Gampa, Phanideep
Multi-Task Learning For Reduced Popularity Bias In Multi-Territory Video Recommendations
Gampa, Phanideep, Javadi, Farnoosh, Bayar, Belhassen, Yessenalina, Ainur
Various data imbalances that naturally arise in a multi-territory personalized recommender system can lead to a significant item bias for globally prevalent items. A locally popular item can be overshadowed by a globally prevalent item. Moreover, users' viewership patterns/statistics can drastically change from one geographic location to another which may suggest to learn specific user embeddings. In this paper, we propose a multi-task learning (MTL) technique, along with an adaptive upsampling method to reduce popularity bias in multi-territory recommendations. Our proposed framework is designed to enrich training examples with active users representation through upsampling, and capable of learning geographic-based user embeddings by leveraging MTL. Through experiments, we demonstrate the effectiveness of our framework in multiple territories compared to a baseline not incorporating our proposed techniques.~Noticeably, we show improved relative gain of up to $65.27\%$ in PR-AUC metric. A case study is presented to demonstrate the advantages of our methods in attenuating the popularity bias of global items.
Investigating the locality of neural network training dynamics
Dan, Soham, Gampa, Phanideep, Mukherjee, Anirbit
A fundamental quest in the theory of deep-learning is to understand the properties of the trajectories in the weight space that a learning algorithm takes. One such property that had very recently been isolated is that of "local elasticity" ($S_{\rm rel}$), which quantifies the propagation of influence of a sampled data point on the prediction at another data point. In this work, we perform a comprehensive study of local elasticity by providing new theoretical insights and more careful empirical evidence of this property in a variety of settings. Firstly, specific to the classification setting, we suggest a new definition of the original idea of $S_{\rm rel}$. Via experiments on state-of-the-art neural networks training on SVHN, CIFAR-10 and CIFAR-100 we demonstrate how our new $S_{\rm rel}$ detects the property of the weight updates preferring to make changes in predictions within the same class of the sampled data. Next, we demonstrate via examples of neural nets doing regression that the original $S_{\rm rel}$ reveals a $2-$phase behaviour: that their training proceeds via an initial elastic phase when $S_{\rm rel}$ changes rapidly and an eventual inelastic phase when $S_{\rm rel}$ remains large. Lastly, we give multiple examples of learning via gradient flows for which one can get a closed-form expression of the original $S_{\rm rel}$ function. By studying the plots of these derived formulas we given a theoretical demonstration of some of the experimentally detected properties of $S_{\rm rel}$ in the regression setting.
Object Files and Schemata: Factorizing Declarative and Procedural Knowledge in Dynamical Systems
Goyal, Anirudh, Lamb, Alex, Gampa, Phanideep, Beaudoin, Philippe, Levine, Sergey, Blundell, Charles, Bengio, Yoshua, Mozer, Michael
Modeling a structured, dynamic environment like a video game requires keeping track of the objects and their states (declarative knowledge) as well as predicting how objects behave (procedural knowledge). Black-box models with a monolithic hidden state often fail to apply procedural knowledge consistently and uniformly, i.e., they lack systematicity. For example, in a video game, correct prediction of one enemy's trajectory does not ensure correct prediction of another's. We address this issue via an architecture that factorizes declarative and procedural knowledge and that imposes modularity within each form of knowledge. The architecture consists of active modules called object files that maintain the state of a single object and invoke passive external knowledge sources called schemata that prescribe state updates. To use a video game as an illustration, two enemies of the same type will share schemata but will have separate object files to encode their distinct state (e.g., health, position). We propose to use attention to determine which object files to update, the selection of schemata, and the propagation of information between object files. The resulting architecture is a drop-in replacement conforming to the same input-output interface as normal recurrent networks (e.g., LSTM, GRU) yet achieves substantially better generalization on environments that have multiple object tokens of the same type, including a challenging intuitive physics benchmark.
A Tractable Algorithm For Finite-Horizon Continuous Reinforcement Learning
Gampa, Phanideep, Kondamudi, Sairam Satwik, Kailasam, Lakshmanan
We consider the finite horizon continuous reinforcement learning problem. Our contribution is three-fold. First,we give a tractable algorithm based on optimistic value iteration for the problem. Next,we give a lower bound on regret of order $\Omega(T^{2/3})$ for any algorithm discretizes the state space, improving the previous regret bound of $\Omega(T^{1/2})$ of Ortner and Ryabko \cite{contrl} for the same problem. Next,under the assumption that the rewards and transitions are H\"{o}lder Continuous we show that the upper bound on the discretization error is $const.Ln^{-\alpha}T$. Finally,we give some simple experiments to validate our propositions.