mlsanityData to 7 Oct 2026

Compressive Features in Offline Reinforcement Learning for Recommender Systems

arXiv 2111.08817 ↗First posted 16 Nov 2021cs.AIcited by 0

On the map: Offline RL and imitation learning from data → Decision transformers and sequence modeling

Abstract (arXiv)

In this paper, we develop a recommender system for a game that suggests potential items to players based on their interactive behaviors to maximize revenue for the game provider. Our approach is built on a reinforcement learning-based technique and is trained on an offline data set that is publicly available on an IEEE Big Data Cup challenge. The limitation of the offline data set and the curse of high dimensionality pose significant obstacles to solving this problem. Our proposed method focuses on improving the total rewards and performance by tackling these main difficulties. More specifically, we utilized sparse PCA to extract important features of user behaviors. Our Q-learning-based system is then trained from the processed offline data set. To exploit all possible information from the provided data set, we cluster user features to different groups and build an independent Q-table for each group. Furthermore, to tackle the challenge of unknown formula for evaluation metrics, we design a metric to self-evaluate our system's performance based on the potential value the game provider might achieve and a small collection of actual evaluation metrics that we obtain from the live scoring environment. Our experiments show that our proposed metric is consistent with the results published by the challenge organizers. We have implemented the proposed training pipeline, and the results show that our method outperforms current state-of-the-art methods in terms of both total rewards and training speed. By addressing the main challenges and leveraging the state-of-the-art techniques, we have achieved the best public leaderboard result in the challenge. Furthermore, our proposed method achieved an estimated score of approximately 20% better and can be trained faster by 30 times than the best of the current state-of-the-art methods.

Key facts. No citing papers in the map yet (data through 7 Oct 2026). Placed in Decision transformers and sequence modeling, one of 13 directions in Offline RL and imitation learning from data. Builds on 10 of its 27 references that are in the map. First posted on arXiv 16 Nov 2021.

Builds on

10 of 27 references.

References · 10

  1. 2020Offline Reinforcement Learning: Tutorial, Review, and Perspectives on Open Problemscited by 1,873
  2. 2020Conservative Q-Learning for Offline Reinforcement Learningcited by 1,777
  3. 2015Deep Reinforcement Learning with Double Q-learningcited by 1,704
  4. 2018Off-Policy Deep Reinforcement Learning without Explorationcited by 1,227
  5. 2020Is Pessimism Provably Efficient for Offline RL?cited by 362
  6. 2013k-Sparse Autoencoderscited by 209
  7. 2019Benchmarking Batch Deep Reinforcement Learning Algorithmscited by 108
  8. 2021Conservative Offline Distributional Reinforcement Learningcited by 78
  9. 2017On the challenges of learning with inference networks on sparse, high-dimensional datacited by 21
  10. 2021Boosting Offline Reinforcement Learning with Residual Generative Modelingcited by 7

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  1. 2023On the Opportunities and Challenges of Offline Reinforcement Learning for Recommender Systems
  2. 2023Causal Decision Transformer for Recommender Systems via Offline Reinforcement Learning
  3. 2021Value Penalized Q-Learning for Recommender Systems
  4. 2025Reward Balancing Revisited: Enhancing Offline Reinforcement Learning for Recommender Systems
  5. 2024ROLeR: Effective Reward Shaping in Offline Reinforcement Learning for Recommender Systems
  6. 2023A General Offline Reinforcement Learning Framework for Interactive Recommendation
  7. 2023Robust Reinforcement Learning Objectives for Sequential Recommender Systems
  8. 2019An Optimistic Perspective on Offline Reinforcement Learning