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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Interaction-Grounded Learning for Recommender Systems</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Jessica Maghakian</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kishan Panaganti</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Paul Mineiro</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Akanksha Saran</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Cheng Tan</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Microsoft Research NYC</institution>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Stony Brook University</institution>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Texas A&amp;M University</institution>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Recommender systems have long grappled with optimizing user satisfaction using only implicit user feedback. Many approaches in the literature rely on complicated feedback modeling and costly user studies. We propose online recommender systems as a candidate for the recently introduced Interaction Grounded Learning (IGL) paradigm. In IGL, a learner attempts to optimize a latent reward in an environment by observing feedback with no grounding. We introduce a novel personalized variant of IGL for recommender systems that can leverage explicit and implicit user feedback to maximize user satisfaction, with no feedback signal modeling and minimal assumptions. With our empirical evaluations that include simulations as well as experiments on real product data, we demonstrate the efectiveness of IGL for recommender systems.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;recommendation systems</kwd>
        <kwd>interaction-grounded learning</kwd>
        <kwd>contextual bandits</kwd>
        <kwd>reinforcement learning</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>listening sessions [11], half of the clicked on content was
actually disliked by users.</p>
      <p>The last decade has seen unprecedented growth in e- Challenge 2: Incorporating multiple implicit feedback
commerce, social media and digital streaming oferings, signals requires manual feature engineering. In addition
resulting in users that are overwhelmed with content to clicks, user implicit feedback can include dwell time
and choices. Online recommender systems ofer a way [3], mouse movement [12], scroll information [13] and
to alleviate this information overload and improve user gaze [14]. One popular approach uses dwell time to filter
experience by providing personalized content. Unfor- out noisy clicks, with the reasoning that satisfied users
tunately, optimizing user satisfaction is challenging be- stay on pages longer [3]. Although the industry standard
cause explicit feedback indicating user satisfaction is rare is 30+ seconds of dwell time for a “meaningful” click, this
in practice [1]. To resolve the problem of data sparsity, number actually varies depending on the page topic,
readpractitioners rely on implicit signals such as clicks [2] or ability and content length [15]. It is equally challenging
dwell time [3] as a proxy for user satisfaction. However, to incorporate other signals, for example, behaviors such
designing an optimization objective using implicit signals as viewport time, dwell time and scroll patterns have a
is nontrivial, and many modern recommender systems complicated temporal relationship and represent
prefersufer from the following challenges. ence in diferent phases [ 10]. There is an extensive body</p>
      <p>Challenge 1: No one implicit signal is the true user satis- of work on modeling diferent implicit feedback signals
faction signal. User clicks are the most readily available [16, 17], however these niche models may not
generalsignal, and the Click-Through Rate (CTR) metric has be- ize well across a diverse user base, or stay relevant as
come the gold standard for evaluating the performance of recommender systems and their users evolve.
online recommendation systems [4]. Yet there are many To tackle these challenges, we propose online
recominstances when a user will interact via clicks and be un- mender systems as a candidate for Interaction-Grounded
satisfied with the content. The most familiar of these is Learning (IGL) [18]. IGL is a learning paradigm where
clickbait, where poor quality content attracts user clicks a learner optimizes for latent rewards by interacting
by exploiting cognitive biases such as caption bias [5], with the environment and associating observed feedback
position bias [6] or the curiosity gap [7, 8]. Optimization with the unobservable true reward. Although IGL was
of the CTR will naturally promote clickbait items that originally inspired by brain-computer interface
applicaprovide negative user experiences and cause distrust in tions, in this paper we demonstrate that the framework,
the recommender system [9]. Recent studies show that when utilizing a diferent generative assumption and
augclicks may even be a signal of user dissatisfaction. In lab- mented with an additional latent state, is also well suited
oratory studies of online news reading [10] and Spotify for recommendation applications. Existing approaches
ORSUM@ACM RecSys 2022: 5th Workshop on Online Recommender such as reinforcement learning and traditional contextual
Systems and User Modeling, jointly with the 16th ACM Conference on bandits sufer from the choice of reward function.
HowRecommender Systems, September 23rd, 2022, Seattle, WA, USA ever IGL resolves the 2 above challenges while making
© 2022 Copyright for this paper by its authors. Use permitted under Creative Commons License minimal assumptions about the value of observed user
CPWrEooUrckReshdoinpgs IhStpN:/c1e6u1r3-w-0s.o7r3g ACttEribUutRion W4.0oInrtekrnsahtioonpal (PCCroBYce4.0e).dings (CEUR-WS.org)
feedback. Our new approach is able to incorporate both et al. [19] loosen full conditional independence by
conexplicit and implicit signals, leverage ambiguous user sidering context conditional independence, i.e.  ⟂ |,  .
feedback and adapt to the diferent ways in which users For our setting, this corresponds to the user feedback
interact with the system. varying for combinations of preference and content, but</p>
      <p>Our Contributions. We introduce IGL for recom- remaining consistent across all users. Neither of these
mender systems, allowing us to leverage implicit and two assumptions are applicable in the setting of online
explicit feedback signals and mitigate the need for re- content recommendation because diferent users
interward engineering. We present the first IGL strategy for act with recommender systems in diferent ways. This
context-dependent feedback, the first use of inverse kine- is evidenced by our production data from a real world
matics as an IGL objective, and the first IGL strategy image recommendation system (see Sec. 4.3) along with
for more than two latent states. Using simulations and existing results in the literature [20, 21]. By assuming
real production data, we demonstrate that recommender user-specific communication rather than item-specific
systems require at least 3 reward states, and that IGL communication, we allow for personalized reward
learnis able to address two big challenges for modern online ing.
recommender systems. Number of Latent Reward States. Prior work shows
the binary latent reward assumption, along with an
assumption that rewards are rare under a known reference
2. Background on policy, is suficient for IGL to succeed. Specifically,
opInteraction-Grounded Learning timizing the contrast between a learned policy and the
oblivious uniform policy is able to succeed when
feedProblem Statement. Consider a learner that is inter- back is both context and action independent [18]; and
acting with an environment while trying to optimize optimizing the contrast between the learned policy and
their policies without access to any grounding or explicit all constant-action policies succeeds when the feedback
reward signal. At each time step, the stationary environ- is context independent [19].
ment generates a context  ∈  which is sampled i.i.d. Although the binary latent reward assumption (e.g.,
from a distribution  0. The learner observes the context satisfied or dissatisfied) appears reasonable for
recomand then selects an action  ∈  from a finite action set. mendation scenarios, it fails to account for user
indiferIn response, the environment jointly generates a latent ence versus user dissatisfaction. This observation was
reward and feedback vector ( ,  ) ∈ ℛ ×  conditional on ifrst motivated by our production data, where a 2 state
(, ) . However, the learner is only able to observe  and IGL policy would sometimes maximize feedback signals
not  . Since the latent reward can be either deterministic with obviously negative semantics. Assuming users
igor stochastic, let (, ) ∶=  (,) [ ] denote the expected nore most content most of the time [22], negative
feedreward after choosing action  for context  . In the IGL back can be as dificult to elicit as positive feedback, and a
setting, the context space  and feedback vector space  2 state IGL model is unable to distinguish between these
can be arbitrarily large. Let  ∈ Π ∶  → Δ( ) denote extremes. Hence, we posit a minimal latent state model
a stochastic policy, with corresponding expected return for recommender systems involves 3 states: (i)  = 1 ,
 ( ) ∶=  (,)∼ 0× [ ] . In IGL, the learner’s goal is to when users are satisfied with the recommended content,
ifnd the optimal policy  ∗ = argmax∈Π  ( ) , while only (ii)  = 0 , when users are indiferent or inattentive, and
able to observe context-action-feedback (, ,  ) triples. (iii)  = −1 , when users are dissatisfied.</p>
      <p>In the recommender system setting, the context  is
the user, the action  is the recommended content and 3. Derivations
the feedback  is the user feedback. Unfortunately
existing IGL approaches ([18], [19]) leverage assumptions We now address the first of the previously mentioned
designed for classification and control tasks which are challenges from Sec. 1. For the recommender system
seta poor fit for recommendation scenarios: (i) context- ting, we use the assumption that  ⟂ |,  , namely that
independence of the feedback and (ii) binary latent re- the feedback  is independent of the displayed content
wards.  given the user  and their disposition toward the
disFeedback Dependence Assumptions. It is information played content  ∈ {−1, 0, 1} . Thus, we assume that users
theoretically impossible to solve IGL without assump- may communicate in diferent ways, but a given user
tions about the relation between  ,  and  [19]. In the expresses satisfaction, dissatisfaction and indiference in
ifrst paper on IGL, the authors assumed full conditional the same way.
independence of the feedback on the context and chosen The statistical dependence of  on  frustrates the
action, i.e.  ⟂ , | . For recommender systems, this un- use of learning objectives which utilize the product of
desirably implies that all users communicate preferences marginal distributions over (,  ) . Essentially, given
aridentically for all content. In the following paper, Xie bitrary dependence upon  , learning must operate on</p>
      <sec id="sec-1-1">
        <title>3.1. Inverse Kinematics</title>
        <p>In this section we motivate our inverse kinematics
strategy using exact expectations. When acting according to
any policy  (|)</p>
        <p>, we can imagine trying to predict the
action taken given the context and feedback; the posterior
distribution is
(| , ) =
=  (|)
=  (|)
=  (|)
 (|) ( |, )
∑
∑
∑



 ( |)
 ( | , , )</p>
        <p>( |)
 ( | , )
 ( |)
 ( | , )
 ( |)
= ∑  ( | , )</p>
        <p>( |, ) (, )
∑  ( |, ) (|)
 ( |, )
 ( |, )
We arrive at an inner product between a reward
decoder term  ( | , )</p>
        <p>and a reward predictor term
(|,)(|)
∑ (|,)(|)</p>
        <p>.</p>
      </sec>
      <sec id="sec-1-2">
        <title>3.2. Extreme Event Detection</title>
        <p>
          Direct extraction of a reward predictor using maximum
tion (
          <xref ref-type="bibr" rid="ref1">1</xref>
          ) is frustrated by two identifiability issues: first,
this expression is invariant to a permutation of the re- In practice,  (|)
likelihood on the action prediction problem with equa- 3.3.1. Implementation Notes
 ( |, )
(Total Probability)
(Bayes rule)  = ±1 , and additional information is necessary to
disam
        </p>
        <p>biguate the extreme events. We assume partial reward
in(Bayes rule)
( ⟂ |, 
) treme event disambiguation to one-sided learning [23]
formation is available via a “definitely negative” function
dn ∶  ×  → {−1, 0}</p>
        <p>where  ( dn(,  ) = 0| = 1) = 1
and  ( dn(,  ) = −1| = −1) &gt; 0</p>
        <p>. This reduces
exapplied only to extreme events, where we try to
predict the underlying latent state given (, ) . We assume
partial labelling is selected completely at random [24]
and treat the (constant) negative labelling propensity 
. (Total Probability) as a hyperparameter. We arrive at our 3-state reward
action is taken. Because feedback is assumed
conditionally independent of action, the only way for feedback
to help predict which action is played is via the (action
dependence of the) latent reward.</p>
      </sec>
      <sec id="sec-1-3">
        <title>3.3. Extreme Event Disambiguation</title>
        <p>With 2 latent states,  ≠ 0</p>
        <p>
          ⟹  = 1 , and we can reduce
to a standard contextual bandit with inferred rewards
1( (| , ) &gt; 2 (|))
. With 3 latent states,  ≠ 0
⟹
(
          <xref ref-type="bibr" rid="ref1">1</xref>
          )
extractor
(, ,  ) =
each example in isolation without requiring comparison
does not imply that observing such feedback will induce
across examples. This motivates attempting to predict
an extreme event detection; rather the feedback must
the current action from the current context and the
curhave a probability that strongly depends upon which
rently observed feedback, i.e., inverse kinematics.
wards on a context dependent basis; and second, the
relative scale of two terms being multiplied is not uniquely
determined by their product. To mitigate the first issue,
we assume ∑  ( = 0|, ) (|) &gt;
wards are rare under  (|)
; and to mitigate the second
2
1 , i.e., nonzero
reissue, we assume the feedback can be perfectly decoded,
i.e.,  ( | , ) ∈ {0, 1}
        </p>
        <p>. Under these assumptions we have
 = 0
⟹  (| , ) =</p>
        <p>( = 0|, ) (|)
∑  ( = 0|, ) (|)
≤ 2 ( = 0|, ) (|) ≤ 2 (|).</p>
        <p>
          (
          <xref ref-type="bibr" rid="ref2">2</xref>
          )
Equation (
          <xref ref-type="bibr" rid="ref2">2</xref>
          ) forms the basis for our extreme event
detector: anytime the posterior probability of an action is
predicted to be more than twice the prior probability, we
deduce  ≠ 0 .
        </p>
        <p>Note a feedback merely being apriori rare or frequent
(i.e., the magnitude of  ( |)
under the policy  (|)
)
⎧
⎨
⎩

0
−1  (| , ) &gt; 2 (|)
 (| , ) ≤ 2 (|)
otherwise
and dn(,  ) = −1
equivalent to Zhang and Lee [25, Equation 11] scaled by
 . Note setting  = 1 embeds 2-state IGL.</p>
        <p>is known but the other probabilities</p>
        <p>is estimated online using
maxiare estimated.  ( |̂ , )
mum likelihood on the problem predicting  from (,  ) ,
i.e., on a data stream of tuples ((,  ), )</p>
        <p>. The current
estimates induce ( ,̂ ,  )</p>
        <p>
          based upon the plug-in
version of equation (
          <xref ref-type="bibr" rid="ref3">3</xref>
          ). In this manner, the original data
stream of (, ,  )
(, ,  ̂=
( ,̂ ,  )
tuples is transformed into stream of
) tuples and reduced to a standard
online contextual bandit problem.
tion  (|)
        </p>
        <p>As an additional complication, although  (|)
is
known, it is typically a good policy under which rewards
are not rare (e.g., ofline learning with a good historical
policy; or acting online according to the policy being
learned by the IGL procedure). Therefore we use
importance weighting to synthesize a uniform action
distribu</p>
        <p>from the true action distribution.1 Ultimately
we arrive at the procedure of Algorithm 1.
1When the number of actions is changing from round to round,
we use importance weighting to synthesize a non-uniform action
distribution with low rewards, but we elide this detail for ease of
exposition.</p>
        <p>Observe context   and action set   with |  | =  . determine which feedback are associated with which
#
#
#
#
#
#
for evaluation but never revealed to the algorithm.</p>
        <p>
          Simulator Design. Before the start of each experiment,
user profiles with fixed latent rewards for each action are
generated. The users are also assigned predetermined
communication styles, so the probability of emitting a
given signal conditioned on the latent reward remains
static throughout the duration of the experiment. For
the available feedback, users can provide feedback using
ifve signals: (
          <xref ref-type="bibr" rid="ref1">1</xref>
          ) like, (
          <xref ref-type="bibr" rid="ref2">2</xref>
          ) dislike, (
          <xref ref-type="bibr" rid="ref3">3</xref>
          ) click, (
          <xref ref-type="bibr" rid="ref4">4</xref>
          ) skip and
(5) none. The feedback includes a mix of explicit (likes,
dislikes) and implicit (clicks, skips, none) signals. Despite
receiving no human input on the assumed meaning of
the implicit signals, we will demonstrate that IGL can
latent state. In addition to policy optimization, IGL can
also be a tool for automated feature discovery. To reveal
the qualitative properties of the approach, the simulated
probabilities for observing a particular feedback given the
reward are chosen so that they can be perfectly decoded,
i.e., each feedback has a nonzero emission probability
in exactly one latent reward state. Production data does
not obey this constraint (e.g., accidental emissions of all
feedback occur at some rate): theoretical analysis of our
approach without perfectly decodable rewards is a topic
for future work.
        </p>
      </sec>
      <sec id="sec-1-4">
        <title>4.1. Motivating the 3 State Model for</title>
      </sec>
      <sec id="sec-1-5">
        <title>Recommender Systems</title>
        <p>
          We now implement Algorithm 1 for 2 latent states as
IGL-P(
          <xref ref-type="bibr" rid="ref2">2</xref>
          ). The experiment here shows the following
two results about IGL-P(
          <xref ref-type="bibr" rid="ref2">2</xref>
          ): (i) it is able to succeed in
the scenario when there are 2 underlying latent rewards
and (ii) it can no longer do so when there are 3 latent
states. Fig. 1 shows the simulator setup used, where
clicks and likes are used to communicate satisfaction,
and dislikes, skips and no feedback (none) convey (active
or passive) dissatisfaction.
        </p>
        <p>Algorithm 1 IGL, Inverse Kinematics and either 2 or 3</p>
        <sec id="sec-1-5-1">
          <title>Latent States.</title>
        </sec>
        <sec id="sec-1-5-2">
          <title>Input: Contextual bandit algorithm CB-Alg.</title>
          <p>Input: Calibrated weighted multiclass classification
algorithm MC-Alg.</p>
        </sec>
        <sec id="sec-1-5-3">
          <title>Input: Definitely negative oracle DN.</title>
          <p>DN(…) = 0 for 2 state IGL</p>
        </sec>
        <sec id="sec-1-5-4">
          <title>Input: Negative labelling propensity  .  = 1 for 2 state IGL Input: Action set size  .</title>
          <p>1:  ←</p>
          <p>new CB-Alg.
2: IK ← new MC-Alg.
3: for  = 1, 2, … ; do
if On-policy IGL then
 (⋅|</p>
          <p>) ←  . predict(  ,   ).</p>
        </sec>
        <sec id="sec-1-5-5">
          <title>Compute action distribution</title>
          <p>Play   ∼  (⋅|  ) and observe feedback   .
else
 ( ̂
if   ( ̂
 ̂ = 0
else</p>
          <p>Observe (  ,   ,   ,  (⋅|  )).
  ← 1/(  (

|  )).</p>
        </sec>
        <sec id="sec-1-5-6">
          <title>Synthetic uniform distribution</title>
          <p>Predict action probability

|  ,   ) ← IK.predict((  ,   ),   ,   ).</p>
          <p>|  ,   ) ≤ 2 then
 . learn(  ,   ,   ,   = 0,   )</p>
          <p>#  ̂ ≠ 0
if DN(…) = 0 then
 . learn(  ,   ,   ,   =  , 

)
else</p>
          <p># Definitely negative
IK.learn((  ,   ),   ,   ,   ).</p>
          <p>. learn(  ,   ,   ,   = −1,   )</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>4. Empirical Evaluations</title>
      <p>
        Due to the sensitivity around production metrics and
Fig. 2 shows the distribution of rewards for IGL-P(
        <xref ref-type="bibr" rid="ref2">2</xref>
        )
customer segments, most experiments demonstrate qual- as a function of the number of iterations, for both the 2
itative efects via simulation, with simulator properties
inspired by production observations. Our final
experiment (Sec. 4.3) includes relative performance data from a
and 3 latent state model. When there are only 2 latent
rewards, IGL-P(
        <xref ref-type="bibr" rid="ref2">2</xref>
        ) consistently improves; however for
3 latent states, IGL-P(
        <xref ref-type="bibr" rid="ref3">3</xref>
        ) oscillates between  = 1 and
production real-world image recommendation scenario.  = −1 , resulting in much lower average user
satisfacAbbreviations. Algorithms are denoted by the following
tion. The empirical results demonstrate that although
abbreviations: Personalized IGL for 2 latent states (IGL- IGL-P(
        <xref ref-type="bibr" rid="ref2">2</xref>
        ) can successfully identify and maximize the
      </p>
      <sec id="sec-2-1">
        <title>P(2)); Personalized IGL for 3 latent states (IGL-P(3)). rare feedbacks it encounters, it is unable to distinguish</title>
        <p>General Evaluation Setup. At each time step  , the con- between satisfied and dissatisfied users.
text   is provided from either the simulator (Sec. 4.1-4.2)
or the logged production data (Sec. 4.3). The learner then
selects an action   and receives feedback   . In these
evaluations, each user provides feedback in exactly one
interaction and diferent user feedback signals are mutually</p>
        <sec id="sec-2-1-1">
          <title>4.2. IGL-P(3): Personalized Reward</title>
        </sec>
        <sec id="sec-2-1-2">
          <title>Learning for Recommendations</title>
        </sec>
      </sec>
      <sec id="sec-2-2">
        <title>Since IGL-P(2) is not suficient for the recommendation</title>
        <p>exclusive, so that   is a one-hot vector. In simulated en- system setting, we now explore the performance of
IGLvironments, the ground truth reward is sometimes used</p>
        <p>
          P(
          <xref ref-type="bibr" rid="ref3">3</xref>
          ). Using the same simulator as Fig. 1b, we evaluated
(a) 2 latent state model
(b) 3 latent state model
        </p>
        <p>
          (a) Two latent states
(b) Three latent states
quires direct grounding from the dislike signal. We next
examined how IGL-P(
          <xref ref-type="bibr" rid="ref3">3</xref>
          ) is impacted by increased or
decreased presence of user dislikes. Fig. 3b was generated
by varying the probability  of users emitting dislikes
given  = −1 , and then averaging over 10 experiments for
each choice of  . While lower dislike emission
probabilities are associated with slower convergence, IGL-P(
          <xref ref-type="bibr" rid="ref3">3</xref>
          )
is able to overcome the increase in unlabeled feedback
and learn to associate the skip signal with user
dissatifaction. Once the feedback decoding stabilizes, regardless of
the dislike emission probability, IGL-P(
          <xref ref-type="bibr" rid="ref3">3</xref>
          ) enjoys strong
performance for the remainder of the experiment.
        </p>
        <p>(a) Ground truth learning curves, P(dislike|r = −1) = 0.2.</p>
        <p>(b) Efect of varying P(dislike|r = −1).</p>
        <sec id="sec-2-2-1">
          <title>4.3. Production Results</title>
          <p>Our production setting is a real world image
recommendation system that serves hundreds of millions of users.</p>
          <p>
            In our recommendation system interface, users provide
feedback in the form of clicks, likes, dislikes or no
feedback. All four signals are mutually exclusive and the user
IGL-P(
            <xref ref-type="bibr" rid="ref3">3</xref>
            ). Fig. 3a demonstrates the distribution of the only provides one feedback after each interaction. For
rewards over the course of the experiment. IGL-P(
            <xref ref-type="bibr" rid="ref3">3</xref>
            ) these experiments, we use data that spans millions of
quickly converged, and because of the partial negative interactions over a period of days. The current policy
feedback for dislikes, never attempted to maximize the implemented in practice is a CB algorithm that utilizes a
 = −1 state. Even though users used the ambiguous hand-engineered reward function. The production policy
skip signal to express dissatisfaction 80% of the time, achieves both more click and like feedback than directly
IGL-P(
            <xref ref-type="bibr" rid="ref3">3</xref>
            ) was still able to learn user preferences. optimizing for the number of clicks or directly optimizing
In order for IGL-P(
            <xref ref-type="bibr" rid="ref3">3</xref>
            ) to succeed, the algorithm re- for the number of likes. As a result, any improvements
Algorithm
IGL-P(
            <xref ref-type="bibr" rid="ref3">3</xref>
            )
IGL-P(
            <xref ref-type="bibr" rid="ref2">2</xref>
            )
          </p>
          <p>Clicks</p>
          <p>Likes</p>
          <p>Dislikes</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>5. Discussion</title>
      <p>We presented IGL for recommender systems, an approach
to producing personalized recommendations that can
leverage rich and diverse types of user feedback signals.</p>
      <p>In this paper, we showed that IGL can elegantly sidestep
complicated manual reward engineering and efectively
learn how to maximize user satisfaction with minimal
good your recommender system is? a survey on ference on Web search and data mining, 2014, pp.
evaluations in recommendation, International Jour- 193–202.
nal of Machine Learning and Cybernetics 10 (2019) [16] W. Wang, F. Feng, X. He, L. Nie, T.-S. Chua,
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