desired item or when there is no item left to examine. However, to
make this interaction model consistent with the carousel interaction model, in our simulations
we adapted the ranked list interaction model to a 2D context. We define the ranked list as a
matrix of  ×  recommended items, which is examined row by row (Figure 1a). This isolates
the impact of 2D presentation from the impact of topic labels.</p>
        <p>The ranked list interaction model in a 2D context defines as follows: The user starts at position
(1, 1). If that item is not desired, the user proceeds to the next item (1, 2). The user examines
row 1, from left to right, until the desired item is found or the end of the row is reached. If the
end of the row is reached, the user moves to the item (2, 1), the first item in the next row. Then
the user examines this row, from left to right, and this process continues until the desired item
is found.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Carousel Interaction Model</title>
        <p>A recommender interface with multiple carousels ofers its users several ranked lists, each
marked with a topic, in place of a single ranked list. This interface leaves the choice of the
current topic of interest to the user making the recommendation process more interactive.
While this interface is not very complex, evaluating it in a traditional ofline way using static
metrics for its [37]. As a result, carousel-based interfaces are predominantly explored through
user studies [38, 39]. On the other hand, the studies of multi-list and other 2D presentation
interfaces [38, 39, 40] provided useful information for developing models of user behavior in
carousel-based interfaces.</p>
        <p>The key work on examining user behavior in 2D presentation interfaces was performed not
in the area of recommender systems, but in the area of Web search as an extension of the work
on click models. As the presentation of results was becoming increasingly two-dimensional,
understanding user behavior when exploring 2D presentation was important to optimize novel
ways to present information in 2D [41, 42, 40]. A range of user studies that frequently engaged
eye-tracking brought consistent results. There was compelling evidence that the users examine
the 2D presentation top-down, row-by-row, similarly to the case of a 1D ranked list. In the
horizontal dimension, each row is examined as far as to ascertain whether the information is
relevant or not. Given the user’s known perception of higher-ranked rows as more relevant,
upper rows are usually examined more extensively (Figure 1b).</p>
        <p>(a) The user item navigation in a single
ranked list - presented in 2D.</p>
        <p>(b) The user topic-item navigation in the
carousel interaction model</p>
        <p>The combination of these two factors created a characteristic “golden triangle” pattern in
eye-tracking studies [41]. The results of studies of user behavior in search context helped to
create the first 2D click models of user behavior [ 42, 40]. While no rigorous studies specifically
focused on user work with carousel-based interfaces have been performed yet, the analysis of
user behavior data obtained in recent studies of carousel-based interfaces [38, 39] demonstrated
the same general golden triangle pattern. Based on this empirical data, we developed a model
of user behavior in carousel-based recommender interfaces. This model is presented in a formal
way in [43]. Below we present this model less formally to the extent it is necessary to understand
how our simulation-based study was performed.</p>
        <sec id="sec-3-2-1">
          <title>3.2.1. Modeling Assumptions</title>
          <p>To quantify the benefit of carousels, we formalize the problem of carousel recommendation
using a mathematical model, which we call a carousel interaction model. We have a matrix of
 ×  recommended items, where  is the number of rows (carousels) and  is the number
of columns (items per carousel). Each carousel is associated with some topic, such as a movie
genre. To simplify exposition, we assume that each item belongs to a single topic. We refer to
the item at row  ∈ [] and column  ∈ [] as (, ).</p>
          <p>The user preferences are defined by two sets of probabilities. The first is topic preferences.
Specifically,  ≥ 0 is the probability that the user is interested in topic , for any  ∈ [].
The second set is topic-conditioned item preferences. Specifically, | ≥ 0 is the conditional
probability that the user is interested in item  given that they desire topic , for any  ∈ []
and  ∈ []. We assume that ∑︀ =1 | = 1 for any topic  ∈ [].</p>
          <p>=1  = 1, and that ∑︀</p>
        </sec>
        <sec id="sec-3-2-2">
          <title>3.2.2. Simple Behavior Model</title>
          <p>Based on the above assumptions, we developed three increasingly more complex behavior
models. The simplest of these models assumes a patient and focused user who continues to
examine topics and items until finds the desirable item, i.e., an item that matches user preferences
and interests in the given moment. This user interacts in the carousel model as follows. First, we
assume that the user starts with some understanding what kind of topic (the desired topic) and
item in that topic (a desired item) she wants to consume before she starts using the recommender
system interface to locate such an item. To simulate this process in a personalized way, the desired
topic is sampled as  ∼ Cat(()=1) and the desired item is sampled as  ∼ Cat((| )=1),
where Cat( ) is a categorical distribution with outcome probabilities  . In plain English, exactly
one topic is chosen with probability , and exactly one item is chosen with probability |
conditioned on that topic. An equivalent way of thinking of this process is that exactly one
(, ) is chosen with probability , = |. The user seeks item (,  ) as follows. They start
by examining the first carousel. If its topic does not match that of , they proceed to the next
carousel. The user examines all carousels, from top to bottom, until they stop at carousel . After
that, the user examines the items in carousel , from left to right, until they find the desired
item, in column  .</p>
          <p>There are two diferent scenarios under which the user might leave the system. The session
may end after the user successfully find the desired item or because none of the items are
desirable for the user and there is no more item and topic to examine. We are aware that this
browsing behavior is unlikely to occur in a realistic situation due to the position bias efect [ 30].
However, we start with this simple model to highlight the diference between this and other
more realistic behavioral models.</p>
        </sec>
        <sec id="sec-3-2-3">
          <title>3.2.3. Impatient User Model</title>
          <p>The simple model assume that the user is patiently scanning presented items until the desirable
item is found - even if it requires to go through thousands of items. In the majority of cases, this
assumption is not realistic. To better model a browsing behavior of an actual user, we assume
that the user has limited patience for finding the desirable item. We implemented this behavior
as follows. The user starts by examining the first topic or item at position (1, 1). The user exits
with a probability of  = 0.02 after examining either a carousel or item. Generally, users are
likely to abandon the session after 50 interactions on average, when no items or topics are
desirable. This is the same as the ideal setting except for exiting with probability  = 0.02
upon each examination, of either a carousel or an item.</p>
        </sec>
        <sec id="sec-3-2-4">
          <title>3.2.4. Distracted User Model</title>
          <p>We initially assumed that the user always knew which carousel (with a genre as a topic) includes
the desirable movie. However, in reality, the user might get distracted and as a result, begin
browsing the wrong carousel or pass the correct carousel and miss out on finding the desired
item. We consider this assumption to be an extension of the previous assumption described in
Section 3.2.3.</p>
          <p>In both ideal and distracted user settings, when the user examines an undesirable carousel,
they will move to the next carousel with a probability 1. We define  = 0.05 as the distraction
probability. Here user moves to the next carousel with probability 1 −  and starts examining
items in the undesirable carousel with probability . Similarly, when the user examines a
desirable carousel, they move to the next carousel with probability  and start examining items
in the desirable carousel with probability 1 − . Considering a user as distracted only applies
in carousel interaction model. Including this assumption in the carousel interaction model allows
us to capture the complexity that comes with providing additional information to the user in
the form of carousel topics.</p>
          <p>Because of lacking a large enough data set that can accurately estimate the parameters of our
proposed settings, we set the values of  and  intuitively based on how we presume the user
would behave under those settings.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Carousels Versus Ranked List: A Simulation-Based Study</title>
      <p>We conduct a series of ofline simulation-based experiments to evaluate how our proposed
carousel interaction model performs against a standard baseline (single ranked list). In this section,
we discuss the details of our simulation-based study.</p>
      <sec id="sec-4-1">
        <title>4.1. Dataset and Setting</title>
        <p>For our experiments, we choose the domain of movie recommendation. The choice of the domain
was motivated by two reasons. First, movie recommendation is a good example of a modern
context where users can have multiple interests and favor diferent interests at diferent times.
Second, it is the context where carousels are currently very popular, which makes it easier
to simulate realistic carousel-based recommendations. We use the MovieLens 100K Dataset
[44] which consists of 100,836 ratings applied to 9,724 movies in 19 genres by 610 users. In
our experiments, we only utilize the information about the user ratings and movie genres. We
apply a pre-processing step to remove movies with no genres. A total number of 34 movies was
removed from the dataset through this process.</p>
        <p>We assume that the user follows three distinct browsing behavior models when seeking a
movie to watch depending on whether the results are presented as a single ranked list or a set
of carousels. These three models are explained in Section 3.2.2, 3.2.3 and 3.2.4 respectively.</p>
        <p>To generate the recommendations, we consider two sets of probabilities. The topic preferences
and the topic-conditioned item preferences. The preferences are computed as follows. The dataset
of ratings is a set of tuples  = {(, , )}=1, where  is the index of the user in data
point ,  is the index of the rated movie in data point , and  is the corresponding rating.
The topic-conditioned item preference reflects how representative the movie is of a genre. We
compute it as the sum of all ratings of the movie over the sum of all ratings in its genre. Formally,
let  be the set of all movies in genre . Then for any movie  ∈ , the topic-conditioned item
preference of movie  in genre  is</p>
        <p>∑︀=1 1{ = }  .</p>
        <p>| = ∑︀=1 1{ ∈ } 
We set | = 0 for any  ∈/ . For any user , the topic preference reflects how much the user
prefers a genre. We compute it as the sum of all ratings of the user in a given genre over all
ratings by that user. Formally, the topic preference of user  for genre  is
 =</p>
        <p>∑︀=∑1︀1={11={,=∈} }  .</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2. Recommendation Approach</title>
        <p>Having the user profile assigned to each user, we generate two sets of recommendations as
follows: For the first set of recommendations for carousels, we use the topic preferences to sort
them and then populate each one with movies using the topic-conditioned item preferences.
This approach generates a set of carousels each representing a genre (19 carousels for 19 genres
in the dataset). Each carousel contains all the movies within the representative genre. With an
average of more than 475 movies in each genre, we assume that is a realistic enough scenario
for the user to be able to scroll down or right and examine all items and find the desirable movie.
The movie is sorted by their scores, where the score of movie  is ∑︀
=1 , . Due to the sheer
number of movies in the dataset, we assume that users will be able to scroll down the list to find
what they are looking for. In this evaluation, the user profile and the recommendations were not
afected by further user interactions and remained unchanged throughout all sessions.</p>
      </sec>
      <sec id="sec-4-3">
        <title>4.3. Simulation Process</title>
        <p>We define a session as a single instance of evaluation in which the user seeks a movie (,  )
from the set of recommended results, which can be displayed as a single ranked list or carousel
interaction model.</p>
        <p>The process of simulation is as follows: For each setting, we first generate two sets of
recommendations (one using single ranked list and another using carousel interaction model) for
every user in the dataset. Next, we ran 100 independent sessions for every user that includes
selecting a genre, selecting a movie within that genre, and calculating the number of interactions
required to reach that movie in both models. We consider the average value of these 100 sessions
as the outcome of the experiment for a given user in a given setting.</p>
        <p>To simulate user navigation in each session, we assume that the desired genre and a movie in
that genre are realized in the mind of the user. The desired genre is sampled as  ∼ Cat(()=1)
and the desired movie is sampled as  ∼ Cat((| )=1). This process is described in detail in
Section 3.2. In each session, the user is only interested in a single genre and a single movie
within that genre.</p>
      </sec>
      <sec id="sec-4-4">
        <title>4.4. Evaluation Metrics</title>
        <p>There are many ways of measuring the complexity of interacting with the recommended items
in single ranked list and carousel interaction model. We employ two metrics to evaluate our
proposed approach.</p>
        <p>First, we define navigation efort as the number of examinations by users until the desired
item is found. These examinations include browsing genres as carousel topics and movies as
items. A lower navigation efort means less efort to find a desirable item.</p>
        <p>Second, we define the exiting Probability which determines on average what proportion of
users left the session after a certain number of interactions. For example, in Figure 3a on average,
just under 50% of users in carousel interaction model exited the session with fewer than 30
interactions. The total number of interactions includes all examinations done by the user to find
the desirable movie. It is important to state that the exiting Probability only can be considered as
a positive metric under the ideal setting where the user continues the examination until finding
the desirable items.</p>
        <p>Unlike the ideal setting, in distracted and inpatient settings, the exiting Probability could
be an indication of either satisfactory, due to finding the desirable items or unsatisfactory,
due to impatience or distraction and without necessarily finding the desirable items. In our
experiments, we only compare the exiting Probability under the comparable settings.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Results</title>
      <p>In this section, we present the results of our simulation-based evaluation. In Section 5.1 we
compare the distribution of navigation efort for carousel interaction model and single ranked list
models with samples from a diferent number of top movies in the dataset. In Section 5.2 we
demonstrate how diferent browsing behavior afects the exiting pattern among users.</p>
      <sec id="sec-5-1">
        <title>5.1. Navigation Effort</title>
        <p>Figure 2a shows the distribution of navigation efort values for all the movies (9708) and users
(610) in our dataset. The experiment was conducted under the ideal setting described in
Section 3.2.2. Similarly, Figures 2b to 2d display the distribution of navigation efort values for the
top 1000, 500 and 100 movies respectively. These results indicate that the carousel interaction
model significantly reduced the number of required interactions to find a desirable movie. It is
evident that even though the slope of the lines remains relatively steady, the higher number of
(a) Samples drawn from all movies.</p>
        <p>(b) Samples drawn from top 1000 movies.
(c) Samples drawn from top 500 movies.
(d) Samples drawn from top 100 movies.
movies resulted in a slightly more prominent improvement from single ranked list to a carousel
interaction model.</p>
      </sec>
      <sec id="sec-5-2">
        <title>5.2. Exiting Probability</title>
        <p>To compare the behavior of our model under more realistic settings, we visualize the average
exiting probability of users after a certain number of interactions with the recommendations in
Figure 3a and Figure 3b. In Figure 3a we observe a significant diference between the carousel
interaction model and the single ranked list under the ideal settings. In the ideal setting, the user
continues the examination until reaches the desirable item. We limit the number of interactions
to 50 meaning the user would exit unsatisfied if they could not find the desired item in the
ifrst 50 interactions. The higher exiting probability in carousel interaction model (blue line)
shows that more users exit the system satisfied by finding their desired item. A larger spike in
exiting probability on single ranked list at the end indicates a larger number of users that left
without finding their desired item. It is worth noting that based on the result of this experiment, a
significantly larger portion of users (just under 75%) exit the system after finding their desirable.
This number drops to close to 30% when recommendations are presented in the form of a
(a) Cumulative Exiting Probability under
ideal condition.</p>
        <p>(b) Cumulative Exiting Probability for
distracted and impatient user.
ranked list. The exiting behaviour of the simulated impatient and distracted users is displayed
in Figure 3b.</p>
        <p>Although the gap between the probability of exiting the session in carousel interaction model
and single ranked list models is less significant, the former still performs better. Comparing the
Impatient and distracted exiting behavior indicates a non-significant diference between the
two settings but shows a slight decrease in performance in carousel interaction model. Unlike
Figure 3a where the exiting probability promote a positive event (satisfaction of finding the
desirable item), in Figure 3b there can be also adverse reasons for exiting a session, such as
"impatience" and "distraction". Therefore, the improvement of this metric compared to the ideal
setting is not necessarily a positive sign. Despite this, since we compare carousel interaction
model and single ranked list in Figure 3b under the same setting where the probability of
"impatience" is the same, an improvement in the metric likely signal a positive event.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>6. Conclusions</title>
      <p>This paper makes a case for using simulation-based approaches for ofline data driven evaluation
of interactive recommender systems. We believe that the ability to use ofline evaluation will
benefit the research on interactive recommender systems in the save way as data-driven ofline
studies boosted the work on recommendation algorithms. To demonstrate the value and the
opportunities for simulation-based evaluation we presented and example of a simulation-based
study, which compared user behavior in a ranked list and multi-list interfaces. This study was
enabled by empirically based models of user interaction with these two kinds of interfaces.
The results of our comparative evaluation demonstrate the navigational superiority of the
carousel-based interface and uncovers the reasons for its increasing popularity. While this result
is important by itself, in the context of our paper it serves as an illustrations of interesting
ifndings that could be made by using simulation-based evaluation.</p>
      <p>The case presented in the paper could be considered as relatively simple - the benefits of
carousel-based interfaces over simple ranked lists might be intuitively evident. Yet even in
this simple case only with a thorough study these benefits can be measured and quantified. A
simulation-based approach enables us to quantify diferences through a fair comparative study
and without engaging expensive human subjects. In a similar way, this approach could be applied
to more complex scenarios where simple intuition will not sufice. We hope that this paper will
help to promote simulation-based evaluation of all kinds of interactive recommenders. In our
future work, we plan to continue exploration of carousel-based interfaces from the prospect
of human-AI collaboration, explore more powerful approaches to ranking items within each
topic-based carousel, and compare these approaches through simulation-based and empirical
studies.</p>
    </sec>
    <sec id="sec-7">
      <title>Acknowledgement</title>
      <p>We would like to thank Branislav Kveton, for his great help with formalizing the ranked list and
carousel interactions using mathematical models. His willingness to give his time so generously
has been very much appreciated.
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