<p>The surge in the number of users and games in online game communities (e.g., Steam) has resulted in significant information overloading. With a vast array of games available, it becomes challenging for users to find ones they like. Existing recommendation methods are mostly designed for the fields of e-commerce and news, leaving the demand for game recommendation under-served. In this paper, we bridge this important gap by proposing the <Emphasis Type="Underline">M</Emphasis>ultimodal <Emphasis Type="Underline">c</Emphasis>ontrastive learning with <Emphasis Type="Underline">H</Emphasis>yperbolic geometry for <Emphasis Type="Underline">K</Emphasis>G-based <Emphasis Type="Underline">G</Emphasis>ame <Emphasis Type="Underline">R</Emphasis>ecommendation (McHKGR). Given that game items are multimodal (e.g., visual images, textual captions) and include numerous attributes, we construct a knowledge graph (KG) to store the complex interaction patterns between users and games as well as their multimodal features. Unlike existing methods that rely on Euclidean spaces or modality-agnostic representations, McHKGR encodes modality-specific views in hyperbolic space, enabling more expressive semantic alignment and better preservation of hierarchical user-game structures. Furthermore, we design a user co-occurrence graph with virtual relations based on the number of co-interaction items to enhance user representation. To bridge modality gaps, we also introduce a cross-modal contrastive learning strategy that unifies heterogeneous signals across modalities. Extensive experiments on our constructed real-world dataset Steam and public dataset MovieLens demonstrate that McHKGR outperforms fourteen state-of-the-art baselines, achieving up to 1.83% and 52.28% improvement in AUC and Recall@20 on Steam, and up to 1.48% and 45.23% improvement in AUC and Recall@20 on Movielens, respectively.</p>

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Multimodal contrastive learning with hyperbolic geometry for KG-based game recommendation

  • Yue Wang,
  • Yuliang Shi,
  • Jihu Wang,
  • Han Yu,
  • Xinjun Wang,
  • Zhongmin Yan,
  • Fanyu Kong

摘要

The surge in the number of users and games in online game communities (e.g., Steam) has resulted in significant information overloading. With a vast array of games available, it becomes challenging for users to find ones they like. Existing recommendation methods are mostly designed for the fields of e-commerce and news, leaving the demand for game recommendation under-served. In this paper, we bridge this important gap by proposing the Multimodal contrastive learning with Hyperbolic geometry for KG-based Game Recommendation (McHKGR). Given that game items are multimodal (e.g., visual images, textual captions) and include numerous attributes, we construct a knowledge graph (KG) to store the complex interaction patterns between users and games as well as their multimodal features. Unlike existing methods that rely on Euclidean spaces or modality-agnostic representations, McHKGR encodes modality-specific views in hyperbolic space, enabling more expressive semantic alignment and better preservation of hierarchical user-game structures. Furthermore, we design a user co-occurrence graph with virtual relations based on the number of co-interaction items to enhance user representation. To bridge modality gaps, we also introduce a cross-modal contrastive learning strategy that unifies heterogeneous signals across modalities. Extensive experiments on our constructed real-world dataset Steam and public dataset MovieLens demonstrate that McHKGR outperforms fourteen state-of-the-art baselines, achieving up to 1.83% and 52.28% improvement in AUC and Recall@20 on Steam, and up to 1.48% and 45.23% improvement in AUC and Recall@20 on Movielens, respectively.