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import sys
import dgl
import dgl.function as fn
sys.path.append('../')
import os
import multiprocessing as mp
# mp.set_start_method('spawn')
from tqdm import tqdm
import pdb
import random
import numpy as np
import torch
import torch.nn as nn
import logging
logging.basicConfig(stream = sys.stdout, level = logging.INFO)
from utils.parser import parse_args
from utils.metrics import MAE, RMSE, ndcg_at_k, recall_at_k, hit_at_k, precision_at_k
from utils.dataloader_steam import Dataloader_steam_filtered
from utils.dataloader_item_graph import Dataloader_item_graph
# from models.RGCNModel_steam_rank import RGCNModel_steam_rank
from models.Predictor import HeteroDotProductPredictor
from models.model import Proposed_model
def validate(train_mask, dic, h, min_distances, ls_k,mask):
users = torch.tensor(list(dic.keys())).long()
user_embedding = h['user'][users]
mask = mask[users]
game_embedding = h['game']
Min_distances = min_distances
rating = torch.mm(user_embedding, game_embedding.t())
print('mask:',mask)
print('mask.shape:',mask.shape)
rating[train_mask] = -float('inf')
rating[~mask] += 1 * Min_distances.unsqueeze(0)
print(Min_distances.unsqueeze(0))
valid_mask = torch.zeros_like(train_mask)
for i in range(users.shape[0]):
user = int(users[i])
items = torch.tensor(dic[user])
valid_mask[i, items] = 1
_, indices = torch.sort(rating, descending = True)
ls = [valid_mask[i,:][indices[i, :]] for i in range(valid_mask.shape[0])]
result = torch.stack(ls).float()
res = []
for k in ls_k:
discount = (torch.tensor([i for i in range(k)]) + 2).log2()
ideal, _ = result.sort(descending = True)
idcg = (ideal[:, :k] / discount).sum(dim = 1)
dcg = (result[:, :k] / discount).sum(dim = 1)
ndcg = torch.mean(dcg / idcg)
recall = torch.mean(result[:, :k].sum(1) / result.sum(1))
hit = torch.mean((result[:, :k].sum(1) > 0).float())
precision = torch.mean(result[:, :k].mean(1))
unique_items = torch.unique(indices[:, :k])
coverage = len(unique_items) / game_embedding.shape[0]
unique_items, counts = torch.unique(indices[:, :k], return_counts=True)
total_count = torch.sum(counts)
freqs = counts.float() / total_count
entropy = -torch.sum(freqs * torch.log2(freqs + 1e-10))
logging_result = "For k = {}, ndcg = {}, recall = {}, hit = {}, precision = {}, coverage = {}, entropy = {}".format(k, ndcg, recall, hit, precision, coverage,entropy)
logging.info(logging_result)
res.append(logging_result)
return ndcg, str(res)
def construct_negative_graph(graph, etype):
utype, _ , vtype = etype
src, _ = graph.edges(etype = etype)
dst = torch.randint(graph.num_nodes(vtype), size = src.shape)
return dgl.heterograph({etype: (src, dst)}, num_nodes_dict = {ntype: graph.number_of_nodes(ntype) for ntype in graph.ntypes})
def setup_seed(seed):
torch.manual_seed(seed)
torch.cuda.manual_seed_all(seed)
np.random.seed(seed)
random.seed(seed)
torch.backends.cudnn.deterministic = True
if __name__ == '__main__':
args = parse_args()
setup_seed(2020)
if args.gpu >= 0 and torch.cuda.is_available():
device = 'cuda:{}'.format(args.gpu)
else:
device = 'cpu'
current_dir = os.path.dirname(os.path.abspath(__file__))
path = os.path.normpath(os.path.join(current_dir, '..', 'steam_data'))
user_id_path = path + '/users.txt'
app_id_path = path + '/app_id.txt'
app_info_path = path + '/App_ID_Info.txt'
friends_path = path + '/friends.txt'
developer_path = path + '/Games_Developers.txt'
publisher_path = path + '/Games_Publishers.txt'
genres_path = path + '/Games_Genres.txt'
DataLoader = Dataloader_steam_filtered(args, path, user_id_path, app_id_path, app_info_path, friends_path, developer_path, publisher_path, genres_path)
graph = DataLoader.graph
DataLoader_item = Dataloader_item_graph(graph, app_id_path, publisher_path, developer_path, genres_path)
graph_item = DataLoader_item.graph
graph_social = dgl.edge_type_subgraph(graph, [('user', 'friend of', 'user')])
graph = dgl.edge_type_subgraph(graph, [('user', 'play', 'game'), ('game', 'played by', 'user')])
graph.update_all(fn.copy_e('percentile', 'm'), fn.sum('m', 'total'), etype = 'played by')
graph.apply_edges(func = fn.e_div_v('percentile', 'total', 'weight'), etype = 'played by')
valid_user = list(DataLoader.valid_data.keys())
train_mask = torch.zeros(len(valid_user), graph.num_nodes('game'))
for i in range(len(valid_user)):
user = valid_user[i]
item_train = torch.tensor(DataLoader.dic_user_game[user])
train_mask[i, :][item_train] = 1
train_mask = train_mask.bool()
model = Proposed_model(args, graph, graph_item)
predictor = HeteroDotProductPredictor()
model.to(device)
opt = torch.optim.Adam(model.parameters(), lr = args.lr)
stop_count = 0
ndcg_val_best = 0
ls_k = args.k
total_epoch = 0
for epoch in range(args.epoch):
model.train()
graph_neg = construct_negative_graph(graph, ('user', 'play', 'game'))
h,div_loss,min_distances,mask = model(graph, graph_item, graph_social)
score = predictor(graph, h, ('user', 'play', 'game'))
score_neg = predictor(graph_neg, h, ('user', 'play', 'game'))
loss = -(score - score_neg).sigmoid().log().sum()
loss += div_loss * 20
logging.info("loss = {}".format(loss))
opt.zero_grad()
loss.backward()
opt.step()
total_epoch += 1
# score, h = model.forward_all(graph, 'play')
logging.info('Epoch {}'.format(epoch))
if total_epoch > 1:
model.eval()
logging.info("begin validation")
ndcg, _ = validate(train_mask, DataLoader.valid_data, h, min_distances, ls_k, mask)
if ndcg > ndcg_val_best:
ndcg_val_best = ndcg
stop_count = 0
logging.info("begin test")
ndcg_test, test_result = validate(train_mask, DataLoader.test_data, h, min_distances, ls_k,mask)
else:
stop_count += 1
if stop_count > args.early_stop:
logging.info('early stop')
break
logging.info('Final ndcg {}'.format(ndcg_test))
logging.info(test_result)