Interactive recommendation is a typical information-seeking task that allows users to interactively express their needs through natural language and obtain personalized recommendations. Large language model-powered (LLM-powered) agents have become a new paradigm in interactive recommendations, effectively capturing users' real-time needs and enhancing personalized experiences. However, due to limited planning and generalization capabilities, existing formulations of LLM-powered interactive recommender agents struggle to effectively address diverse and complex user intents, such as intuitive, unrefined, or occasionally ambiguous requests. To tackle this challenge, we propose a novel thought-augmented interactive recommender agent system (TAIRA) that addresses complex user intents through distilled thought patterns. Specifically, TAIRA is designed as an LLM-powered multi-agent system featuring a manager agent that orchestrates recommendation tasks by decomposing user needs and planning subtasks, with its planning capacity strengthened through Thought Pattern Distillation (TPD), a thought-augmentation method that extracts high-level thoughts from the agent's and human experts' experiences. Moreover, we designed a set of user simulation schemes to generate personalized queries of different difficulties and evaluate the recommendations based on specific datasets. Through comprehensive experiments conducted across multiple datasets, TAIRA exhibits significantly enhanced performance compared to existing methods. Notably, TAIRA shows a greater advantage on more challenging tasks while generalizing effectively on novel tasks, further validating its superiority in managing complex user intents within interactive recommendation systems. The code is publicly available at:https://github.com/Alcein/TAIRA.
Interactive Recommendation (IR) has gained significant attention recently for its capability to quickly capture dynamic interest and optimize both short and long term objectives. IR agents are typically implemented through Deep Reinforcement Learning (DRL), because DRL is inherently compatible with the dynamic nature of IR. However, DRL is currently not perfect for IR. Due to the large action space and sample inefficiency problem, training DRL recommender agents is challenging. The key point is that useful features cannot be extracted as high-quality representations for the recommender agent to optimize its policy. To tackle this problem, we propose Contrastive Representation for Interactive Recommendation (CRIR). CRIR efficiently extracts latent, high-level preference ranking features from explicit interaction, and leverages the features to enhance users' representation. Specifically, the CRIR provides representation through one representation network, and refines it through our proposed Preference Ranking Contrastive Learning (PRCL). The key insight of PRCL is that it can perform contrastive learning without relying on computations involving high-level representations or large potential action sets. Furthermore, we also propose a data exploiting mechanism and an agent training mechanism to better adapt CRIR to the DRL backbone. Extensive experiments have been carried out to show our method's superior improvement on the sample efficiency while training an DRL-based IR agent.
Offline reinforcement learning (RL), a technology that offline learns a policy from logged data without the need to interact with online environments, has become a favorable choice in decision-making processes like interactive recommendation. Offline RL faces the value overestimation problem. To address it, existing methods employ conservatism, e.g., by constraining the learned policy to be close to behavior policies or punishing the rarely visited state-action pairs. However, when applying such offline RL to recommendation, it will cause a severe Matthew effect, i.e., the rich get richer and the poor get poorer, by promoting popular items or categories while suppressing the less popular ones. It is a notorious issue that needs to be addressed in practical recommender systems. In this paper, we aim to alleviate the Matthew effect in offline RL-based recommendation. Through theoretical analyses, we find that the conservatism of existing methods fails in pursuing users' long-term satisfaction. It inspires us to add a penalty term to relax the pessimism on states with high entropy of the logging policy and indirectly penalizes actions leading to less diverse states. This leads to the main technical contribution of the work: Debiased model-based Offline RL (DORL) method. Experiments show that DORL not only captures user interests well but also alleviates the Matthew effect. The implementation is available via https://github.com/chongminggao/DORL-codes.
Recommender systems deployed in real-world applications can have inherent exposure bias, which leads to the biased logged data plaguing the researchers. A fundamental way to address this thorny problem is to collect users' interactions on randomly expose items, i.e., the missing-at-random data. A few works have asked certain users to rate or select randomly recommended items, e.g., Yahoo!, Coat, and OpenBandit. However, these datasets are either too small in size or lack key information, such as unique user ID or the features of users/items. In this work, we present KuaiRand, an unbiased sequential recommendation dataset containing millions of intervened interactions on randomly exposed videos, collected from the video-sharing mobile App, Kuaishou. Different from existing datasets, KuaiRand records 12 kinds of user feedback signals (e.g., click, like, and view time) on randomly exposed videos inserted in the recommendation feeds in two weeks. To facilitate model learning, we further collect rich features of users and items as well as users' behavior history. By releasing this dataset, we enable the research of advanced debiasing large-scale recommendation scenarios for the first time. Also, with its distinctive features, KuaiRand can support various other research directions such as interactive recommendation, long sequential behavior modeling, and multi-task learning. The dataset and its news will be available at https://kuairand.com.
Recommender systems are used in many different applications and contexts, however their main goal can always be summarised as "connecting relevant content to interested users". Personalized recommendation algorithms achieve this goal by first building a profile of the user, either implicitly or explicitly, and then matching items with this profile to find relevant content. The more interpretable the profile and this "matching function" are, the easier it is to provide users with accurate and intuitive explanations, and also to let them interact with the system. Indeed, for a user to see what the system has already learned about her interests is of key importance for her to provide feedback to the system and to guide it towards better understanding her preferences. To this end, we propose a linear collaborative filtering recommendation model that builds user profiles within the domain of item metadata, which is arguably the most interpretable domain for end users. Our method is hence inherently transparent and explainable. Moreover, since recommendations are computed as a linear function of item metadata and the interpretable user profile, our method seamlessly supports interactive recommendation. In other words, users can directly tweak the weights of the learned profile for more fine-grained browsing and discovery of content based on their current interests. We demonstrate the interactive aspect of this model in an online application for discovering cultural events in Belgium. Additionally, the performance of the model is evaluated with offline experiments, both static and with simulated feedback, and compared to several state-of-the-art and state-of-practice baselines.
While personalization increases the utility of recommender systems, it also brings the issue of filter bubbles. E.g., if the system keeps exposing and recommending the items that the user is interested in, it may also make the user feel bored and less satisfied. Existing work studies filter bubbles in static recommendation, where the effect of overexposure is hard to capture. In contrast, we believe it is more meaningful to study the issue in interactive recommendation and optimize long-term user satisfaction. Nevertheless, it is unrealistic to train the model online due to the high cost. As such, we have to leverage offline training data and disentangle the causal effect on user satisfaction. To achieve this goal, we propose a counterfactual interactive recommender system (CIRS) that augments offline reinforcement learning (offline RL) with causal inference. The basic idea is to first learn a causal user model on historical data to capture the overexposure effect of items on user satisfaction. It then uses the learned causal user model to help the planning of the RL policy. To conduct evaluation offline, we innovatively create an authentic RL environment (KuaiEnv) based on a real-world fully observed user rating dataset. The experiments show the effectiveness of CIRS in bursting filter bubbles and achieving long-term success in interactive recommendation. The implementation of CIRS is available via https://github.com/chongminggao/CIRS-codes.
In this work, we consider how preference models in interactive recommendation systems determine the availability of content and users' opportunities for discovery. We propose an evaluation procedure based on stochastic reachability to quantify the maximum probability of recommending a target piece of content to an user for a set of allowable strategic modifications. This framework allows us to compute an upper bound on the likelihood of recommendation with minimal assumptions about user behavior. Stochastic reachability can be used to detect biases in the availability of content and diagnose limitations in the opportunities for discovery granted to users. We show that this metric can be computed efficiently as a convex program for a variety of practical settings, and further argue that reachability is not inherently at odds with accuracy. We demonstrate evaluations of recommendation algorithms trained on large datasets of explicit and implicit ratings. Our results illustrate how preference models, selection rules, and user interventions impact reachability and how these effects can be distributed unevenly.
Due to its nature of learning from dynamic interactions and planning for long-run performance, reinforcement learning (RL) recently has received much attention in interactive recommender systems (IRSs). IRSs usually face the large discrete action space problem, which makes most of the existing RL-based recommendation methods inefficient. Moreover, data sparsity is another challenging problem that most IRSs are confronted with. While the textual information like reviews and descriptions is less sensitive to sparsity, existing RL-based recommendation methods either neglect or are not suitable for incorporating textual information. To address these two problems, in this paper, we propose a Text-based Deep Deterministic Policy Gradient framework (TDDPG-Rec) for IRSs. Specifically, we leverage textual information to map items and users into a feature space, which greatly alleviates the sparsity problem. Moreover, we design an effective method to construct an action candidate set. By the policy vector dynamically learned from TDDPG-Rec that expresses the user's preference, we can select actions from the candidate set effectively. Through experiments on three public datasets, we demonstrate that TDDPG-Rec achieves state-of-the-art performance over several baselines in a time-efficient manner.
We propose RecSim, a configurable platform for authoring simulation environments for recommender systems (RSs) that naturally supports sequential interaction with users. RecSim allows the creation of new environments that reflect particular aspects of user behavior and item structure at a level of abstraction well-suited to pushing the limits of current reinforcement learning (RL) and RS techniques in sequential interactive recommendation problems. Environments can be easily configured that vary assumptions about: user preferences and item familiarity; user latent state and its dynamics; and choice models and other user response behavior. We outline how RecSim offers value to RL and RS researchers and practitioners, and how it can serve as a vehicle for academic-industrial collaboration.
Recently, interactive recommender systems are becoming increasingly popular. The insight is that, with the interaction between users and the system, (1) users can actively intervene the recommendation results rather than passively receive them, and (2) the system learns more about users so as to provide better recommendation. We focus on the single-round interaction, i.e. the system asks the user a question (Step 1), and exploits his feedback to generate better recommendation (Step 2). A novel query-based interactive recommender system is proposed in this paper, where \textbf{personalized questions are accurately generated from millions of automatically constructed questions} in Step 1, and \textbf{the recommendation is ensured to be closely-related to users' feedback} in Step 2. We achieve this by transforming Step 1 into a query recommendation task and Step 2 into a retrieval task. The former task is our key challenge. We firstly propose a model based on Meta-Path to efficiently retrieve hundreds of query candidates from the large query pool. Then an adapted Attention-GRU model is developed to effectively rank these candidates for recommendation. Offline and online experiments on Taobao, a large-scale e-commerce platform in China, verify the effectiveness of our interactive system. The system has already gone into production in the homepage of Taobao App since Nov. 11, 2018 (see https://v.qq.com/x/page/s0833tkp1uo.html on how it works online). Our code and dataset are public in https://github.com/zyody/QueryQR.