Search arXivSearch

arXiv · 2007.14573

FIVES: Feature Interaction Via Edge Search for Large-Scale Tabular Data

Abstract

High-order interactive features capture the correlation between different columns and thus are promising to enhance various learning tasks on ubiquitous tabular data. To automate the generation of interactive features, existing works either explicitly traverse the feature space or implicitly express the interactions via intermediate activations of some designed models. These two kinds of methods show that there is essentially a trade-off between feature interpretability and search efficiency. To possess both of their merits, we propose a novel method named Feature Interaction Via Edge Search (FIVES), which formulates the task of interactive feature generation as searching for edges on the defined feature graph. Specifically, we first present our theoretical evidence that motivates us to search for useful interactive features with increasing order. Then we instantiate this search strategy by optimizing both a dedicated graph neural network (GNN) and the adjacency tensor associated with the defined feature graph. In this way, the proposed FIVES method simplifies the time-consuming traversal as a typical training course of GNN and enables explicit feature generation according to the learned adjacency tensor. Experimental results on both benchmark and real-world datasets show the advantages of FIVES over several state-of-the-art methods. Moreover, the interactive features identified by FIVES are deployed on the recommender system of Taobao, a worldwide leading e-commerce platform. Results of an online A/B testing further verify the effectiveness of the proposed method FIVES, and we further provide FIVES as AI utilities for the customers of Alibaba Cloud.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Yuexiang Xie, Zhen Wang, Yaliang Li, Bolin Ding, Nezihe Merve Gürel, Ce Zhang, Minlie Huang, Wei Lin, Jingren Zhou. 2021-06-02. FIVES: Feature Interaction Via Edge Search for Large-Scale Tabular Data. https://arxiv.org/abs/2007.14573

Cite the original work for its findings. Save a collection to share your selection of sources.

KEEP EXPLORING

Related papers

Rollout Total Correlation for Deep Reinforcement Learning

Learning task-relevant representations is crucial for reinforcement learning. Recent approaches aim to learn such representations by improving the temporal consistency in the observed transitions. However, they only consider individual transitions and can fail to achieve long-term consistency. Instead, we argue that capturing aspects of the state that correlate with other states and actions of the trajectory---even more distant in the future---could further help in extracting task-relevant information. Hence, in this paper we investigate how to learn representations by maximizing the rollout total correlation, the correlation among all learned representations and actions within the trajectories produced by the agent. For improving rollout total correlation, we propose to combine two complementary lower bounds based on a generative and a discriminative model, combined with a simple and effective technique of chunk-wise mini-batching. Furthermore, we propose an intrinsic reward based on the learned representation for better exploration. Experimental evaluations on a set of challenging image-based simulated control tasks show that our method achieves better sample efficiency, and robustness to both white noise and natural video backgrounds compared to leading baselines.

cs.LG

Reward Shaping to Mitigate Reward Hacking in RLHF

Reinforcement learning from human feedback (RLHF) is widely used to align large language models (LLMs) with human preferences. However, RLHF remains vulnerable to \emph{reward hacking}, whereby a policy exploits imperfections in the reward function instead of learning the intended behavior, thereby undermining alignment. Although reward shaping can stabilize RLHF training and partially mitigate reward hacking, shaping methods and their underlying design principles have not been systematically investigated. To address this gap, we conduct a comprehensive study of prevalent reward-shaping techniques. Our analysis identifies two key design principles: (1) the reinforcement-learning reward should be bounded, and (2) it should grow rapidly at first and then gradually saturate. Motivated by these principles, we propose Preference as Reward (PAR), a novel method that uses the latent preferences encoded in the reward model as the reinforcement-learning signal. We further show that PAR possesses two variance-reduction properties that stabilize RLHF training and substantially widen the practical window for early stopping. Our evaluation consists of two parts. First, we compare PAR with several other reward-shaping strategies using Proximal Policy Optimization (PPO) as the reinforcement-learning algorithm and Gemma2-2B as the base model. Second, we compare PAR with the vanilla baseline (i.e., unshaped reward) across four base models and four reinforcement-learning algorithms. In the first set of experiments, PAR consistently outperforms other reward-shaping methods and also reflects high data efficiency and robustness. The second set of experiments shows that PAR is particularly effective for actor-critic RL algorithms when value estimates become unstable and demonstrates its effectiveness across different base models. The code is available at https://github.com/PorUna-byte/PAR.

cs.LG

Trajectory Entropy Reinforcement Learning for Robust Robot Motor Skill Learning

Simplicity is a critical inductive bias for designing data-driven controllers, especially when robustness is important. Despite the impressive results of deep reinforcement learning in complex control tasks, it is prone to capturing intricate and spurious correlations between observations and actions, leading to failure under slight perturbations to the environment. To tackle this problem, in this work we introduce a novel inductive bias towards simple policies in reinforcement learning. The simplicity inductive bias is introduced by minimizing the entropy of entire action trajectories, corresponding to the number of bits required to describe information in action trajectories after the agent observes state trajectories. Our reinforcement learning agent, Trajectory Entropy Reinforcement Learning, is optimized to minimize the trajectory entropy while maximizing rewards. We show that the trajectory entropy can be effectively estimated by learning a variational parameterized action prediction model, and use the prediction model to construct an information-regularized reward function. Furthermore, we construct a practical algorithm that enables the joint optimization of models, including the policy and the prediction model. Experimental evaluations on several high-dimensional locomotion tasks show that our learned policies produce more cyclical and consistent action trajectories, and achieve superior performance, and robustness to noise and dynamic changes than the state-of-the-art.

cs.LG