Accepted manuscript to appear in VJCS
Accepted Manuscript
Vietnam J. Comp. Sci. Downloaded from www.worldscientific.com
by 198.252.58.113 on 07/06/19. Re-use and distribution is strictly not permitted, except for Open Access articles.
Vietnam Journal of Computer Science
Article Title:
Investigating Recommendation Algorithms for Escape Rooms
Author(s):
Sagi Bazinin, Guy Shani
DOI:
10.1142/S2196888819500209
Received:
15 May 2019
Accepted:
28 June 2019
To be cited as:
Sagi Bazinin, Guy Shani, Investigating Recommendation Algorithms
for Escape Rooms, Vietnam Journal of Computer Science, doi:
10.1142/S2196888819500209
Link to final version:
https://doi.org/10.1142/S2196888819500209
This is an unedited version of the accepted manuscript scheduled for publication. It has been uploaded
in advance for the benefit of our customers. The manuscript will be copyedited, typeset and proofread
before it is released in the final form. As a result, the published copy may differ from the unedited
version. Readers should obtain the final version from the above link when it is published. The authors
are responsible for the content of this Accepted Article.
IPT
Accepted manuscript to appear in VJCS
CR
Click here to download Manuscript (PDF)
Investigating_Recommendations_for_Escape_Rooms (1).pdf
Investigating Recommendation Algorithms for Escape
Rooms
US
Sagi Bazinin and Guy Shani
Abstract
AN
An escape room is a physical puzzle solving game, where participants solve a
series of riddles within a limited time to exit a locked room. Escape rooms
differ in their theme, environment, and difficulty, and people hence often vary
on their preferences over escape rooms. As such, recommendation systems can
help people in deciding which room to visit. In this paper we describe the
DM
properties of the escape rooms recommendation problem, with respect to other
popular recommendation problems. We describe a dataset of reviews collected
within a current system. We provide an empirical comparison between a set
of recommendation algorithms over two problems, top-N recommendation and
rating prediction. In both cases a KNN method performed the best.
Keywords: Recommender Systems, Collaborative Filtering, Escape Room,
Empirical Evaluation
TE
1. Introduction
Escape rooms [29, 40, 19] have become a popular entertainment throughout
the world. In an escape room a group of participants is locked in a room, and
must solve a series of riddles in order to unlock the room and escape within a
EP
limited time (typically an hour). Rooms vary in theme, from space adventures
to prisons, in their mood, from comedy to horror, and in their difficulty level.
As such, different rooms may appeal to different people. Some people, for
example, expect the room to be scary, while others avoid all horror rooms. It is
AC
C
Vietnam J. Comp. Sci. Downloaded from www.worldscientific.com
by 198.252.58.113 on 07/06/19. Re-use and distribution is strictly not permitted, except for Open Access articles.
Software and Information Systems Engineering, Ben Gurion University
Preprint submitted to Elsevier
May 15, 2019
IPT
CR
Accepted manuscript to appear in VJCS
also common for escape room fans to develop their skills, initially preferring simpler rooms, and later moving to more challenging rooms. Indeed, it is unlikely
that an experienced user will enjoy a simple room, or vice versa.
US
The price for playing is typically about 40$ per person, and often a group of
often travel to other cities to visit a specific escape room. As such, an escape
room incurs a significant cost for the participants.
The escape room experience is constructed around the element of surprise
AN
— the visitor should know nothing about the structure of the room, the types of
puzzles, and most importantly, any hint about the solution of these puzzles. As
such, the available description of a room is very limited, and a person looking
for an escape room to visit must rely on the opinions of previous visitors. It
is very common to post a review of a given room, but these reviews are also
limited to discussing the general attributes of the room, such as whether it was
the experience.
DM
scary, the level of difficulty, and the very general feelings of the reviewer towards
Given all the above, it is a challenging task for a user to identify an appropriate room among the dozens of rooms in a major city. Recommendation
systems [34], systems that recommend items to users, can be a valuable tool in
helping users to choose which room to visit next.
Recommendations may be computed by content similarity [23]. For exam-
TE
ple, one can recommend movies of a given genre, or starring a preferred actor.
For escape rooms, however, there is no agreed upon content classification that
can help us to identify rooms with similar content. In addition, much of the
similarity between rooms is based on abstract qualities, such as the types of the
puzzles within the room, which is difficult to define.
EP
Alternatively, in the collaborative filtering approach [10, 7] an item is recommended to the active user based on users with similar behavior. In this paper
we take the collaborative filtering approach, computing similarity between users
and items based on previous user ratings of rooms.
We describe a dataset of user ratings for rooms given in a website designed to
AC
C
Vietnam J. Comp. Sci. Downloaded from www.worldscientific.com
by 198.252.58.113 on 07/06/19. Re-use and distribution is strictly not permitted, except for Open Access articles.
4 or more people go to an escape room together. Furthermore, escape room fans
2
IPT
CR
Accepted manuscript to appear in VJCS
help users in choosing an appropriate room to visit. The website provides users
with room descriptions, and allows users to search for available rooms in an area.
The website also allows users to review rooms both in a textual description and
We compare a number of collaborative filtering algorithms implemented in
open source libraries over the dataset. We used algorithms for two different
AN
tasks — rating prediction and top-N recommendation.
2. Background
Recommender systems actively suggest items to users, to help them to
rapidly discover relevant items, and to increase item consumption [35]. Such
systems can be found in many applications, including TV streaming services
DM
[1], online e-commerce [39], smart tutoring [9], and many more [24].
We focus here on two important recommendation tasks [37] — rating prediction, and top-N recommendation. In the rating prediction task the system is
given a user u and an item i, and must compute a predicted rating r̂u,i that u
would give to i. In the top-N task the system computes a list of N recommended
item that the user may choose.
There are two dominant approaches for computing recommendations for the
active user — the user that is currently interacting with the application and the
TE
recommender system. First, the collaborative filtering approach [4, 10] assumes
that users who agreed on preferred items in the past will tend to agree in the
future too. Many such methods rely on a matrix of user-item ratings to predict
unknown matrix entries, and thus to decide which items to recommend.
A simple approach in this family [30], commonly referred to as user based
EP
collaborative filtering, identifies a neighborhood of users that are similar to the
active user. This set of neighbors is based on the similarity of observed preferences between these users and the active user. Then, items that were preferred
by users in the neighborhood are recommended to the active user. Another
AC
C
Vietnam J. Comp. Sci. Downloaded from www.worldscientific.com
by 198.252.58.113 on 07/06/19. Re-use and distribution is strictly not permitted, except for Open Access articles.
recommendation system for this website.
US
using a numerical rating. We have recently constructed a collaborative filtering
3
IPT
CR
Accepted manuscript to appear in VJCS
approach [36, 2], known as item based collaborative filtering recommends items
also preferred by users that prefer a particular active item to other users that
also prefer that active item. In collaborative filtering approaches, the system
US
only has access to the item and user identifiers, and no additional information
tions titled “users who preferred this item also prefer” typically use some type
of collaborative filtering algorithm.
A second popular approach is the content-based recommendation [23]. In
AN
this approach, the system has access to a set of item features. The system then
learns the user preferences over features, and uses these computed preferences
to recommend new items with similar features. Such recommendations are typically titled “similar items”. User’s features, if available, such as demographics
(e.g. gender, age, geographic location) can also provide valuable information.
As content information is not available for the escape room data that we
DM
collected, we focus here on the collaborative (CF) filtering approach. Recently,
many collaborative filtering algorithms were implemented in off-the-shelf libraries, allowing us to easily compare a large set of algorithms for a particular
problem.
Specifically, in this paper we compared algorithms from several families. The
user-based KNN method [8] directly identifies a set of similar users to the active
user, based on the similarity of past ratings, and computes recommendations
TE
based on the items favored by these similar users. Alternatively, the item-based
KNN method [36] identifies a set of similar items to items that the active user
has rated. The matrix factorization (MF) approach [22] computes for each
user and item a vector of latent features, and recommends an item if its latent
vector is similar to the user latent vector. Many MF algorithms were suggested
EP
in the past, and MF is widely used in many recommendation applications. kMarkov models [38] utilize the temporal order of past ratings. Clustering models
[14] attempt to group together users or items that have similar behavior, and
compute recommendations based on other members of the cluster.
AC
C
Vietnam J. Comp. Sci. Downloaded from www.worldscientific.com
by 198.252.58.113 on 07/06/19. Re-use and distribution is strictly not permitted, except for Open Access articles.
over items or users is used. For example, websites that present recommenda-
4
IPT
CR
Accepted manuscript to appear in VJCS
3. The Escape Room Domain
We now review escape rooms with respect to other recommendation domains.
We focus on various aspects influencing user behavior, as well as the decision on
US
domains — recommendations for movies [15], e-commerce [17], and hotels [3].
First, when a user makes a decision about which item to choose, the user is
exposed to various information sources. In many cases there is available information about the item, such as hotel amenities, the genres and the description
AN
of the movie, or the specification of an electronic gadget. In these domains
there is an attempt to provide as much information as possible, to avoid bad
experience from the user due to unfulfilled expectations.
In escape rooms, on the other hand, mystery plays an important role in
the user experience. As such, escape rooms provide description only about the
DM
general theme of the room, such as whether it takes place in ancient Egypt or
in space, but discloses no information as to how many rooms the user has to
go through, or how many riddles need to be solved, which may influence the
user experience much more than the theme. As such, making informed decisions
about which room to choose becomes much harder for the user.
It is also important that user reviews of escape rooms refrain from revealing
such information. These reviews are hence limited to comments on the general
difficulty, theme, and quality of the room. Many users even avoid reading these
TE
reviews, fearing that they may contain “spoilers”.
An additional source of information can be reviews over items [5]. These
are common in all 4 domains, but originate from different sources. In movies,
reviews are typically written by expert critics which review many, if not all,
new movies. A user that identifies a critic that is aligned with her may trust
EP
the critic’s opinions over new movies [32]. For electronic products, such as cell
phones or laptops, one may find available reviews by experts that may compare
several items, allowing the users to make informed decisions.
In escape rooms, as well as hotels, users rely on reviews provided by other
AC
C
Vietnam J. Comp. Sci. Downloaded from www.worldscientific.com
by 198.252.58.113 on 07/06/19. Re-use and distribution is strictly not permitted, except for Open Access articles.
which item should be recommended. We compare escape rooms to three other
5
IPT
CR
Accepted manuscript to appear in VJCS
users, which become an essential component in decision making. It is common
to read reviews by other users, both positive and negative before making a de-
cision [28]. The mystery component is important here as well, and user reviews
US
for escape rooms make an effort not to disclose any details about the room.
general information about the riddles (difficulty). In hotel reviews, on the other
hand, the reviewers conveys as much information as possible concerning their
experience.
AN
Price also plays an important role in making a decision about escape rooms.
In hotels and e-commerce price may vary greatly. Hotels can be found in major
cities in a wide price range, from perhaps $50 to many hundreds of dollars
per night. Reasonable cell phones as well can be found in a wide price range.
Escape rooms, like movies, are typically offered at a fixed price. However, the
same movie is typically shown in many theaters, while escape rooms are unique.
DM
As such, one can go to the nearest movie theater, but may have to travel far to
a specific location for an escape room. As such, traveling imposes an additional
cost in terms of money and time. Escape rooms must also be booked in advance,
while one can typically purchase movie tickets at a short notice.
The availability of escape rooms is also different than other domains. There
are many thousands of movies that one can watch in VOD, and a few dozen that
play at local cinemas, with new movies released weekly. For many electronic
TE
gadgets, such as cell phones, there is also a wide variety of items to choose from.
Escape rooms are much less common. In London, for example, there are only
about 100 escape rooms. Although in major tourist attractions hotels are much
more abundant, one may claim that the availability of hotels is also quite limited
in many locations. However, an escape room fan may visit all rooms in her local
EP
city, while it is unlikely that people would visit all hotels in a city. Moreover,
people who frequently travel to the same city may find a suitable hotel to use
in all visits [27], while returning an escape room is pointless.
In escape rooms, a major consideration is the group that is playing together.
Recommendations for groups are important in many domains [26]. It is often
AC
C
Vietnam J. Comp. Sci. Downloaded from www.worldscientific.com
by 198.252.58.113 on 07/06/19. Re-use and distribution is strictly not permitted, except for Open Access articles.
Reviews may report the company (number of people, level of expertise), and
6
IPT
CR
Accepted manuscript to appear in VJCS
the case that people go with a group of friends to a movie together, and it
is important to find a movie that would fit the preferences of everybody in
the group. This is even more crucial in escape rooms, where the experience
US
in interactive and everybody should contribute. As such, escape rooms are
on the other hand, people typically travel with family or alone, and visiting a
hotel with a group of friends is perhaps less common. In e-commerce, people
typically purchase items for a specific individual, and groups are less relevant.
AN
Another interesting domain that bears some resemblance to escape rooms is
the area of point of interest (POI) recommendations. More specifically, while
some researchers consider restaurants and stores as POIs, escape rooms are more
similar to attractions POIs, such as museums and landmarks [6]. As opposed to
escape rooms, many POIs can be visited many times. However, some work in
POI recommendation focuses on recommending only new POIs, which is more
DM
similar to escape rooms [11]. POI recommendations are often of importance
for touristic applications. In this context, in many cases a tourist wishes to
visit several POIs during the same day [18]. As such, many POI recommenders
consider the order by which a set of POIs should be visited, based on properties
such as geographical location and type, so as to reduce the required distance
to travel, and increase diversity. In escape rooms, it is highly unlikely that one
TE
would visit several escape rooms during a single day.
4. Empirical Comparison of CF Algorithms
We now review an experimental study that we conducted using data collected
by an escape room booking website.
EP
4.0.1. Dataset
We now describe a dataset obtained from 3 years of reviews written by
escape-rooms fans. The website provides a platform for companies to publish
their escape rooms, and for users to provide reviews for escape rooms they
visited. The website is not associated with any specific escape room company,
AC
C
Vietnam J. Comp. Sci. Downloaded from www.worldscientific.com
by 198.252.58.113 on 07/06/19. Re-use and distribution is strictly not permitted, except for Open Access articles.
perhaps a major application for research in group recommendations. In hotels,
7
Dataset
Users
Items
Ratings
IPT
Density
Git (Django)
790
1757
13,165
Escape Rooms
20,197
375
41,256
Movielens 20M
138,493
27,278
20,000,263
0.52%
Last.fm
1892
17632
92,834
0.28%
Book-Crossing
92,107
271,379
1,031,175
0.00%
0.95%
DM
AN
US
0.54%
Figure 1: A histogram in log scale of the number of reviews per user for the escape-rooms
dataset
and escape rooms pay a commission for each user referred to them from the
TE
website. There are between 15, 000 to 20, 000 monthly visits to the website.
Users can write reviews for escape rooms, both numeric ratings, in the range
of 1 through 10, and optional textual reviews describing their experience. The
dataset contains 20, 197 users who uploaded 41, 256 reviews for 375 rooms. Figure 1 shows a histogram of the number of reviews per user. As can be seen,
EP
about half of the users rate only a single room, but there are about 800 users
who reviewed 5 or more rooms, 54 of which reviewed more than 50 rooms.
Table 1 shows the properties of our dataset with respect to other well known
AC
C
Vietnam J. Comp. Sci. Downloaded from www.worldscientific.com
by 198.252.58.113 on 07/06/19. Re-use and distribution is strictly not permitted, except for Open Access articles.
Table 1: Datasets statistics
CR
Accepted manuscript to appear in VJCS
8
IPT
CR
Accepted manuscript to appear in VJCS
datasets1 . As can be seen, our dataset has relatively low sparsity. This is due
to the relatively low ratio of items to users, but can also be because relatively
many users of the website are eager to express their opinions concerning their
US
experience.
average rating of previous users. This non-personalized method provided an
incentive for room owners to solicit fake reviews. Indeed, there are many users in
the system that provided a single review giving the maximal rating (10 stars) to
AN
a room, which we suspect to be fake. In most collaborative filtering approaches,
though, a user that provided a single review has little to no influence over the
predicted ratings for other users. As such, we took no specific steps towards
identifying and removing these reviews.
In our experiments below we used a temporal train-test split, using ratings
from the last 2 months as a test set, and all other ratings as training data. We
DM
remove new users from the test set, as CF algorithms cannot provide recommendations or predictions for such users.
4.1. Suspected Reviews
Prior to implementing a collaborative filtering approach in our website, the
rooms were displayed to a user ranked by their average grade. As such, there is
a significant incentive for escape room operators to solicit positive fake reviews,
TE
that would increase the room’s average rating and improve its rank and hence,
its observability.
To analyze this, we tried to identify what constitutes as a fake review. First,
as there was no collaborative filtering engine, there was no incentive to rate
more than a single room. As such, we focused on users who rated only a single
EP
room, giving it a perfect rating of 10 stars. To avoid detection, these reviews
also contained textual descriptions, and are linked to a facebook account.
We find such suspected fake reviews, i.e., a single rating by a user of 10
1 https://bit.ly/2MJE9ed
AC
C
Vietnam J. Comp. Sci. Downloaded from www.worldscientific.com
by 198.252.58.113 on 07/06/19. Re-use and distribution is strictly not permitted, except for Open Access articles.
During the collection of the data, the website displayed for each room the
9
IPT
US
AN
Figure 2: A histogram of the number of rooms with a given ratio of suspected reviews to other
reviews.
stars, for all escape rooms. Figure 2 shows the ratio between suspected reviews
and other reviews. We can see that for some rooms, the amount of suspected
DM
reviews greatly outnumbers the amount of other reviews. For about half the
rooms, however, the number of suspected reviews is no more than half the
number of other reviews.
The suspected reviews also greatly influence the ranking of the rooms following the average rating. As can be seen in Figure 3 rooms with more than
two times the number of fake reviews to the number of other reviews increase
their ranking by an average of 84.8 positions in the list. On the other hand,
rooms who did not have many suspected reviews dropped 37.7 places in the list
TE
on average.
We believe that this is sufficient evidence to remove these suspected reviews
from consideration in our empirical evaluation.
4.2. Collaborative Filtering Algorithms
EP
In our experiments we used algorithms implemented in two popular rec-
ommendation frameworks available online — MyMediaLite2 and Surprise3 . In
2 http://www.mymedialite.net/[13]
3 https://surprise.readthedocs.io/en/stable/[16]
AC
C
Vietnam J. Comp. Sci. Downloaded from www.worldscientific.com
by 198.252.58.113 on 07/06/19. Re-use and distribution is strictly not permitted, except for Open Access articles.
CR
Accepted manuscript to appear in VJCS
10
IPT
US
AN
Figure 3: Average increase in the room ranking given the ratio of suspected reviews.
addition, we implemented the k-Markov algorithm [38], which is not provided
by either package. We experimented with many algorithms implemented by the
two libraries, but, due to space restrictions, report below only the best perform-
DM
ing algorithms. Our implementation and dataset are available online, along with
the framework built for joint evaluation 4 . We used the MyMediaLite API also
to evaluate the recommendations given by all algorithms. We evaluated the all
algorithms using AUC, Precision@5, Precision@10, MAP, Recall@5, Recall@10
and NDCG. Due to space constrains, however, we report only precision, RMSE,
and MAP below. AUC, Recall and NDCG ranked the algorithms roughly in the
same order as precision and MAP.
TE
4.3. Results
We experimented with two relevant tasks — rating prediction, where the
system presents to the user a personalized predicted rating for a given room
that she is considering, and top-N recommendations, where the system presents
EP
to the user a personalized list of N rooms that she may want to visit.
Tables 2 and 3 show a selected set of results for the best techniques that we
experimented with. In addition, we show results for a random algorithm, and
4 https://github.com/Sharpen6/EscapeRoomsRecSys
AC
C
Vietnam J. Comp. Sci. Downloaded from www.worldscientific.com
by 198.252.58.113 on 07/06/19. Re-use and distribution is strictly not permitted, except for Open Access articles.
CR
Accepted manuscript to appear in VJCS
11
US
IPT
Table 2: Results for the rating prediction task . (M) denotes a MyMediaLite implementation
AN
and (S) denotes a Surprise implementation.
RMSE
(M) KNN user - cosine
1.226
(M) SCAF [31]
1.247
(M) SVD++
1.257
1.285
(M) User-Item bias
1.303
(M) Matrix Factorization
1.336
(M) Co-Clustering
1.386
(M) KNN item - cosine
1.397
(S) Base model
1.399
(S) KNN item - pearson
1.431
(M) SigmoidSVD++ [20]
1.952
TE
DM
(M) SlopeOne
Average (Current)
2.289
Random
4.636
EP
AC
C
Vietnam J. Comp. Sci. Downloaded from www.worldscientific.com
by 198.252.58.113 on 07/06/19. Re-use and distribution is strictly not permitted, except for Open Access articles.
CR
Accepted manuscript to appear in VJCS
12
IPT
US
Table 3: Results for the top-10 recommendation task. (M) denotes a MyMediaLite implemen-
(S) KNN user - cosine
0.087
(M) KNN item - cosine
0.072
k-Markov(k=2) [38]
0.061
(S) Co-Clustering [14]
0.054
AN
tation and (S) denotes a Surprise implementation.
0.077
0.039
0.130
0.235
(S) User-Item bias [21]
0.046
0.047
0.044
0.069
0.147
(S) Base model [22]
0.039
0.046
0.033
0.059
0.118
(S) SVD++ [20]
0.038
0.039
0.034
0.077
0.118
(S) NMF [25]
0.036
0.034
0.035
0.058
0.093
(M) MostPopular
0.026
0.027
0.022
0.03
0.051
(M) WRMF [12]
0.025
0.026
0.026
0.04
0.072
(M) BPRMF [33]
0.014
0.014
0.015
0.037
0.046
prec@5
prec@10
recall@5
recall@10
0.076
0.055
0.24
0.308
0.061
0.044
0.184
0.215
0.061
0.054
0.108
0.191
TE
DM
MAP
0.01
0.011
0.01
0.026
0.041
Random
0.007
0.007
0.007
0.01
0.017
EP
Average (Current)
AC
C
Vietnam J. Comp. Sci. Downloaded from www.worldscientific.com
by 198.252.58.113 on 07/06/19. Re-use and distribution is strictly not permitted, except for Open Access articles.
CR
Accepted manuscript to appear in VJCS
13
IPT
CR
Accepted manuscript to appear in VJCS
for the current average rating prediction.
For top-N recommendations, the traditional KNN model over either users
or items performed well in this domain, possibly due to the relatively low di-
US
mensionality of the problem, with only 375 items. The k-Markov model also
of this domain. The Co-Clustering model [14], recommending based on a user
cluster, item cluster, and a user-item cluster, also provided good results. This
is somewhat surprising, because in many domains clustering algorithms do not
AN
produce good results. This may be attributed to the relatively low sparsity in
our domain, compared with other well known CF datasets [7]. Popular matrix
factorization approaches, such as BPR, SVD variants, and others, produced less
accurate recommendations.
While the precision of all algorithms may seem low, this is not untypical
for top-N recommendations in similar domains. For example, for the new POI
DM
problem, Feng et al. [11] report similar precision values.
For rating prediction, the user-based KNN model again produced the best
results, but matrix factorization method performed very well for this problem.
The average item rating that was shown on the website prior to the installation
of the recommendation engine, performed much worse, with an RMSE almost
twice as much as the user-based KNN method.
TE
5. Conclusion
In this paper we described a recommendation system for the growing area of
escape rooms which can now be found all around the world. We discussed the
characteristics of escape rooms, and their similarity to other popular recommendation system domains. We then reported an evaluation of many collaborative
EP
filtering algorithms for two problems — rating prediction and top-N recommendations over a real dataset of an escape room website.
Our system has only been recently installed in the website, and in the future
we will report user response to the recommended items. In addition, given data
AC
C
Vietnam J. Comp. Sci. Downloaded from www.worldscientific.com
by 198.252.58.113 on 07/06/19. Re-use and distribution is strictly not permitted, except for Open Access articles.
produced good results here, which can be attributed to the sequential nature
14
Vietnam J. Comp. Sci. Downloaded from www.worldscientific.com
by 198.252.58.113 on 07/06/19. Re-use and distribution is strictly not permitted, except for Open Access articles.
15
DM
AN
US
CR
Accepted manuscript to appear in VJCS
TE
about how users interact with the recommender system, we may be able to
EP
design better algorithms for this domain.
AC
C
IPT
IPT
CR
Accepted manuscript to appear in VJCS
[1] Amat, F., Chandrashekar, A., Jebara, T., Basilico, J.: Artwork personal-
ization at netflix. In: Proceedings of the 12th ACM Conference on Recommender Systems, pp. 487–488. ACM (2018)
US
orative filtering. In: 2016 IEEE 26th International Workshop on Machine
Learning for Signal Processing (MLSP), pp. 1–6. IEEE (2016)
[3] Borràs, J., Moreno, A., Valls, A.: Intelligent tourism recommender systems:
AN
A survey. Expert Systems with Applications 41(16), 7370–7389 (2014)
[4] Breese, J.S., Heckerman, D., Kadie, C.: Empirical analysis of predictive
algorithms for collaborative filtering. In: Proceedings of the Fourteenth
conference on Uncertainty in artificial intelligence, pp. 43–52. Morgan Kaufmann Publishers Inc. (1998)
DM
[5] Chen, L., Chen, G., Wang, F.: Recommender systems based on user reviews: the state of the art. User Modeling and User-Adapted Interaction
25(2), 99–154 (2015)
[6] Cheng, C., Yang, H., Lyu, M.R., King, I.: Where you like to go next:
Successive point-of-interest recommendation. In: IJCAI, vol. 13, pp. 2605–
2611 (2013)
[7] Desrosiers, C., Karypis, G.: A comprehensive survey of neighborhood-
TE
based recommendation methods. In: Recommender systems handbook,
pp. 107–144. Springer (2011)
[8] Desrosiers, C., Karypis, G.: A comprehensive survey of neighborhoodbased recommendation methods. In: Recommender systems handbook,
EP
pp. 107–144. Springer (2011)
[9] Drachsler, H., Verbert, K., Santos, O.C., Manouselis, N.: Panorama of recommender systems to support learning. In: Recommender systems handbook, pp. 421–451. Springer (2015)
AC
C
Vietnam J. Comp. Sci. Downloaded from www.worldscientific.com
by 198.252.58.113 on 07/06/19. Re-use and distribution is strictly not permitted, except for Open Access articles.
[2] Barkan, O., Koenigstein, N.: Item2vec: neural item embedding for collab-
16
IPT
CR
Accepted manuscript to appear in VJCS
[10] Ekstrand, M.D., Riedl, J.T., Konstan, J.A., et al.: Collaborative filtering
recommender systems. Foundations and Trends R in Human–Computer
Interaction 4(2), 81–173 (2011)
US
ranking metric embedding for next new poi recommendation. In: IJCAI,
vol. 15, pp. 2069–2075 (2015)
[12] Gantner, Z., Drumond, L., Freudenthaler, C., Schmidt-Thieme, L.: Person-
Cup 2011, pp. 231–247 (2012)
AN
alized ranking for non-uniformly sampled items. In: Proceedings of KDD
[13] Gantner, Z., Rendle, S., Freudenthaler, C., Schmidt-Thieme, L.: MyMediaLite: A free recommender system library. In: Proceedings of the 5th ACM
Conference on Recommender Systems (RecSys 2011) (2011)
[14] George, T., Merugu, S.: A scalable collaborative filtering framework based
DM
on co-clustering. In: Data Mining, Fifth IEEE international conference on,
pp. 4–pp. IEEE (2005)
[15] Harper, F.M., Konstan, J.A.: The movielens datasets: History and context.
ACM Transactions on Interactive Intelligent Systems (TiiS) 5(4), 19 (2016)
[16] Hug, N.: Surprise, a Python library for recommender systems. http:
//surpriselib.com (2017)
TE
[17] Jannach, D., Lerche, L., Jugovac, M.: Adaptation and evaluation of recommendations for short-term shopping goals. In: Proceedings of the 9th
ACM Conference on Recommender Systems, pp. 211–218. ACM (2015)
[18] Jiang, S., Qian, X., Mei, T., Fu, Y.: Personalized travel sequence recom-
EP
mendation on multi-source big social media. IEEE Transactions on Big
Data 2(1), 43–56 (2016)
[19] Kolar, T.: Conceptualising tourist experiences with new attractions: the
case of escape rooms. International Journal of Contemporary Hospitality
Management 29(5), 1322–1339 (2017)
AC
C
Vietnam J. Comp. Sci. Downloaded from www.worldscientific.com
by 198.252.58.113 on 07/06/19. Re-use and distribution is strictly not permitted, except for Open Access articles.
[11] Feng, S., Li, X., Zeng, Y., Cong, G., Chee, Y.M., Yuan, Q.: Personalized
17
IPT
CR
Accepted manuscript to appear in VJCS
[20] Koren, Y.: Factorization meets the neighborhood: a multifaceted collaborative filtering model. In: Proceedings of the 14th ACM SIGKDD international conference on Knowledge discovery and data mining, pp. 426–434.
US
[21] Koren, Y.: Factor in the neighbors: Scalable and accurate collaborative
filtering. ACM Transactions on Knowledge Discovery from Data (TKDD)
4(1), 1 (2010)
AN
[22] Koren, Y., Bell, R.: Advances in collaborative filtering. In: Recommender
systems handbook, pp. 77–118. Springer (2015)
[23] Lops, P., De Gemmis, M., Semeraro, G.: Content-based recommender systems: State of the art and trends. In: Recommender systems handbook,
pp. 73–105. Springer (2011)
DM
[24] Lu, J., Wu, D., Mao, M., Wang, W., Zhang, G.: Recommender system
application developments: a survey. Decision Support Systems 74, 12–32
(2015)
[25] Luo, X., Zhou, M., Xia, Y., Zhu, Q.: An efficient non-negative matrixfactorization-based approach to collaborative filtering for recommender systems. IEEE Transactions on Industrial Informatics 10(2), 1273–1284 (2014)
[26] Masthoff, J.: Group recommender systems: Combining individual models.
TE
In: Recommender systems handbook, pp. 677–702. Springer (2011)
[27] Mattila, A.S.: How affective commitment boosts guest loyalty (and promotes frequent-guest programs). Cornell Hotel and Restaurant Administration Quarterly 47(2), 174–181 (2006)
EP
[28] Mauri, A.G., Minazzi, R.: Web reviews influence on expectations and purchasing intentions of hotel potential customers. International Journal of
Hospitality Management 34, 99–107 (2013)
AC
C
Vietnam J. Comp. Sci. Downloaded from www.worldscientific.com
by 198.252.58.113 on 07/06/19. Re-use and distribution is strictly not permitted, except for Open Access articles.
ACM (2008)
18
IPT
CR
Accepted manuscript to appear in VJCS
[29] Nicholson, S.: Peeking behind the locked door: A survey of escape
room facilities.
White Paper available online at http://scottnicholson.
com/pubs/erfacwhite. pdf (2015)
US
A comprehensive survey of
neighborhood-based recommendation methods. In: Recommender systems
handbook, pp. 37–76. Springer (2015)
[31] Paterek, A.: Improving regularized singular value decomposition for col-
AN
laborative filtering. In: Proceedings of KDD cup and workshop, vol. 2007,
pp. 5–8 (2007)
[32] Ponnamma Divakaran, P.K., Nørskov, S.: Are online communities on par
with experts in the evaluation of new movies? evidence from the fandango
community. Information Technology & People 29(1), 120–145 (2016)
DM
[33] Rendle, S., Freudenthaler, C., Gantner, Z., Schmidt-Thieme, L.: Bpr:
Bayesian personalized ranking from implicit feedback. In: Proceedings
of the twenty-fifth conference on uncertainty in artificial intelligence, pp.
452–461. AUAI Press (2009)
[34] Ricci, F., Rokach, L., Shapira, B.: Introduction to recommender systems
handbook. In: Recommender systems handbook, pp. 1–35. Springer (2011)
[35] Ricci, F., Rokach, L., Shapira, B.: Recommender systems: IntroducIn: Recommender Systems Handbook, pp. 1–34
TE
tion and challenges.
(2015). DOI 10.1007/978-1-4899-7637-6\ 1. URL https://doi.org/10.
1007/978-1-4899-7637-6\_1
[36] Sarwar, B., Karypis, G., Konstan, J., Riedl, J.: Item-based collaborative
EP
filtering recommendation algorithms. In: Proceedings of the 10th international conference on World Wide Web, pp. 285–295. ACM (2001)
[37] Shani, G., Gunawardana, A.: Evaluating recommendation systems. In:
Recommender systems handbook, pp. 257–297. Springer (2011)
AC
C
Vietnam J. Comp. Sci. Downloaded from www.worldscientific.com
by 198.252.58.113 on 07/06/19. Re-use and distribution is strictly not permitted, except for Open Access articles.
[30] Ning, X., Desrosiers, C., Karypis, G.:
19
IPT
CR
Accepted manuscript to appear in VJCS
[38] Shani, G., Heckerman, D., Brafman, R.I.: An mdp-based recommender
system. Journal of Machine Learning Research 6(Sep), 1265–1295 (2005)
[39] Smith, B., Linden, G.: Two decades of recommender systems at amazon.
US
[40] Wiemker, M., Elumir, E., Clare, A.: Escape room games. Game Based
EP
TE
DM
AN
Learning 55 (2015)
AC
C
Vietnam J. Comp. Sci. Downloaded from www.worldscientific.com
by 198.252.58.113 on 07/06/19. Re-use and distribution is strictly not permitted, except for Open Access articles.
com. Ieee internet computing 21(3), 12–18 (2017)
20