mlsanityData to 7 Oct 2026

Beyond Clicks: Modeling Multi-Relational Item Graph for Session-Based Target Behavior Prediction

arXiv 2002.07993 ↗First posted 19 Feb 2020cs.IRcited by 21

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Abstract (arXiv)

Session-based target behavior prediction aims to predict the next item to be interacted with specific behavior types (e.g., clicking). Although existing methods for session-based behavior prediction leverage powerful representation learning approaches to encode items' sequential relevance in a low-dimensional space, they suffer from several limitations. Firstly, they focus on only utilizing the same type of user behavior for prediction, but ignore the potential of taking other behavior data as auxiliary information. This is particularly crucial when the target behavior is sparse but important (e.g., buying or sharing an item). Secondly, item-to-item relations are modeled separately and locally in one behavior sequence, and they lack a principled way to globally encode these relations more effectively. To overcome these limitations, we propose a novel Multi-relational Graph Neural Network model for Session-based target behavior Prediction, namely MGNN-SPred for short. Specifically, we build a Multi-Relational Item Graph (MRIG) based on all behavior sequences from all sessions, involving target and auxiliary behavior types. Based on MRIG, MGNN-SPred learns global item-to-item relations and further obtains user preferences w.r.t. current target and auxiliary behavior sequences, respectively. In the end, MGNN-SPred leverages a gating mechanism to adaptively fuse user representations for predicting next item interacted with target behavior. The extensive experiments on two real-world datasets demonstrate the superiority of MGNN-SPred by comparing with state-of-the-art session-based prediction methods, validating the benefits of leveraging auxiliary behavior and learning item-to-item relations over MRIG.

Key facts. Cited by 21 papers in the map (data through 7 Oct 2026). First posted on arXiv 19 Feb 2020.

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Citing papers per year: 2021: 8; 2022: 6; 2023: 1; 2024: 3; 2025: 1; 2026: 2.

21 papers.

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  1. 2021Graph Learning based Recommender Systems: A Reviewcited by 59
  2. 2022Contrastive Meta Learning with Behavior Multiplicity for Recommendationcited by 37
  3. 2021Heterogeneous Global Graph Neural Networks for Personalized Session-based Recommendationcited by 22
  4. 2022Multi-view Multi-behavior Contrastive Learning in Recommendationcited by 21
  5. 2022Multi-Behavior Sequential Recommendation with Temporal Graph Transformercited by 20
  6. 2021Efficient Graph Deep Learning in TensorFlow with tf_geometriccited by 17
  7. 2024Personalized Behavior-Aware Transformer for Multi-Behavior Sequential Recommendationcited by 15
  8. 2021Denoising User-aware Memory Network for Recommendationcited by 7
  9. 2021Learning Dual Dynamic Representations on Time-Sliced User-Item Interaction Graphs for Sequential Recommendationcited by 5
  10. 2021HCGR: Hyperbolic Contrastive Graph Representation Learning for Session-based Recommendationcited by 4
  11. 2023Self Contrastive Learning for Session-based Recommendationcited by 3
  12. 2022SimCURL: Simple Contrastive User Representation Learning from Command Sequencescited by 2
9 more
  1. 2022Heterogeneous Information Crossing on Graphs for Session-based Recommender Systemscited by 2
  2. 2022Incorporating Heterogeneous User Behaviors and Social Influences for Predictive Analysiscited by 1
  3. 2024BMLP: Behavior-aware MLP for Heterogeneous Sequential Recommendationcited by 1
  4. 2021Context-aware short-term interest first model for session-based recommendationcited by 0
  5. 2021Contrastive Adaptive Propagation Graph Neural Networks for Efficient Graph Learningcited by 0
  6. 2024DM4Steal: Diffusion Model For Link Stealing Attack On Graph Neural Networkscited by 0
  7. 2025Looking around you: external information enhances representations for event sequencescited by 0
  8. 2026Multi-Behavior Sequential Modeling with Transition-Aware Graph Attention Network for E-Commerce Recommendationcited by 0
  9. 2026User Representation via Cross Multi-source Behavior Pre-training for Mobile Gamescited by 0