Search arXivSearch

arXiv · 2309.02304

Graph Self-Contrast Representation Learning

Abstract

Graph contrastive learning (GCL) has recently emerged as a promising approach for graph representation learning. Some existing methods adopt the 1-vs-K scheme to construct one positive and K negative samples for each graph, but it is difficult to set K. For those methods that do not use negative samples, it is often necessary to add additional strategies to avoid model collapse, which could only alleviate the problem to some extent. All these drawbacks will undoubtedly have an adverse impact on the generalizability and efficiency of the model. In this paper, to address these issues, we propose a novel graph self-contrast framework GraphSC, which only uses one positive and one negative sample, and chooses triplet loss as the objective. Specifically, self-contrast has two implications. First, GraphSC generates both positive and negative views of a graph sample from the graph itself via graph augmentation functions of various intensities, and use them for self-contrast. Second, GraphSC uses Hilbert-Schmidt Independence Criterion (HSIC) to factorize the representations into multiple factors and proposes a masked self-contrast mechanism to better separate positive and negative samples. Further, Since the triplet loss only optimizes the relative distance between the anchor and its positive/negative samples, it is difficult to ensure the absolute distance between the anchor and positive sample. Therefore, we explicitly reduced the absolute distance between the anchor and positive sample to accelerate convergence. Finally, we conduct extensive experiments to evaluate the performance of GraphSC against 19 other state-of-the-art methods in both unsupervised and transfer learning settings.

Explore related subjects

Keep this discovery

Explore connections, maps & timelines

BibTeXRIS

Minjie Chen, Yao Cheng, Ye Wang, Xiang Li, Ming Gao. 2023-09-05. Graph Self-Contrast Representation Learning. https://arxiv.org/abs/2309.02304

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