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CPGRec+: Balanced Game Recommendation

Updated 5 July 2026
  • The paper introduces CPGRec+ which balances accuracy and diversity by integrating PER for edge reweighting and PRG for LLM-driven preference extraction.
  • It employs two novel modules that use statistical tests and LLM semantic insights to differentiate significant player-game interaction signals.
  • Experimental results on Steam datasets demonstrate superior accuracy and diversity compared to state-of-the-art GNN-based recommender models.

CPGRec+ is a balance-oriented framework for personalized video game recommendations that extends CPGRec by addressing a specific limitation in Graph Neural Network (GNN)-based recommenders: existing methods primarily prioritize accuracy over diversity, and CPGRec itself 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. The framework introduces two modules—Preference-informed Edge Reweighting (PER) and Preference-informed Representation Generation (PRG)—to distinguish significant interest and disinterest signals and to leverage LLMs for contextualized game and player descriptions. Experiments on two Steam datasets report superior accuracy and diversity over state-of-the-art models (Li et al., 16 Apr 2026).

1. Architectural position and data model

CPGRec+ operates on players UU and games II. For each player-game interaction, the inputs are dwelling time tu,it_{u,i} and implicit feedback in the form of play history. For each game, the available attributes are category metadata—genre, developer, publisher—together with popularity measured by player counts, average rating rir_i, price, and release date.

The graph construction is explicitly multi-relational. Three item-item “strict” graphs are built: GgdG^{g\wedge d}, GgpG^{g\wedge p}, and GdpG^{d\wedge p}, where an edge exists only if two games share at least two category attributes. In parallel, one item-item “connectivity” graph GCoG^{Co} is constructed where games share at least one category. A player-game bipartite graph GbiG^{bi} contains edges (u,i)(u,i) whenever player II0 has played game II1.

The overall architecture is organized into an accuracy-driven path, a diversity-driven path, and a comprehensive fusion stage. On the accuracy side, Stringency-improved Game Connection (SGC) learns II2 via LightGCN on the three strict graphs plus graph-wise attention; PER computes signed, information-content weights II3 for edges in II4; and PRG prompts an LLM to produce textual descriptions II5 for games and II6 for players, embeds them via a text encoder, and fuses them with II7 and II8. On the diversity side, Connectivity-enhanced Neighbor Aggregation (CNA) performs multi-layer LightGCN on II9 with layer-wise reweighting tu,it_{u,i}0 to obtain tu,it_{u,i}1, while Popularity-guided Edges and Nodes Reweighting (PENR) precomputes node and edge weights tu,it_{u,i}2 and tu,it_{u,i}3 on tu,it_{u,i}4 and incorporates them into LightGCN message passing to obtain tu,it_{u,i}5 and tu,it_{u,i}6.

The final item representation is fused by learnable coefficients:

tu,it_{u,i}7

This suggests that CPGRec+ treats recommendation as a joint optimization of accuracy-sensitive and diversity-sensitive signals rather than as a pure ranking problem followed by reranking.

2. Preference-informed Edge Reweighting

PER is motivated by two claims. First, in standard GCN, all edges are equally positive, so representations of tu,it_{u,i}8 and all its neighbors converge, producing over-smoothing. Second, historic plays are heterogeneous: some reflect strong personal interest, such as long play versus average, while others reflect disinterest, such as short play despite a highly rated game. PER therefore assigns a positive sign to edges where a player’s dwelling time deviates significantly upward from the global rating distribution, a negative sign where it deviates downward, and zero otherwise. The magnitude is then scaled by information content.

The preprocessing stage applies a Box-Cox transform with parameter tu,it_{u,i}9 to both rir_i0 and rir_i1, followed by Z-score normalization to obtain rir_i2 and rir_i3. A KS-test confirms empirical fit to standard normal. This normalization makes the subsequent significance test and information-content calculation comparable across interaction time and rating statistics.

The sign decision is Fisher-distribution-based. The statistic is defined as

rir_i4

Under rir_i5 independent, rir_i6. Let rir_i7 be the rir_i8 upper quantile of rir_i9. Then

GgdG^{g\wedge d}0

In this formulation, the sign is not a heuristic label; it is the output of a statistical decision rule tied to normalized dwelling time and normalized rating.

The edge-weight magnitude is defined by information content:

GgdG^{g\wedge d}1

The final PER edge weight is

GgdG^{g\wedge d}2

Within graph convolution on GgdG^{g\wedge d}3, the standard adjacency weight is replaced by the balance-oriented weight

GgdG^{g\wedge d}4

The stated effect is that positive edges pull representations together, negative edges push them apart, and zero edges block over-smoothing (Li et al., 16 Apr 2026).

3. Preference-informed Representation Generation

PRG provides what the framework describes as an external knowledge and reasoning channel. Its role is to enrich raw embeddings with LLM-derived semantics of global and personal preferences. The module therefore does not replace graph-based representation learning; it refines it by injecting text-conditioned semantic information.

For rating-informed game description generation, the prompt GgdG^{g\wedge d}5 contains the game title, average rating GgdG^{g\wedge d}6 interpreted as global interest, price GgdG^{g\wedge d}7, release date GgdG^{g\wedge d}8, and the instruction: “Focus on why players like/dislike this game, given its average rating.” The LLM used is Qwen2.5. The output is a textual game description GgdG^{g\wedge d}9 emphasizing aspects correlated with GgpG^{g\wedge p}0. This description is embedded via a pretrained text encoder EMB, with “e.g. M3-Embedding” given as the example, to produce GgpG^{g\wedge p}1, and is then aligned and fused with the game representation.

For preference-informed player description generation, the input to the LLM includes, for each historical game GgpG^{g\wedge p}2, its LLM-generated description GgpG^{g\wedge p}3, the normalized dwelling time GgpG^{g\wedge p}4, and the normalized rating GgpG^{g\wedge p}5. The prompt explicitly instructs: “Compare your own play time vs. the game’s rating; infer the player’s unique tastes.” The resulting textual player description GgpG^{g\wedge p}6 is embedded to GgpG^{g\wedge p}7, then aligned and fused into the player representation.

The significance of PRG lies in its use of comparative reasoning. Rather than describing games only by metadata or players only by interaction aggregates, the module compares personal play behavior against global rating signals. A plausible implication is that PRG attempts to encode preference residuals—how a player’s behavior departs from aggregate sentiment—into the final embedding space.

4. Optimization objective and balance mechanism

CPGRec+ is trained with a reweighted Bayesian Personalized Ranking objective. For each player GgpG^{g\wedge p}8, positive item GgpG^{g\wedge p}9, and negative item GdpG^{d\wedge p}0, the scores are

GdpG^{d\wedge p}1

The loss is

GdpG^{d\wedge p}2

Here GdpG^{d\wedge p}3 is the sigmoid, GdpG^{d\wedge p}4 controls negative-sample score reweighting (NSR) intensity, and GdpG^{d\wedge p}5 is the GdpG^{d\wedge p}6 regularization weight.

The paper characterizes the balance between accuracy and diversity in three coordinated terms. Raising negative scores of low-similarity, often long-tail, items encourages diversity. PER’s signed weights preserve sharp, user-specific signals for accuracy. Learnable fusion weights GdpG^{d\wedge p}7, GdpG^{d\wedge p}8, and GdpG^{d\wedge p}9 let the model trade off accuracy, represented by SGC + PER + PRG, versus diversity, represented by CNA + PENR.

The training and inference outline is fixed. The procedure first precomputes PER weights GCoG^{Co}0 and PENR weights GCoG^{Co}1 and GCoG^{Co}2. It then builds strict graphs and GCoG^{Co}3 and computes GCoG^{Co}4 and GCoG^{Co}5 via LightGCN plus attention. The LLM is prompted once per game to obtain GCoG^{Co}6, which is embedded to GCoG^{Co}7 and fused. For each player GCoG^{Co}8, the LLM is prompted on the interaction history to obtain GCoG^{Co}9, which is embedded to GbiG^{bi}0 and fused. During training epochs, the model samples GbiG^{bi}1, computes GbiG^{bi}2 and the scores GbiG^{bi}3, accumulates GbiG^{bi}4, and backpropagates to update embeddings, MLPs, fusion weights, and the NSR parameter GbiG^{bi}5. The stopping condition is when validation performance plateaus. At inference time, for a given player GbiG^{bi}6, the system ranks all GbiG^{bi}7 by GbiG^{bi}8 and returns the top-GbiG^{bi}9.

5. Experimental configuration and reported performance

The evaluation is conducted on two Steam datasets. Steam I contains 3,908,744 players, 2,675 games, and 95M interactions, with an 80/10/10 train/valid/test split. Steam II contains 334,730 players, 13,047 games, and 3.7M interactions, with a 50/5/45 split. Both datasets contain dwelling time, ratings, and genre/developer/publisher information.

The baselines are partitioned by emphasis. Accuracy-focused baselines are LightGCN, SURGE, BIGCF, MVGNN, and SCGRec. Diversity-focused baselines are MMR, EDUA, DDGraph, DGCN, and DGRec. Trade-off baselines are EXPLORE and the original CPGRec. The evaluation metrics are Accuracy@K—Recall@K, Precision@K, Hit@K, and NDCG@K for (u,i)(u,i)0—and Diversity@K—Coverage@K by genre, developer, publisher, and total, Entropy@K, Conventional Coverage@K, Tail Coverage@K, and Tail@K as the fraction of long-tail items.

On Steam I at (u,i)(u,i)1, the reported results are explicit. LightGCN obtains NDCG@10 (u,i)(u,i)2, Recall@10 (u,i)(u,i)3, Prec@10 (u,i)(u,i)4, ConvCov@10 (u,i)(u,i)5, and Tail@10 (u,i)(u,i)6. SCGRec obtains (u,i)(u,i)7, (u,i)(u,i)8, (u,i)(u,i)9, II00, and II01. CPGRec (acc-only) obtains II02, II03, II04, II05, and II06. CPGRec + (acc-only) obtains II07, II08, II09, II10, and II11. CPGRec (trade-off) obtains II12, II13, II14, II15, and II16. CPGRec + (trade-off) obtains II17, II18, II19, II20, and II21. The paper adds that similar gains appear on Steam II, and in diversity-only and hybrid settings (Li et al., 16 Apr 2026).

The reported hyperparameters are embedding size II22, GNN layers II23, learning rate II24, batch size II25, II26, II27, and II28 for PER. These values define the specific experimental instance rather than a claimed universal optimum.

6. Limitations, interpretation, and future directions

The stated strengths are threefold: CPGRec+ addresses GCN over-smoothing via signed, info-theoretic edge reweighting; it exploits LLM reasoning to inject global and personal preference semantics; and it achieves state-of-the-art on both accuracy and diversity metrics with a single unified framework. These are the terms in which the method is positioned relative to earlier GNN-based recommenders.

The limitations are also explicit. Dependence on LLM prompts introduces external cost and potential hallucination. The static PER threshold II29 may require per-domain tuning. Cold-start players and games are not explicitly addressed. These constraints are significant because they delimit the scope of the reported gains: the framework is validated on interaction-rich Steam data with LLM assistance, not on a cold-start or prompt-free regime.

The proposed future directions are dynamic graph updates to capture evolving tastes, uncertainty quantification for LLM-generated descriptions, cross-modal PRG using game trailers or audio, and automatic II30 scheduling via meta-learning. This suggests a research trajectory in which preference-aware graph weighting, diversity-aware ranking, and LLM-assisted semantic augmentation are integrated more tightly, especially under temporal, multimodal, and uncertainty-aware settings.

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