cs.IRApr 16, 2026

CPGRec+: A Balance-oriented Framework for Personalized Video Game Recommendations

Authors: Xiping LiAier YangJianghong MaKangzhe LiuShanshan FengHaijun ZhangYi Zhao

Organizations: Harbin Institute of Technology, China · School of Computer Science, Wuhan University, China

Abstract

The rapid expansion of gaming industry requires advanced recommender systems tailored to its dynamic landscape. Existing Graph Neural Network (GNN)-based methods primarily prioritize accuracy over diversity, overlooking their inherent trade-off. To address this, we previously proposed CPGRec, a balance-oriented gaming recommender system. However, CPGRec fails to account for critical disparities in player-game interactions, which carry varying significance in reflecting players' personal preferences and may exacerbate over-smoothness issues inherent in GNN-based models. Moreover, existing approaches underutilize the reasoning capabilities and extensive knowledge of large language models (LLMs) in addressing these limitations. To bridge this gap, we propose two new modules. First, Preference-informed Edge Reweighting (PER) module assigns signed edge weights to qualitatively distinguish significant player interests and disinterests while then quantitatively measuring preference strength to mitigate over-smoothing in graph convolutions. Second, Preference-informed Representation Generation (PRG) module leverages LLMs to generate contextualized descriptions of games and players by reasoning personal preferences from comparing global and personal interests, thereby refining representations of players and games. Experiments on \textcolor{black}{two Steam datasets} demonstrate CPGRec+'s superior accuracy and diversity over state-of-the-art models. The code is accessible at https://github.com/HsipingLi/CPGRec-Plus.

Explore similar work

May 2, 2026cs.IR

Dynamic Graph with Similarity-Aware Attention Graph Neural Network for Recommender Systems

Recommender systems are essential components of modern online platforms which presents personalized content in various domain. The traditional collaborative filtering methods depends on static user-item interaction graphs and a limited subset of similarity measures which fail to capture the changing nature of preferences of an individual. Recent graph neural network (GNN) based approaches focus on user-item bipartite graphs which do not use explicit user-user relational modelling and dynamic graph evolution during training. To address these limitations, this paper proposes a Dynamic Graph SimilarityAware Attention Graph Neural Network (DG-SA-GNN) framework that integrates dynamic user similarity graph construction with multi-similarity propagation and attention-based aggregation. The proposed architecture constructs four parallel user similarity graphs using Cosine, Jaccard, Discounted Pearson Correlation Coefficient (Discount PCC), and IPIJ similarity functions, each processed by a dedicated UserGNN module. A Graph Transformer fuses the four graph views, and a CrossAttention module refines user embeddings through interaction with item embeddings. Crucially, the graphs are reconstructed at scheduled epochs during training, enabling the model to adapt to the learned embedding space constituting the dynamic graph component. Mini-batch training with hard negative sampling improves scalability and convergence. Experiments on the MovieLens100K benchmark demonstrate that DG-SA-GNN achieves a Recall@20 of 0.162 and NDCG@20 of 0.065 which is better than the LightGCN baseline in recall. The results validate that dynamic multi-similarity graph construction coupled with attention-based fusion which produce recommendation performance
Aadarsh Senapati, Neha Kujur, Vivek Yelleti
Jul 24, 2026cs.IR

REPREC: Representation Driven Parameter-Efficient Recommendation System

Large language models (LLMs) have been applied to sequential recommendation by formulating it as a natural language task. Previous work has improved personalization by incorporating collaborative and sequential signals through input conditioning or LLM fine-tuning. However, existing approaches often rely on one or more of the following: LLM fine-tuning, additional architectural modules, representation distillation, or item-level conditioning over long interaction histories, increasing training complexity and deployment cost. We propose REPREC, a lightweight framework that reformulates LLM-based sequential recommendation through lightweight user representation alignment. REPREC maps a fixed-size user embedding from a frozen sequential encoder into a small set of learned soft tokens through a lightweight MLP injector that conditions a frozen LLM, leaving both pretrained backbones unchanged while training only the injector. We conducted exhaustive experiments on multiple benchmark datasets and demonstrate that REPREC consistently outperforms LoRA while remaining compatible with different pretrained sequential encoders and LLM backbones, enabling a modular and production-friendly recommendation pipeline without modifying either pretrained component. The gains are particularly pronounced for casual and core users across all datasets, highlighting REPREC's effectiveness in low-data regimes. Finally, when trained on short prompt histories and evaluated with longer contexts, REPREC maintains 85-100% of LoRA's performance while reducing per-epoch training time by an average of 1.51X, demonstrating an effective balance between recommendation quality and computational efficiency for production deployment. The code is available at https://github.com/phdbotcode/REPREC
Harshini Kavuru, Dwipam Katariya, Giri Iyengar +3
May 18, 2026stat.AP

Robust Player-Conditional Champion Ranking for League of Legends: Style Similarity, Mastery Priors, and Archetype-Constrained Discovery

Champion recommendation in multiplayer online battle arena games is usually framed informally as a problem of metagame strength, personal comfort, or global win rate. We formalize champion recommendation in League of Legends as an interpretable, player-conditional ranking problem under sparse, noisy, and non-stationary behavioral data. The proposed framework combines four information sources: a population-strength proxy, player-style similarity, direct and indirect mastery priors, and archetype-level guardrails. The method uses robust median/MAD normalization, logarithmic transforms for skewed event counts, recency-weighted player style vectors, mastery-weighted champion-pool vectors, weighted cosine similarity, rank-scaled score components, and k-means++ clustering for coarse archetype support. The implemented prototype uses a Python/Pandas modeling layer, Supabase-backed storage, and a web-facing recommendation interface. Unlike black-box supervised win-prediction systems, the proposed method returns decomposed recommendation scores that can be inspected as expected-performance proxy, fit, mastery, and archetype compatibility. A single-player case study on a 100-game history for the player identifier DIVINERAINRACCON is included as an end-to-end sanity check. The manuscript is therefore a methods and systems contribution: it specifies a reproducible, modular, and auditable champion recommender and gives a validation protocol for future large-scale evaluation through temporal train-test splits, next-champion recovery, calibration analysis, and ablation studies.
Min Heo, Pranav Kadiyam, Prasun Panthi