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Would You Like Your Data to Be Trained? A User Controllable Recommendation Framework
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Proposes a user-controllable recommendation paradigm where users indicate per-interaction willingness to exclude items from training, formulated as a multiplayer game and solved efficiently with influence-function-based approximation (IFRQE, IFRQE++ with multiple anchor vectors).
Problem
Recommender models train on all user interactions, but users may not want some behaviors used in training; existing methods lack user-indicated willingness and retraining per candidate data selection is too costly.
Approach
Each user acts as a player choosing a binary selection vector over their interactions; rewards trade off validation loss against willingness violation, and influence functions approximate validation loss for different selections without retraining, with multiple anchor selection vectors improving approximation accuracy.
Key results
- IFRQE++ improves the base model's reward by about 12.4% (simulation), 11.1% (Diginetica), 14.6% (Steam), and 21.3% (Amazon Video) on average, with an average F1 drop of about 8.02% relative to the base model.
- Increasing anchor vectors reduces validation-loss approximation error from 19.2% to 15.2% on Diginetica and from 9.4% to 1.2% on Amazon Video (IFRQE vs IFRQE++).
- IFRQE++ achieves comparable reward to Proactive while substantially reducing training time.
Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Use IFRQE++ for user-controlled training instead of training on all interactions | MF · Simulation | reward: -2.25(.032) -> -1.92(.012) | Helped |
| Use IFRQE++ for user-controlled training instead of training on all interactions | MF · Diginetica | reward: -2.65(.072) -> -1.92(.022) | Helped |
| Use IFRQE++ for user-controlled training instead of training on all interactions | MF · Steam | reward: -2.99(.093) -> -2.42(.014) | Helped |
| Use IFRQE++ for user-controlled training instead of training on all interactions | MF · Amazon Video | reward: -2.43(.022) -> -1.98(.056) | Helped |
| Use multiple anchor selection vectors rather than one (ablation) | IFRQE validation-loss approximation · Diginetica | approximation error: 19.2% to 15.2% | Helped |
| Use multiple anchor selection vectors rather than one (ablation) | IFRQE validation-loss approximation · Amazon Video | approximation error: 9.4% to 1.2% | Helped |
Surprising findings
- On Diginetica and Amazon Video with MF, the proposed method sometimes improves recommendation F1 over the full-data base model, suggesting removing willing-to-omit items can help.
Limitations
- Does not model the temporal/dynamic nature of user willingness or online settings.
- Assumes overall user utility is a linear combination of recommendation quality and willingness violation.
- More anchor vectors require additional recommender retraining, reducing efficiency.
Experimental setup
Datasets: RecSim synthetic Diginetica Steam Amazon Video
Benchmarks: RecSim synthetic Diginetica Steam Amazon Video
Metrics: F1 willingness violation (wv) reward
Baselines: Random Threshold Proactive MF NeuMF LightGCN
Builds on: influence functions (Koh and Liang 2017) Proactive (Chen et al. 2022b)
Closest papers by meaning
- KuaiSim: A Comprehensive Simulator for Recommender Systems (NeurIPS 2023 · similarity 0.88)
- Infinite Recommendation Networks: A Data-Centric Approach (NeurIPS 2022 · similarity 0.88)
- LLM-Powered User Simulator for Recommender System (AAAI 2025 · similarity 0.88)
- Preference Diffusion for Recommendation (ICLR 2025 · similarity 0.88)
- Influential Exemplar Replay for Incremental Learning in Recommender Systems (AAAI 2024 · similarity 0.86)
- Identify Then Recommend: Towards Unsupervised Group Recommendation (NeurIPS 2024 · similarity 0.86)
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