EDBT 2026 Demo / reviewers in the wild / expert
Minghao Zhao 0002
dblp:44/9546-2
· DBLP profile ↗
10ranked-venue papers in the field
2as first author
8since 2021 · last 2024
0000-0003-2871-0023ORCID · verified
Domains — venue-derived; a paper can count in several
Information Retrieval & Web Search · 7 (2 first)Database Systems & Data Management · 3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | SMLP4Rec: An Efficient All-MLP Architecture for Sequential RecommendationsabstractSelf-attention models have achieved the state-of-the-art performance in sequential recommender systems by capturing the sequential dependencies among user–item interactions. However, they rely on adding positional embeddings to the item sequence to retain the sequential information, which may break the semantics of item embeddings due to the heterogeneity between these two types of embeddings. In addition, most existing works assume that such dependencies exist solely in the item embeddings, but neglect their existence among the item features. In our previous study, we proposed a novel sequential recommendation model, i.e., MLP4Rec, based on the recent advances of MLP-Mixer architectures, which is naturally sensitive to the order of items in a sequence because matrix elements related to different positions of a sequence will be given different weights in training. We developed a tri-directional fusion scheme to coherently capture sequential, cross-channel, and cross-feature correlations with linear computational complexity as well as much fewer model parameters than existing self-attention methods. However, the cascading mixer structure, the large number of normalization layers between different mixer layers, and the noise generated by these operations limit the efficiency of information extraction and the effectiveness of MLP4Rec. In this extended version, we propose a novel framework – SMLP4Rec for sequential recommendation to address the aforementioned issues. The new framework changes the flawed cascading structure to a parallel mode, and integrates normalization layers to minimize their impact on the model’s efficiency while maximizing their effectiveness. As a result, the training speed and prediction accuracy of SMLP4Rec are vastly improved in comparison to MLP4Rec. Extensive experimental results demonstrate that the proposed method is significantly superior to the state-of-the-art approaches. The implementation code is available online to ease reproducibility. Jingtong Gao, Xiangyu Zhao 0001, Minghao Zhao 0002, Runze Wu 0001, Ruocheng Guo, Dawei Yin 0001 |
ACM Trans. Inf. Syst. | 4 |
| 2023 | RL4RS: A Real-World Dataset for Reinforcement Learning based Recommender SystemabstractReinforcement learning based recommender systems (RL-based RS) aim at learning a good policy from a batch of collected data, by casting recommendations to multi-step decision-making tasks. However, current RL-based RS research commonly has a large reality gap. In this paper, we introduce the first open-source real-world dataset, RL4RS, hoping to replace the artificial datasets and semi-simulated RS datasets previous studies used due to the resource limitation of the RL-based RS domain. Unlike academic RL research, RL-based RS suffers from the difficulties of being well-validated before deployment. We attempt to propose a new systematic evaluation framework, including evaluation of environment simulation, evaluation on environments, and counterfactual policy evaluation. In summary, the RL4RS (Reinforcement Learning for Recommender Systems), a new resource with special concerns on the reality gaps, contains two real-world datasets, data understanding tools, tuned simulation environments, related advanced RL baselines, batch RL baselines, and counterfactual policy evaluation algorithms. The RL4RS suite can be found at https://github.com/fuxiAIlab/RL4RS. Kai Wang 0064, Zhene Zou, Minghao Zhao 0002, Yile Liang, Runze Wu 0001, Tangjie Lyu, Changjie Fan |
SIGIR | 3 |
| 2023 | AutoMLP: Automated MLP for Sequential RecommendationsabstractSequential recommender systems aim to predict users’ next interested item given their historical interactions. However, a long-standing issue is how to distinguish between users’ long/short-term interests, which may be heterogeneous and contribute differently to the next recommendation. Existing approaches usually set pre-defined short-term interest length by exhaustive search or empirical experience, which is either highly inefficient or yields subpar results. The recent advanced transformer-based models can achieve state-of-the-art performances despite the aforementioned issue, but they have a quadratic computational complexity to the length of the input sequence. To this end, this paper proposes a novel sequential recommender system, AutoMLP, aiming for better modeling users’ long/short-term interests from their historical interactions. In addition, we design an automated and adaptive search algorithm for preferable short-term interest length via end-to-end optimization. Through extensive experiments, we show that AutoMLP has competitive performance against state-of-the-art methods, while maintaining linear computational complexity. Zijian Zhang 0009, Xiangyu Zhao 0001, Minghao Zhao 0002, Runze Wu 0001, Ruocheng Guo |
WWW | 5 |
| 2023 | perCLTV: A General System for Personalized Customer Lifetime Value Prediction in Online GamesabstractOnline games make up the largest segment of the booming global game market in terms of revenue as well as players. Unlike games that sell games at one time for profit, online games make money from in-game purchases by a large number of engaged players. Therefore, Customer Lifetime Value (CLTV) is particularly vital for game companies to improve marketing decisions and increase game revenues. Nowadays, as virtual game worlds are becoming increasingly innovative, complex, and diverse, the CLTV of massive players is highly personalized. That is, different players may have very different patterns of CLTV, especially on churn and payment. However, current solutions are inadequate in terms of personalization and thus limit predictive performance. First, most methods just attempt to address either task of CLTV, i.e., churn or payment, and only consider the personalization from one of them. Second, the correlation between churn and payment has not received enough attention and its personalization has not been fully explored yet. Last, most solutions around this line are conducted based on historical data where the evaluation is not convincing enough without real-world tests. To tackle these problems, we propose a general system to predict personalized customer lifetime value in online games, named perCLTV. To be specific, we revisit the personalized CLTV prediction problem from the two sub-tasks of churn prediction and payment prediction in a sequential gated multi-task learning fashion. On this basis, we develop a generalized framework to model CLTV across games in distinct genres by heterogeneous player behavior data, including individual behavior sequential data and social behavior graph data. Comprehensive experiments on three real-world datasets validate the effectiveness and rationality of perCLTV, which significantly outperforms other baseline methods. Our work has been implemented and deployed in many online games released from NetEase Games. Online A/B testing in production shows that perCLTV achieves a prominent improvement in two precision marketing applications of popup recommendation and churn intervention. Runze Wu 0001, Jianrong Tao, Manhu Qu, Minghao Zhao 0002, Changjie Fan, Hongke Zhao |
ACM Trans. Inf. Syst. | 5 |
| 2022 | Investigating Accuracy-Novelty Performance for Graph-based Collaborative FilteringabstractRecent years have witnessed the great accuracy performance of graph-based Collaborative Filtering (CF) models for recommender systems. By taking the user-item interaction behavior as a graph, these graph-based CF models borrow the success of Graph Neural Networks (GNN), and iteratively perform neighborhood aggregation to propagate the collaborative signals. While conventional CF models are known for facing the challenges of the popularity bias that favors popular items, one may wonder "Whether the existing graph-based CF models alleviate or exacerbate the popularity bias of recommender systems?" To answer this question, we first investigate the two-fold performances w.r.t. accuracy and novelty for existing graph-based CF methods. The empirical results show that symmetric neighborhood aggregation adopted by most existing graph-based CF models exacerbates the popularity bias and this phenomenon becomes more serious as the depth of graph propagation increases. Further, we theoretically analyze the cause of popularity bias for graph-based CF. Then, we propose a simple yet effective plugin, namely r-AdjNorm, to achieve an accuracy-novelty trade-off by controlling the normalization strength in the neighborhood aggregation process. Meanwhile, r-AdjNorm can be smoothly applied to the existing graph-based CF backbones without additional computation. Finally, experimental results on three benchmark datasets show that our proposed method can improve novelty without sacrificing accuracy under various graph-based CF backbones. Minghao Zhao 0002, Le Wu 0001, Yile Liang, Lei Chen 0051, Jian Zhang 0023, Kai Wang 0064, Tangjie Lv, Runze Wu 0001 |
SIGIR | 1 |
| 2022 | Bilateral Filtering Graph Convolutional Network for Multi-relational Social Recommendation in the Power-law NetworksabstractIn recent years, advances in Graph Convolutional Networks (GCNs) have given new insights into the development of social recommendation. However, many existing GCN-based social recommendation methods often directly apply GCN to capture user-item and user-user interactions, which probably have two main limitations: (a) Due to the power-law property of the degree distribution, the vanilla GCN with static normalized adjacency matrix has limitations in learning node representations, especially for the long-tail nodes; (b) multi-typed social relationships between users that are ubiquitous in the real world are rarely considered. In this article, we propose a novel Bilateral Filtering Heterogeneous Attention Network (BFHAN), which improves long-tail node representations and leverages multi-typed social relationships between user nodes. First, we propose a novel graph convolutional filter for the user-item bipartite network and extend it to the user-user homogeneous network. Further, we theoretically analyze the correlation between the convergence values of different graph convolutional filters and node degrees after stacking multiple layers. Second, we model multi-relational social interactions between users as the multiplex network and further propose a multiplex attention network to capture distinctive inter-layer influences for user representations. Last but not least, the experimental results demonstrate that our proposed method outperforms several state-of-the-art GCN-based methods for social recommendation tasks. Minghao Zhao 0002, Kai Wang 0064, Runze Wu 0001, Jianrong Tao, Changjie Fan, Liang Chen 0001, Peng Cui 0001 |
ACM Trans. Inf. Syst. | 1 |
| 2021 | Subgraph Networks With Application to Structural Feature Space ExpansionabstractReal-world networks exhibit prominent hierarchical and modular structures, with various subgraphs as building blocks. Most existing studies simply consider distinct subgraphs as motifs and use only their numbers to characterize the underlying network. Although such statistics can be used to describe a network model, or even to design some network algorithms, the role of subgraphs in such applications can be further explored so as to improve the results. In this article, the concept of subgraph network (SGN) is introduced and then applied to network models, with algorithms designed for constructing the 1st-order and 2nd-order SGNs, which can be easily extended to build higher-order ones. Furthermore, these SGNs are used to expand the structural feature space of the underlying network, beneficial for network classification. Numerical experiments demonstrate that the network classification model based on the structural features of the original network together with the 1st-order and 2nd-order SGNs always performs the best as compared to the models based only on one or two of such networks. In other words, the structural features of SGNs can complement that of the original network for better network classification, regardless of the feature extraction method used, such as the handcrafted, network embedding and kernel-based methods. Qi Xuan 0001, Jinhuan Wang, Minghao Zhao 0002, Junkun Yuan, Chenbo Fu, Zhongyuan Ruan, Guanrong Chen |
IEEE Trans. Knowl. Data Eng. | 3 |
| 2021 | Target Defense Against Link-Prediction-Based Attacks via Evolutionary PerturbationsabstractIn social networks, by removing some target-sensitive links, privacy protection might be achieved. However, some hidden links can still be re-observed by link prediction methods on observable networks. In this paper, the conventional link prediction method named Resource Allocation Index (RA) is adopted for privacy attacks. Several defense methods are proposed, including heuristic and evolutionary approaches, to protect targeted links from RA attack. In particular, incremental computation is proposed for accelerating the calculation of fitness in evolutionary approaches. This is the first time to study privacy protection for targeted links against similarity based link prediction attacks. Some links are randomly selected from original network as targeted links for experimentation. The experimental results on nine real-world networks demonstrate the superiority of the evolutionary perturbations, especially EDA, for defending against RA attack. Moreover, experimental results show that the proposed perturbation generated by EDA is transferable and can even defend against other link prediction attacks which are based on high order similarity between pairwise nodes, although it is designed to prevent RA attack. Shanqing Yu, Minghao Zhao 0002, Chenbo Fu, Xincheng Shu, Qi Xuan 0001, Guanrong Chen |
IEEE Trans. Knowl. Data Eng. | 2 |
| 2020 | Personalized Bundle Recommendation in Online GamesabstractIn business domains, bundling is one of the most important marketing strategies to conduct product promotions, which is commonly used in online e-commerce and offline retailers. Existing recommender systems mostly focus on recommending individual items that users may be interested in. In this paper, we target at a practical but less explored recommendation problem named bundle recommendation, which aims to offer a combination of items to users. To tackle this specific recommendation problem in the context of the virtual mall in online games, we formalize it as a link prediction problem on a user-item-bundle tripartite graph constructed from the historical interactions, and solve it with a neural network model that can learn directly on the graph-structure data. Extensive experiments on three public datasets and one industrial game dataset demonstrate the effectiveness of the proposed method. Further, the bundle recommendation model has been deployed in production for more than one year in a popular online game developed by Netease Games, and the launch of the model yields more than 60% improvement on conversion rate of bundles, and a relative improvement of more than 15% on gross merchandise volume (GMV). Kai Wang 0064, Minghao Zhao 0002, Zhene Zou, Runze Wu 0001, Jianrong Tao, Changjie Fan, Liang Chen 0001 |
CIKM | 3 |
| 2018 | Link Weight Prediction Using Supervised Learning Methods and Its Application to Yelp Layered NetworkabstractReal-world networks feature weights of interactions, where link weights often represent some physical attributes. In many situations, to recover the missing data or predict the network evolution, we need to predict link weights in a network. In this paper, we first proposed a series of new centrality indices for links in line graph. Then, utilizing these line graph indices, as well as a number of original graph indices, we designed three supervised learning methods to realize link weight prediction both in the networks of single layer and multiple layers, which perform much better than several recently proposed baseline methods. We found that the resource allocation index (RA) plays a more important role in the weight prediction than other topological properties, and the line graph indices are at least as important as the original graph indices in link weight prediction. In particular, the success application of our methods on Yelp layered network suggests that we can indeed predict the offline co-foraging behaviors of users just based on their online social interactions, which may open a new direction for link weight prediction algorithms, and meanwhile provide insights to design better restaurant recommendation systems. Chenbo Fu, Minghao Zhao 0002, Jinyin Chen, Zhefu Wu, Yongxiang Xia, Qi Xuan 0001 |
IEEE Trans. Knowl. Data Eng. | 2 |