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Real-time Attention Based Look-alike Model for Recommender System

arXiv.org Machine Learning

Recently, deep learning models play more and more important roles in contents recommender systems. However, although the performance of recommendations is greatly improved, the "Matthew effect" becomes increasingly evident. While the head contents get more and more popular, many competitive long-tail contents are difficult to achieve timely exposure because of lacking behavior features. This issue has badly impacted the quality and diversity of recommendations. To solve this problem, look-alike algorithm is a good choice to extend audience for high quality long-tail contents. But the traditional look-alike models which widely used in online advertising are not suitable for recommender systems because of the strict requirement of both real-time and effectiveness. This paper introduces a real-time attention based look-alike model (RALM) for recommender systems, which tackles the challenge of conflict between real-time and effectiveness. RALM realizes real-time look-alike audience extension benefiting from seeds-to-user similarity prediction and improves the effectiveness through optimizing user representation learning and look-alike learning modeling. For user representation learning, we propose a novel neural network structure named attention merge layer to replace the concatenation layer, which significantly improves the expressive ability of multi-fields feature learning. On the other hand, considering the various members of seeds, we design global attention unit and local attention unit to learn robust and adaptive seeds representation with respect to a certain target user. At last, we introduce seeds clustering mechanism which not only reduces the time complexity of attention units prediction but also minimizes the loss of seeds information at the same time. According to our experiments, RALM shows superior effectiveness and performance than popular look-alike models.


Optimizing Pipelined Computation and Communication for Latency-Constrained Edge Learning

arXiv.org Machine Learning

Consider a device that is connected to an edge processor via a communication channel. The device holds local data that is to be offloaded to the edge processor so as to train a machine learning model, e.g., for regression or classification. Transmission of the data to the learning processor, as well as training based on Stochastic Gradient Descent (SGD), must be both completed within a time limit. Assuming that communication and computation can be pipelined, this letter investigates the optimal choice for the packet payload size, given the overhead of each data packet transmission and the ratio between the computation and the communication rates. This amounts to a tradeoff between bias and variance, since communicating the entire data set first reduces the bias of the training process but it may not leave sufficient time for learning. Analytical bounds on the expected optimality gap are derived so as to enable an effective optimization, which is validated in numerical results.


Adaptively Preconditioned Stochastic Gradient Langevin Dynamics

arXiv.org Machine Learning

Stochastic Gradient Langevin Dynamics infuses isotropic gradient noise to SGD to help navigate pathological curvature in the loss landscape for deep networks. Isotropic nature of the noise leads to poor scaling, and adaptive methods based on higher order curvature information such as Fisher Scoring have been proposed to precondition the noise in order to achieve better convergence. In this paper, we describe an adaptive method to estimate the parameters of the noise and conduct experiments on well-known model architectures to show that the adaptively preconditioned SGLD method achieves convergence with the speed of adaptive first order methods such as Adam, AdaGrad etc. and achieves generalization equivalent of SGD in the test set.


Classification of Crop Tolerance to Heat and Drought: A Deep Convolutional Neural Networks Approach

arXiv.org Machine Learning

Environmental stresses such as drought and heat can cause substantial yield loss in agriculture. As such, hybrid crops which are tolerant to drought and heat stress would produce more consistent yields compared to the hybrids which are not tolerant to these stresses. In the 2019 Syngenta Crop Challenge, Syngenta released several large datasets that recorded the yield performances of 2,452 corn hybrids planted in 1,560 locations between 2008 and 2017 and asked participants to classify the corn hybrids as either tolerant or susceptible to drought stress, heat stress, and combined drought and heat stress. As one of the winning teams, we designed a two-step approach to solve this problem in an unsupervised way since no data was provided that classified any set of hybrids as tolerant or susceptible to any type of stress. First, we designed a deep convolutional neural network (CNN) that took advantage of state-of-the-art modeling and solution techniques to extract stress metrics for each type of stress. Our CNN model was found to successfully distinguish between the low and high stress environments due to considering multiple factors such as planting/harvest dates, daily weather, and soil conditions. Then, we conducted a linear regression of the yield of hybrid against each stress metric, and classified the hybrid based on the slope of the regression line, since the slope of the regression line showed how sensitive a hybrid was to a specific environmental stress. Our results suggested that only 14 % of the corn hybrids were tolerant to at least one type of stress.


E3: Entailment-driven Extracting and Editing for Conversational Machine Reading

arXiv.org Artificial Intelligence

Conversational machine reading systems help users answer high-level questions (e.g. determine if they qualify for particular government benefits) when they do not know the exact rules by which the determination is made(e.g. whether they need certain income levels or veteran status). The key challenge is that these rules are only provided in the form of a procedural text (e.g. guidelines from government website) which the system must read to figure out what to ask the user. We present a new conversational machine reading model that jointly extracts a set of decision rules from the procedural text while reasoning about which are entailed by the conversational history and which still need to be edited to create questions for the user. On the recently introduced ShARC conversational machine reading dataset, our Entailment-driven Extract and Edit network (E3) achieves a new state-of-the-art, outperforming existing systems as well as a new BERT-based baseline. In addition, by explicitly highlighting which information still needs to be gathered, E3 provides a more explainable alternative to prior work. We release source code for our models and experiments at https://github.com/vzhong/e3.


Search on the Replay Buffer: Bridging Planning and Reinforcement Learning

arXiv.org Artificial Intelligence

The history of learning for control has been an exciting back and forth between two broad classes of algorithms: planning and reinforcement learning. Planning algorithms effectively reason over long horizons, but assume access to a local policy and distance metric over collision-free paths. Reinforcement learning excels at learning policies and the relative values of states, but fails to plan over long horizons. Despite the successes of each method in various domains, tasks that require reasoning over long horizons with limited feedback and high-dimensional observations remain exceedingly challenging for both planning and reinforcement learning algorithms. Frustratingly, these sorts of tasks are potentially the most useful, as they are simple to design (a human only need to provide an example goal state) and avoid reward shaping, which can bias the agent towards finding a sub-optimal solution. We introduce a general control algorithm that combines the strengths of planning and reinforcement learning to effectively solve these tasks. Our aim is to decompose the task of reaching a distant goal state into a sequence of easier tasks, each of which corresponds to reaching a subgoal. Planning algorithms can automatically find these waypoints, but only if provided with suitable abstractions of the environment -- namely, a graph consisting of nodes and edges. Our main insight is that this graph can be constructed via reinforcement learning, where a goal-conditioned value function provides edge weights, and nodes are taken to be previously seen observations in a replay buffer. Using graph search over our replay buffer, we can automatically generate this sequence of subgoals, even in image-based environments. Our algorithm, search on the replay buffer (SoRB), enables agents to solve sparse reward tasks over one hundred steps, and generalizes substantially better than standard RL algorithms.


When to use parametric models in reinforcement learning?

arXiv.org Artificial Intelligence

We examine the question of when and how parametric models are most useful in reinforcement learning. In particular, we look at commonalities and differences between parametric models and experience replay. Replay-based learning algorithms share important traits with model-based approaches, including the ability to plan: to use more computation without additional data to improve predictions and behaviour. We discuss when to expect benefits from either approach, and interpret prior work in this context. We hypothesise that, under suitable conditions, replay-based algorithms should be competitive to or better than model-based algorithms if the model is used only to generate fictional transitions from observed states for an update rule that is otherwise model-free. We validated this hypothesis on Atari 2600 video games. The replay-based algorithm attained state-of-the-art data efficiency, improving over prior results with parametric models.


General Video Game Rule Generation

arXiv.org Artificial Intelligence

We introduce the General Video Game Rule Generation problem, and the eponymous software framework which will be used in a new track of the General Video Game AI (GVGAI) competition. The problem is, given a game level as input, to generate the rules of a game that fits that level. This can be seen as the inverse of the General Video Game Level Generation problem. Conceptualizing these two problems as separate helps breaking the very hard problem of generating complete games into smaller, more manageable subproblems. The proposed framework builds on the GVGAI software and thus asks the rule generator for rules defined in the Video Game Description Language. We describe the API, and three different rule generators: a random, a constructive and a search-based generator. Early results indicate that the constructive generator generates playable and somewhat interesting game rules but has a limited expressive range, whereas the search-based generator generates remarkably diverse rulesets, but with an uneven quality.


Polynomial-time Updates of Epistemic States in a Fragment of Probabilistic Epistemic Argumentation (Technical Report)

arXiv.org Artificial Intelligence

Probabilistic epistemic argumentation allows for reasoning about argumentation problems in a way that is well founded by probability theory. Epistemic states are represented by probability functions over possible worlds and can be adjusted to new beliefs using update operators. While the use of probability functions puts this approach on a solid foundational basis, it also causes computational challenges as the amount of data to process depends exponentially on the number of arguments. This leads to bottlenecks in applications such as modelling opponent's beliefs for persuasion dialogues. We show how update operators over probability functions can be related to update operators over much more compact representations that allow polynomial-time updates. We discuss the cognitive and probabilistic-logical plausibility of this approach and demonstrate its applicability in computational persuasion.


Neural Variational Inference For Estimating Uncertainty in Knowledge Graph Embeddings

arXiv.org Artificial Intelligence

Recent advances in Neural Variational Inference allowed for a renaissance in latent variable models in a variety of domains involving high-dimensional data. While traditional variational methods derive an analytical approximation for the intractable distribution over the latent variables, here we construct an inference network conditioned on the symbolic representation of entities and relation types in the Knowledge Graph, to provide the variational distributions. The new framework results in a highly-scalable method. Under a Bernoulli sampling framework, we provide an alternative justification for commonly used techniques in large-scale stochastic variational inference, which drastically reduce training time at a cost of an additional approximation to the variational lower bound. We introduce two models from this highly scalable probabilistic framework, namely the Latent Information and Latent Fact models, for reasoning over knowledge graph-based representations. Our Latent Information and Latent Fact models improve upon baseline performance under certain conditions. We use the learnt embedding variance to estimate predictive uncertainty during link prediction, and discuss the quality of these learnt uncertainty estimates. Our source code and datasets are publicly available online at https://github.com/alexanderimanicowenrivers/Neural-Variational-Knowledge-Graphs.