In this paper, we investigate recommender systems from a network perspective and investigate recommendation networks, where nodes are items (e.g., movies) and edges are constructed from top-N recommendations (e.g., related movies). In particular, we focus on evaluating the reachability and navigability of recommendation networks and investigate the following questions: (i) How well do recommendation networks support navigation and exploratory search? (ii) What is the influence of parameters, in particular different recommendation algorithms and the number of recommendations shown, on reachability and navigability? and (iii) How can reachability and navigability be improved in these networks? We tackle these questions by first evaluating the reachability of recommendation networks by investigating their structural properties. Second, we evaluate navigability by simulating three different models of information seeking scenarios. We find that with standard algorithms, recommender systems are not well suited to navigation and exploration and propose methods to modify recommendations to improve this. Our work extends from one-click-based evaluations of recommender systems towards multi-click analysis (i.e., sequences of dependent clicks) and presents a general, comprehensive approach to evaluating navigability of arbitrary recommendation networks.
Network Analysis Ever since Milgram's small world experiments @cite_3 , researchers have been making efforts to understand and in particular in networks. Kleinberg @cite_11 @cite_28 and Watts @cite_15 formalized the property that a navigable network requires short paths between all (or almost all) nodes @cite_22 . Formally, such a network has a low diameter bounded by a polynomial in @math , where @math is the number of nodes in the network, and a giant component containing almost all the nodes exists @cite_22 . In other words, because the majority of network nodes are connected, it is possible to reach all or almost all of the nodes, given global knowledge of the network. This property is referred to as . The low diameter and the existence of a giant component constitute necessary topological conditions for network navigability. In this paper we apply a set of standard network-theoretic measures including distribution of component sizes and component structure (via the bow tie model) to assess if a network satisfies them.
@cite_22 @cite_28 @cite_3 @cite_15 @cite_11
2128678576 2032332507 137863291 2068322213
Long a matter of folklore, the small-world phenomenon'''' --the principle that we are all linked by short chains of acquaintances --was inaugurated as an area of experimental study in the social sciences through the pioneering work of Stanley Milgram in the 1960''s. This work was among the first to make the phenomenon quantitative, allowing people to speak of the six degrees of separation'''' between any two people in the United States. Since then, a number of network models have been proposed as frameworks in which to study the problem analytically. One of the most refined of these models was formulated in recent work of Watts and Strogatz; their framework provided compelling evidence that the small-world phenomenon is pervasive in a range of networks arising in nature and technology, and a fundamental ingredient in the evolution of the World Wide Web. But existing models are insufficient to explain the striking algorithmic component of Milgram''s original findings: that individuals using local information are collectively very effective at actually constructing short paths between two points in a social network. Although recently proposed network models are rich in short paths, we prove that no decentralized algorithm, operating with local information only, can construct short paths in these networks with non-negligible probability. We then define an infinite family of network models that naturally generalizes the Watts-Strogatz model, and show that for one of these models, there is a decentralized algorithm capable of finding short paths with high probability. More generally, we provide a strong characterization of this family of network models, showing that there is in fact a unique model within the family for which decentralized algorithms are effective. In this paper we study the small-world network model of Watts and Strogatz, which mimics some aspects of the structure of networks of social interactions. We argue that there is one non-trivial length-scale in the model, analogous to the correlation length in other systems, which is well-defined in the limit of infinite system size and which diverges continuously as the randomness in the network tends to zero, giving a normal critical point in this limit. This length-scale governs the cross-over from large- to small-world behavior in the model, as well as the number of vertices in a neighborhood of given radius on the network. We derive the value of the single critical exponent controlling behavior in the critical region and the finite size scaling form for the average vertex-vertex distance on the network, and, using series expansion and Pade approximants, find an approximate analytic form for the scaling function. We calculate the effective dimension of small-world graphs and show that this dimension varies as a function of the length-scale on which it is measured, in a manner reminiscent of multifractals. We also study the problem of site percolation on small-world networks as a simple model of disease propagation, and derive an approximate expression for the percolation probability at which a giant component of connected vertices first forms (in epidemiological terms, the point at which an epidemic occurs). The typical cluster radius satisfies the expected finite size scaling form with a cluster size exponent close to that for a random graph. All our analytic results are confirmed by extensive numerical simulations of the model. Appears in Phys. Rev. E 60, 7332-7342 (1999). Many real-world domains can be represented as large node-link graphs: backbone Internet routers connect with 70,000 other hosts, mid-sized Web servers handle between 20,000 and 200,000 hyperlinked documents, and dictionaries contain millions of words defined in terms of each other. Computational manipulation of such large graphs is common, but previous tools for graph visualization have been limited to datasets of a few thousand nodes. Visual depictions of graphs and networks are external representations that exploit human visual processing to reduce the cognitive load of many tasks that require understanding of global or local structure. We assert that the two key advantages of computer-based systems for information visualization over traditional paper-based visual exposition are interactivity and scalability. We also argue that designing visualization software by taking the characteristics of a target user's task domain into account leads to systems that are more effective and scale to larger datasets than previous work. This thesis contains a detailed analysis of three specialized systems for the interactive exploration of large graphs, relating the intended tasks to the spatial layout and visual encoding choices. We present two novel algorithms for specialized layout and drawing that use quite different visual metaphors. The H3 system for visualizing the hyperlink structures of web sites scales to datasets of over 100,000 nodes by using a carefully chosen spanning tree as the layout backbone, 3D hyperbolic geometry for a Focus+Context view, and provides a fluid interactive experience through guaranteed frame rate drawing. The Constellation system features a highly specialized 2D layout intended to spatially encode domain-specific information for computational linguists checking the plausibility of a large semantic network created from dictionaries. The Planet Multicast system for displaying the tunnel topology of the Internet's multicast backbone provides a literal 3D geographic layout of arcs on a globe to help MBone maintainers find misconfigured long-distance tunnels. Each of these three systems provides a very different view of the graph structure, and we evaluate their efficacy for the intended task. We generalize these findings in our analysis of the importance of interactivity and specialization for graph visualization systems that are effective and scalable. In this paper, we study the question of how efficiently a collection of interconnected nodes can perform a global computation in the GOSSIP model of communication. In this model, nodes do not know the global topology of the network, and they may only initiate contact with a single neighbor in each round. This model contrasts with the much less restrictive LOCAL model, where a node may simultaneously communicate with all of its neighbors in a single round. A basic question in this setting is how many rounds of communication are required for the information dissemination problem, in which each node has some piece of information and is required to collect all others. In the LOCAL model, this is quite simple: each node broadcasts all of its information in each round, and the number of rounds required will be equal to the diameter of the underlying communication graph. In the GOSSIP model, each node must independently choose a single neighbor to contact, and the lack of global information makes it difficult to make any sort of principled choice. As such, researchers have focused on the uniform gossip algorithm, in which each node independently selects a neighbor uniformly at random. When the graph is well-connected, this works quite well. In a string of beautiful papers, researchers proved a sequence of successively stronger bounds on the number of rounds required in terms of the conductance φ and graph size n, culminating in a bound of O(φ-1 log n). In this paper, we show that a fairly simple modification of the protocol gives an algorithm that solves the information dissemination problem in at most O(D + polylog (n)) rounds in a network of diameter D, with no dependence on the conductance. This is at most an additive polylogarithmic factor from the trivial lower bound of D, which applies even in the LOCAL model. In fact, we prove that something stronger is true: any algorithm that requires T rounds in the LOCAL model can be simulated in O(T + polylog(n)) rounds in the GOSSIP model. We thus prove that these two models of distributed computation are essentially equivalent.