time control
Finding Interest Needle in Popularity Haystack: Improving Retrieval by Modeling Item Exposure
Recommender systems operate in closed feedback loops, where user interactions reinforce popularity bias, leading to over-recommendation of already popular items while under-exposing niche or novel content. Existing bias mitigation methods, such as Inverse Propensity Scoring (IPS) and Off- Policy Correction (OPC), primarily operate at the ranking stage or during training, lacking explicit real-time control over exposure dynamics. In this work, we introduce an exposure- aware retrieval scoring approach, which explicitly models item exposure probability and adjusts retrieval-stage ranking at inference time. Unlike prior work, this method decouples exposure effects from engagement likelihood, enabling controlled trade-offs between fairness and engagement in large-scale recommendation platforms. We validate our approach through online A/B experiments in a real-world video recommendation system, demonstrating a 25% increase in uniquely retrieved items and a 40% reduction in the dominance of over-popular content, all while maintaining overall user engagement levels. Our results establish a scalable, deployable solution for mitigating popularity bias at the retrieval stage, offering a new paradigm for bias-aware personalization.
Chess Rating Estimation from Moves and Clock Times Using a CNN-LSTM
Omori, Michael, Tadepalli, Prasad
Current rating systems update ratings incrementally and may not always accurately reflect a player's true strength at all times, especially for rapidly improving players or very rusty players. To overcome this, we explore a method to estimate player ratings directly from game moves and clock times. We compiled a benchmark dataset from Lichess, encompassing various time controls and including move sequences and clock times. Our model architecture comprises a CNN to learn positional features, which are then integrated with clock-time data into a bidirectional LSTM, predicting player ratings after each move. The model achieved an MAE of 182 rating points in the test data. Additionally, we applied our model to the 2024 IEEE Big Data Cup Chess Puzzle Difficulty Competition dataset, predicted puzzle ratings and achieved competitive results. This model is the first to use no hand-crafted features to estimate chess ratings and also the first to output a rating prediction for each move. Our method highlights the potential of using move-based rating estimation for enhancing rating systems and potentially other applications such as cheating detection.
Language modeling via stochastic processes
Wang, Rose E, Durmus, Esin, Goodman, Noah, Hashimoto, Tatsunori
Modern language models can generate high-quality short texts. However, they often meander or are incoherent when generating longer texts. These issues arise from the next-token-only language modeling objective. Recent work in self-supervised learning suggests that models can learn good latent representations via contrastive learning, which can be effective for discriminative tasks. Our work analyzes the application of contrastive representations for generative tasks, like long text generation. We propose one approach for leveraging constrastive representations, which we call Time Control (TC). TC first learns a contrastive representation of the target text domain, then generates text by decoding from these representations. Compared to domain-specific methods and fine-tuning GPT2 across a variety of text domains, TC performs competitively to methods specific for learning sentence representations on discourse coherence. On long text generation settings, TC preserves the text structure both in terms of ordering (up to $+15\%$ better) and text length consistency (up to $+90\%$ better).
Stochastic Code Generation
Sharma, Swapnil, Anand, Nikita, G., Kranthi Kiran V
Large language models pre-trained for code generation can generate high-quality short code but often struggle with generating coherent long code and understanding higher-level or system-level specifications. This issue is also observed in language modeling for long text generation, and one proposed solution is the use of a latent stochastic process. This approach involves generating a document plan and then producing text that is consistent with it. In this study, we investigate whether this technique can be applied to code generation to improve coherence. We base our proposed encoder and decoder on the pre-trained GPT-2 based CodeParrot model and utilize the APPS dataset for training. We evaluate our results using the HumanEval benchmark and observe that the modified Time Control model performs similarly to CodeParrot on this evaluation.
The King of the Computer Age
It wasn't easy and it wasn't especially pretty, but world chess champion Magnus Carlsen has successfully defended his crown in what was scheduled to be a 12-game match against world No. 2 Fabiano Caruana. After all 12 of those games were drawn, the victor was decided via a best-of-four series of "rapid chess" contests, in which each player has about 30 minutes to complete all his moves. The Norwegian Carlsen, by far the world's No. 1 player at rapid chess, predictably dominated Caruana, who entered the match ranked only No. 8 in the format, winning the playoff games 3-0 and retaining his title for another two years. What kind of match was it? A bit dull, to be honest, at least until Wednesday's rapid games. Top-level chess isn't the romantic game it once was, and it's becoming less and less romantic every year.
Learning From Scratch by Thinking Fast and Slow with Deep Learning and Tree Search
According to dual process theory human reasoning consists of two different kinds of thinking. System 1 is a fast, unconscious and automatic mode of thought, also known as intuition. System 2 is a slow, conscious, explicit and rule-based mode of reasoning that is believed to be an evolutionarily recent process. When learning to complete a challenging planning task, such as playing a board game, humans exploit both processes: strong intuitions allow for more effective analytic reasoning by rapidly selecting interesting lines of play for consideration. Repeated deep study gradually improves intuitions.
Learning From Scratch by Thinking Fast and Slow with Deep Learning and Tree Search
According to dual process theory human reasoning consists of two different kinds of thinking. System 1 is a fast, unconscious and automatic mode of thought, also known as intuition. System 2 is a slow, conscious, explicit and rule-based mode of reasoning that is believed to be an evolutionarily recent process. When learning to complete a challenging planning task, such as playing a board game, humans exploit both processes: strong intuitions allow for more effective analytic reasoning by rapidly selecting interesting lines of play for consideration. Repeated deep study gradually improves intuitions.