1.2LGJan 27, 2020
Developing Multi-Task Recommendations with Long-Term Rewards via Policy Distilled Reinforcement LearningXi Liu, Li Li, Ping-Chun Hsieh et al.
With the explosive growth of online products and content, recommendation techniques have been considered as an effective tool to overcome information overload, improve user experience, and boost business revenue. In recent years, we have observed a new desideratum of considering long-term rewards of multiple related recommendation tasks simultaneously. The consideration of long-term rewards is strongly tied to business revenue and growth. Learning multiple tasks simultaneously could generally improve the performance of individual task due to knowledge sharing in multi-task learning. While a few existing works have studied long-term rewards in recommendations, they mainly focus on a single recommendation task. In this paper, we propose {\it PoDiRe}: a \underline{po}licy \underline{di}stilled \underline{re}commender that can address long-term rewards of recommendations and simultaneously handle multiple recommendation tasks. This novel recommendation solution is based on a marriage of deep reinforcement learning and knowledge distillation techniques, which is able to establish knowledge sharing among different tasks and reduce the size of a learning model. The resulting model is expected to attain better performance and lower response latency for real-time recommendation services. In collaboration with Samsung Game Launcher, one of the world's largest commercial mobile game platforms, we conduct a comprehensive experimental study on large-scale real data with hundreds of millions of events and show that our solution outperforms many state-of-the-art methods in terms of several standard evaluation metrics.
4.4IRJun 1, 2019
Personalized Multimedia Item and Key Frame RecommendationLe Wu, Lei Chen, Yonghui Yang et al.
When recommending or advertising items to users, an emerging trend is to present each multimedia item with a key frame image (e.g., the poster of a movie). As each multimedia item can be represented as multiple fine-grained visual images (e.g., related images of the movie), personalized key frame recommendation is necessary in these applications to attract users' unique visual preferences. However, previous personalized key frame recommendation models relied on users' fine-grained image behavior of multimedia items (e.g., user-image interaction behavior), which is often not available in real scenarios. In this paper, we study the general problem of joint multimedia item and key frame recommendation in the absence of the fine-grained user-image behavior. We argue that the key challenge of this problem lies in discovering users' visual profiles for key frame recommendation, as most recommendation models would fail without any users' fine-grained image behavior. To tackle this challenge, we leverage users' item behavior by projecting users (items) in two latent spaces: a collaborative latent space and a visual latent space. We further design a model to discern both the collaborative and visual dimensions of users, and model how users make decisive item preferences from these two spaces. As a result, the learned user visual profiles could be directly applied for key frame recommendation. Finally, experimental results on a real-world dataset clearly show the effectiveness of our proposed model on the two recommendation tasks.
1.8LGJan 14, 2019
Micro- and Macro-Level Churn Analysis of Large-Scale Mobile GamesXi Liu, Muhe Xie, Xidao Wen et al.
As mobile devices become more and more popular, mobile gaming has emerged as a promising market with billion-dollar revenues. A variety of mobile game platforms and services have been developed around the world. A critical challenge for these platforms and services is to understand the churn behavior in mobile games, which usually involves churn at micro level (between an app and a specific user) and macro level (between an app and all its users). Accurate micro-level churn prediction and macro-level churn ranking will benefit many stakeholders such as game developers, advertisers, and platform operators. In this paper, we present the first large-scale churn analysis for mobile games that supports both micro-level churn prediction and macro-level churn ranking. For micro-level churn prediction, in view of the common limitations of the state-of-the-art methods built upon traditional machine learning models, we devise a novel semi-supervised and inductive embedding model that jointly learns the prediction function and the embedding function for user-app relationships. We model these two functions by deep neural networks with a unique edge embedding technique that is able to capture both contextual information and relationship dynamics. We also design a novel attributed random walk technique that takes into consideration both topological adjacency and attribute similarities. To address macro-level churn ranking, we propose to construct a relationship graph with estimated micro-level churn probabilities as edge weights and adapt link analysis algorithms on the graph. We devise a simple algorithm SimSum and adapt two more advanced algorithms PageRank and HITS. The performance of our solutions for the two-level churn analysis problems is evaluated on real-world data collected from the Samsung Game Launcher platform.
5.7LGAug 20, 2018
A Semi-Supervised and Inductive Embedding Model for Churn Prediction of Large-Scale Mobile GamesXi Liu, Muhe Xie, Xidao Wen et al.
Mobile gaming has emerged as a promising market with billion-dollar revenues. A variety of mobile game platforms and services have been developed around the world. One critical challenge for these platforms and services is to understand user churn behavior in mobile games. Accurate churn prediction will benefit many stakeholders such as game developers, advertisers, and platform operators. In this paper, we present the first large-scale churn prediction solution for mobile games. In view of the common limitations of the state-of-the-art methods built upon traditional machine learning models, we devise a novel semi-supervised and inductive embedding model that jointly learns the prediction function and the embedding function for user-app relationships. We model these two functions by deep neural networks with a unique edge embedding technique that is able to capture both contextual information and relationship dynamics. We also design a novel attributed random walk technique that takes into consideration both topological adjacency and attribute similarities. To evaluate the performance of our solution, we collect real-world data from the Samsung Game Launcher platform that includes tens of thousands of games and hundreds of millions of user-app interactions. The experimental results with this data demonstrate the superiority of our proposed model against existing state-of-the-art methods.