Personal Assistant Systems
Rethinking Incentives in Recommender Systems: Are Monotone Rewards Always Beneficial?
The past decade has witnessed the flourishing of a new profession as media content creators, who rely on revenue streams from online content recommendation platforms. The reward mechanism employed by these platforms creates a competitive environment among creators which affects their production choices and, consequently, content distribution and system welfare. It is thus crucial to design the platform's reward mechanism in order to steer the creators' competition towards a desirable welfare outcome in the long run. This work makes two major contributions in this regard: first, we uncover a fundamental limit about a class of widely adopted mechanisms, coined \emph{Merit-based Monotone Mechanisms}, by showing that they inevitably lead to a constant fraction loss of the optimal welfare. To circumvent this limitation, we introduce \emph{Backward Rewarding Mechanisms} (BRMs) and show that the competition game resultant from BRMs possesses a potential game structure. BRMs thus naturally induce strategic creators' collective behaviors towards optimizing the potential function, which can be designed to match any given welfare metric.
Coarse-to-Fine Lightweight Meta-Embedding for ID-Based Recommendation
Wang, Yang, Liu, Haipeng, Yi, Zeqian, Qian, Biao, Wang, Meng
The state-of-the-art recommendation systems have shifted the attention to efficient recommendation, e.g., on-device recommendation, under memory constraints. To this end, the existing methods either focused on the lightweight embeddings for both users and items, or involved on-device systems enjoying the compact embeddings to enhance reusability and reduces space complexity. However, they focus solely on the coarse granularity of embedding, while overlook the fine-grained semantic nuances, to adversarially downgrade the efficacy of meta-embeddings in capturing the intricate relationship over both user and item, consequently resulting into the suboptimal recommendations. In this paper, we aim to study how the meta-embedding can efficiently learn varied grained semantics, together with how the fine-grained meta-embedding can strengthen the representation of coarse-grained meta-embedding. To answer these questions, we develop a novel graph neural networks (GNNs) based recommender where each user and item serves as the node, linked directly to coarse-grained virtual nodes and indirectly to fine-grained virtual nodes, ensuring different grained semantic learning, while disclosing: 1) In contrast to coarse-grained semantics, fine-grained semantics are well captured through sparse meta-embeddings, which adaptively 2) balance the embedding uniqueness and memory constraint. Additionally, the initialization method come up upon SparsePCA, along with a soft thresholding activation function to render the sparseness of the meta-embeddings. We propose a weight bridging update strategy that focuses on matching each coarse-grained meta-embedding with several fine-grained meta-embeddings based on the users/items' semantics. Extensive experiments substantiate our method's superiority over existing baselines. Our code is available at https://github.com/htyjers/C2F-MetaEmbed.
Mitigating the Popularity Bias of Graph Collaborative Filtering: A Dimensional Collapse Perspective
Graph-based Collaborative Filtering (GCF) is widely used in personalized recommendation systems. However, GCF suffers from a fundamental problem where features tend to occupy the embedding space inefficiently (by spanning only a low-dimensional subspace). Such an effect is characterized in GCF by the embedding space being dominated by a few of popular items with the user embeddings highly concentrated around them. This enhances the so-called Matthew effect of the popularity bias where popular items are highly recommend whereas remaining items are ignored. In this paper, we analyze the above effect in GCF and reveal that the simplified graph convolution operation (typically used in GCF) shrinks the singular space of the feature matrix.
An Empirical Study Towards Prompt-Tuning for Graph Contrastive Pre-Training in Recommendations
Graph contrastive learning (GCL) has emerged as a potent technology for numerous graph learning tasks. It has been successfully applied to real-world recommender systems, where the contrastive loss and the downstream recommendation objectives are always combined to form the overall objective function. Such a strategy is inconsistent with the original GCL paradigm, where graph embeddings are pre-trained without involving downstream training objectives. In this paper, we innovatively propose a prompt-enhanced framework for GCL-based recommender systems, namely CPTPP, which can fully leverage the advantages of the original GCL protocol through prompt tuning. Specifically, we first summarise user profiles in graph recommender systems to automatically generate personalized user prompts.
Validated Image Caption Rating Dataset
We present a new high-quality validated image caption rating (VICR) dataset. How well a caption fits an image can be difficult to assess due to the subjective nature of caption quality. How do we evaluate whether a caption is good? We generated a new dataset to help answer this question by using our new image caption rating system, which consists of a novel robust rating scale and gamified approach to gathering human ratings. We show that our approach is consistent and teachable.
KuaiSim: A Comprehensive Simulator for Recommender Systems
Reinforcement Learning (RL)-based recommender systems (RSs) have garnered considerable attention due to their ability to learn optimal recommendation policies and maximize long-term user rewards. However, deploying RL models directly in online environments and generating authentic data through A/B tests can pose challenges and require substantial resources. Existing simulators have shown promising results but also have limitations such as simplified user feedback, lacking consistency with real-world data, the challenge of simulator evaluation, and difficulties in migration and expansion across RSs.To address these challenges, we propose KuaiSim, a comprehensive user environment that provides user feedback with multi-behavior and cross-session responses.The resulting simulator can support three levels of recommendation problems: the request level list-wise recommendation task, the whole-session level sequential recommendation task, and the cross-session level retention optimization task. For each task, KuaiSim also provides evaluation protocols and baseline recommendation algorithms that further serve as benchmarks for future research. We also restructure existing competitive simulators on the Kuairand Dataset and compare them against KuaiSim to future assess their performance and behavioral differences. Furthermore, to showcase KuaiSim's flexibility in accommodating different datasets, we demonstrate its versatility and robustness when deploying it on the ML-1m dataset.
When Can We Track Significant Preference Shifts in Dueling Bandits?
The K -armed dueling bandits problem, where the feedback is in the form of noisy pairwise preferences, has been widely studied due its applications in information retrieval, recommendation systems, etc. Motivated by concerns that user preferences/tastes can evolve over time, we consider the problem of _dueling bandits with distribution shifts_. Specifically, we study the recent notion of _significant shifts_ (Suk and Kpotufe, 2022), and ask whether one can design an _adaptive_ algorithm for the dueling problem with O(\sqrt{K\tilde{L}T}) dynamic regret,where \tilde{L} is the (unknown) number of significant shifts in preferences. We show that the answer to this question depends on the properties of underlying preference distributions. Firstly, we give an impossibility result that rules out any algorithm with O(\sqrt{K\tilde{L}T}) dynamic regret under the well-studied Condorcet and SST classes of preference distributions. Secondly, we show that \text{SST}\cap \text{STI} is the largest amongst popular classes of preference distributions where it is possible to design such an algorithm. Overall, our results provides an almost complete resolution of the above question for the hierarchy of distribution classes.
Pick-a-Pic: An Open Dataset of User Preferences for Text-to-Image Generation
The ability to collect a large dataset of human preferences from text-to-image users is usually limited to companies, making such datasets inaccessible to the public. To address this issue, we create a web app that enables text-to-image users to generate images and specify their preferences. Using this web app we build Pick-a-Pic, a large, open dataset of text-to-image prompts and real users' preferences over generated images. We leverage this dataset to train a CLIP-based scoring function, PickScore, which exhibits superhuman performance on the task of predicting human preferences. Then, we test PickScore's ability to perform model evaluation and observe that it correlates better with human rankings than other automatic evaluation metrics.
Anonymous Learning via Look-Alike Clustering: A Precise Analysis of Model Generalization
While personalized recommendations systems have become increasingly popular, ensuring user data protection remains a top concern in the development of these learning systems. A common approach to enhancing privacy involves training models using anonymous data rather than individual data. In this paper, we explore a natural technique called "look-alike clustering", which involves replacing sensitive features of individuals with the cluster's average values. We provide a precise analysis of how training models using anonymous cluster centers affects their generalization capabilities. We focus on an asymptotic regime where the size of the training set grows in proportion to the features dimension.
Cookie Consent Has Disparate Impact on Estimation Accuracy
Cookies are designed to enable more accurate identification and tracking of user behavior, in turn allowing for more personalized ads and better performing ad campaigns. Given the additional information that is recorded, questions related to privacy and fairness naturally arise. How does a user's consent decision influence how much the system can learn about their demographic and tastes? Is the impact of a user's consent decision on the recommender system's ability to learn about their latent attributes uniform across demographics? We investigate these questions in the context of an engagement-driven recommender system using simulation.