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Liang Wang

Publications and source records attributed to Liang Wang.

At least 523 records · Page 29Linked to original sources

Disentangled Item Representation for Recommender Systems

Item representations in recommendation systems are expected to reveal the properties of items. Collaborative recommender methods usually represent an item as one single latent vector. Nowadays the e-commercial platforms provide various kinds of attribute information for items (e.g., category, price and style of clothing). Utilizing these attribute information for better item representations is popular in recent years. Some studies use the given attribute information as side information, which is concatenated with the item latent vector to augment representations. However, the mixed item representations fail to fully exploit the rich attribute information or provide explanation in recommender systems. To this end, we propose a fine-grained Disentangled Item Representation (DIR) for recommender systems in this paper, where the items are represented as several separated attribute vectors instead of a single latent vector. In this way, the items are represented at the attribute level, which can provide fine-grained information of items in recommendation. We introduce a learning strategy, LearnDIR, which can allocate the corresponding attribute vectors to items. We show how DIR can be applied to two typical models, Matrix Factorization (MF) and Recurrent Neural Network (RNN). Experimental results on two real-world datasets show that the models developed under the framework of DIR are effective and efficient. Even using fewer parameters, the proposed model can outperform the state-of-the-art methods, especially in the cold-start situation. In addition, we make visualizations to show that our proposition can provide explanation for users in real-world applications.

cs.IR↗

Locate then Segment: A Strong Pipeline for Referring Image Segmentation

Referring image segmentation aims to segment the objects referred by a natural language expression. Previous methods usually focus on designing an implicit and recurrent feature interaction mechanism to fuse the visual-linguistic features to directly generate the final segmentation mask without explicitly modeling the localization information of the referent instances. To tackle these problems, we view this task from another perspective by decoupling it into a "Locate-Then-Segment" (LTS) scheme. Given a language expression, people generally first perform attention to the corresponding target image regions, then generate a fine segmentation mask about the object based on its context. The LTS first extracts and fuses both visual and textual features to get a cross-modal representation, then applies a cross-model interaction on the visual-textual features to locate the referred object with position prior, and finally generates the segmentation result with a light-weight segmentation network. Our LTS is simple but surprisingly effective. On three popular benchmark datasets, the LTS outperforms all the previous state-of-the-art methods by a large margin (e.g., +3.2% on RefCOCO+ and +3.4% on RefCOCOg). In addition, our model is more interpretable with explicitly locating the object, which is also proved by visualization experiments. We believe this framework is promising to serve as a strong baseline for referring image segmentation.

cs.CV↗

Graph Classification by Mixture of Diverse Experts

Graph classification is a challenging research problem in many applications across a broad range of domains. In these applications, it is very common that class distribution is imbalanced. Recently, Graph Neural Network (GNN) models have achieved superior performance on various real-world datasets. Despite their success, most of current GNN models largely overlook the important setting of imbalanced class distribution, which typically results in prediction bias towards majority classes. To alleviate the prediction bias, we propose to leverage semantic structure of dataset based on the distribution of node embedding. Specifically, we present GraphDIVE, a general framework leveraging mixture of diverse experts (i.e., graph classifiers) for imbalanced graph classification. With a divide-and-conquer principle, GraphDIVE employs a gating network to partition an imbalanced graph dataset into several subsets. Then each expert network is trained based on its corresponding subset. Experiments on real-world imbalanced graph datasets demonstrate the effectiveness of GraphDIVE.

cs.LG↗

Graph Contrastive Learning with Adaptive Augmentation

Recently, contrastive learning (CL) has emerged as a successful method for unsupervised graph representation learning. Most graph CL methods first perform stochastic augmentation on the input graph to obtain two graph views and maximize the agreement of representations in the two views. Despite the prosperous development of graph CL methods, the design of graph augmentation schemes -- a crucial component in CL -- remains rarely explored. We argue that the data augmentation schemes should preserve intrinsic structures and attributes of graphs, which will force the model to learn representations that are insensitive to perturbation on unimportant nodes and edges. However, most existing methods adopt uniform data augmentation schemes, like uniformly dropping edges and uniformly shuffling features, leading to suboptimal performance. In this paper, we propose a novel graph contrastive representation learning method with adaptive augmentation that incorporates various priors for topological and semantic aspects of the graph. Specifically, on the topology level, we design augmentation schemes based on node centrality measures to highlight important connective structures. On the node attribute level, we corrupt node features by adding more noise to unimportant node features, to enforce the model to recognize underlying semantic information. We perform extensive experiments of node classification on a variety of real-world datasets. Experimental results demonstrate that our proposed method consistently outperforms existing state-of-the-art baselines and even surpasses some supervised counterparts, which validates the effectiveness of the proposed contrastive framework with adaptive augmentation.

cs.LG↗

Passive radiative temperature regulator: principles and absorption-emission manipulation

As a representative device exploiting both the solar energy and the radiative cooling of deep-sky, the radiative temperature regulator (RTR) could switch between heating and cooling modes self-adaptively at different temperatures. However, the concept of RTR is challenging to be implemented due to the intense parasitic absorption in phase-changing layers. Here, based on the theoretical framework of energy conservation, we quantitatively reveal the intrinsic relationships between solar heating and radiative cooling, especially addressing the fundamental limiting factors, including the parasitic absorption and the spectral emission selectivity, as well as the dynamic responses of the phase-changing device under various operating conditions. The investigation presents more insight into the underlying physics of RTRs and provides feasible architectures for realizing such a kind of new functional device.

physics.optics↗

Flexible daytime radiative cooling enhanced by enabling three-phase composites with scattering interfaces between silica-microspheres and hierarchical porous coatings

Daytime radiative cooling has attracted considerable attention recently due to its tremendous potential for passively exploiting the coldness of deep-sky as clean and renewable energy. Many advanced materials with novel photonic micro-nanostructures have already been developed to enable highly efficient daytime radiative coolers, among which the flexible hierarchical porous coatings (HPCs) are a more distinguished category. However, it is still hard to precisely control the size distribution of the randomized pores within the HPCs, usually resulting in a deficient solar reflection at the near-infrared optical regime under diverse fabrication conditions of the coatings. We report here a three-phase (i.e., air pore-phase, microsphere-phase and polymer-phase) self-assembled hybrid porous composite coating which dramatically increases the average solar reflectance and yields a remarkable temperature drop of ~10 degC and 30 degC compared to the ambient circumstance and black paint, respectively, according to the rooftop measurements. Mie theory and Monte Carlo simulations reveal the origin of the low reflectivity of as-prepared two-phase porous HPCs, and the optical cooling improvement of the three-phase porous composite coatings is attributed to the newly generated interfaces possessing the high scattering efficiency between the hierarchical pores and silica microspheres hybridized with appropriate mass fractions. As a result, the hybrid porous composite approach enhances the whole performance of the coatings, which provides a promising alternative to the flexible daytime radiative cooler.

physics.app-ph↗

Graph-based Hierarchical Relevance Matching Signals for Ad-hoc Retrieval

The ad-hoc retrieval task is to rank related documents given a query and a document collection. A series of deep learning based approaches have been proposed to solve such problem and gained lots of attention. However, we argue that they are inherently based on local word sequences, ignoring the subtle long-distance document-level word relationships. To solve the problem, we explicitly model the document-level word relationship through the graph structure, capturing the subtle information via graph neural networks. In addition, due to the complexity and scale of the document collections, it is considerable to explore the different grain-sized hierarchical matching signals at a more general level. Therefore, we propose a Graph-based Hierarchical Relevance Matching model (GHRM) for ad-hoc retrieval, by which we can capture the subtle and general hierarchical matching signals simultaneously. We validate the effects of GHRM over two representative ad-hoc retrieval benchmarks, the comprehensive experiments and results demonstrate its superiority over state-of-the-art methods.

cs.IR↗

Deep Reinforcement Learning Based Dynamic Trajectory Control for UAV-assisted Mobile Edge Computing

In this paper, we consider a platform of flying mobile edge computing (F-MEC), where unmanned aerial vehicles (UAVs) serve as equipment providing computation resource, and they enable task offloading from user equipment (UE). We aim to minimize energy consumption of all the UEs via optimizing the user association, resource allocation and the trajectory of UAVs. To this end, we first propose a Convex optimizAtion based Trajectory control algorithm (CAT), which solves the problem in an iterative way by using block coordinate descent (BCD) method. Then, to make the real-time decision while taking into account the dynamics of the environment (i.e., UAV may take off from different locations), we propose a deep Reinforcement leArning based Trajectory control algorithm (RAT). In RAT, we apply the Prioritized Experience Replay (PER) to improve the convergence of the training procedure. Different from the convex optimization based algorithm which may be susceptible to the initial points and requires iterations, RAT can be adapted to any taking off points of the UAVs and can obtain the solution more rapidly than CAT once training process has been completed. Simulation results show that the proposed CAT and RAT achieve the similar performance and both outperform traditional algorithms.

eess.SP↗

A Graph-based Relevance Matching Model for Ad-hoc Retrieval

To retrieve more relevant, appropriate and useful documents given a query, finding clues about that query through the text is crucial. Recent deep learning models regard the task as a term-level matching problem, which seeks exact or similar query patterns in the document. However, we argue that they are inherently based on local interactions and do not generalise to ubiquitous, non-consecutive contextual relationships. In this work, we propose a novel relevance matching model based on graph neural networks to leverage the document-level word relationships for ad-hoc retrieval. In addition to the local interactions, we explicitly incorporate all contexts of a term through the graph-of-word text format. Matching patterns can be revealed accordingly to provide a more accurate relevance score. Our approach significantly outperforms strong baselines on two ad-hoc benchmarks. We also experimentally compare our model with BERT and show our advantages on long documents.

cs.IR↗

Personalized Graph Neural Networks with Attention Mechanism for Session-Aware Recommendation

The problem of session-aware recommendation aims to predict users' next click based on their current session and historical sessions. Existing session-aware recommendation methods have defects in capturing complex item transition relationships. Other than that, most of them fail to explicitly distinguish the effects of different historical sessions on the current session. To this end, we propose a novel method, named Personalized Graph Neural Networks with Attention Mechanism (A-PGNN) for brevity. A-PGNN mainly consists of two components: one is Personalized Graph Neural Network (PGNN), which is used to extract the personalized structural information in each user behavior graph, compared with the traditional Graph Neural Network (GNN) model, which considers the role of the user when the node embeddding is updated. The other is Dot-Product Attention mechanism, which draws on the Transformer net to explicitly model the effect of historical sessions on the current session. Extensive experiments conducted on two real-world data sets show that A-PGNN evidently outperforms the state-of-the-art personalized session-aware recommendation methods.

cs.IR↗

Dynamic Graph Collaborative Filtering

Dynamic recommendation is essential for modern recommender systems to provide real-time predictions based on sequential data. In real-world scenarios, the popularity of items and interests of users change over time. Based on this assumption, many previous works focus on interaction sequences and learn evolutionary embeddings of users and items. However, we argue that sequence-based models are not able to capture collaborative information among users and items directly. Here we propose Dynamic Graph Collaborative Filtering (DGCF), a novel framework leveraging dynamic graphs to capture collaborative and sequential relations of both items and users at the same time. We propose three update mechanisms: zero-order 'inheritance', first-order 'propagation', and second-order 'aggregation', to represent the impact on a user or item when a new interaction occurs. Based on them, we update related user and item embeddings simultaneously when interactions occur in turn, and then use the latest embeddings to make recommendations. Extensive experiments conducted on three public datasets show that DGCF significantly outperforms the state-of-the-art dynamic recommendation methods up to 30. Our approach achieves higher performance when the dataset contains less action repetition, indicating the effectiveness of integrating dynamic collaborative information.

cs.IR↗

Towards Playing Full MOBA Games with Deep Reinforcement Learning

MOBA games, e.g., Honor of Kings, League of Legends, and Dota 2, pose grand challenges to AI systems such as multi-agent, enormous state-action space, complex action control, etc. Developing AI for playing MOBA games has raised much attention accordingly. However, existing work falls short in handling the raw game complexity caused by the explosion of agent combinations, i.e., lineups, when expanding the hero pool in case that OpenAI's Dota AI limits the play to a pool of only 17 heroes. As a result, full MOBA games without restrictions are far from being mastered by any existing AI system. In this paper, we propose a MOBA AI learning paradigm that methodologically enables playing full MOBA games with deep reinforcement learning. Specifically, we develop a combination of novel and existing learning techniques, including curriculum self-play learning, policy distillation, off-policy adaption, multi-head value estimation, and Monte-Carlo tree-search, in training and playing a large pool of heroes, meanwhile addressing the scalability issue skillfully. Tested on Honor of Kings, a popular MOBA game, we show how to build superhuman AI agents that can defeat top esports players. The superiority of our AI is demonstrated by the first large-scale performance test of MOBA AI agent in the literature.

cs.AI↗

Curved boundary conditions of the lattice Boltzmann method for simulating microgaseous flows in the slip flow regime

The lattice Boltzmann method (LBM) has shown its promising capability in simulating microscale gas flows. However, the suitable boundary condition is still one of the critical issues for the LBM to model microgaseous flows involving curved geometries. In this paper, a local boundary condition of the LBM is proposed to treat curved solid walls of microgaseous flows. The developed boundary treatment combines the Maxwellian diffuse reflection scheme and a single-node boundary scheme which contains a free parameter as well as the distance ratio. The curved boundary condition is analyzed within the multiple-relaxation-time (MRT) model for a unidirectional microflow. It is shown that the derived slip velocity depends on the free parameter as well as the distance ratio and relaxation times. By virtue of the free parameter, the combination parameter and the uniform relaxation time are theoretically determined to realize the accurate slip boundary condition. In addition, it is found that besides the halfway diffuse-bounce-back (DBB) scheme, previous curved boundary schemes only containing the distance ratio cannot ensure uniform relaxation times to realize the slip boundary condition. Some numerical examples with planar and curved boundaries are carried out to validate the present curved boundary scheme. The good and robust consistency of numerical predictions with analytical solutions demonstrates our theoretical analysis.

physics.comp-ph↗

Mastering Complex Control in MOBA Games with Deep Reinforcement Learning

We study the reinforcement learning problem of complex action control in the Multi-player Online Battle Arena (MOBA) 1v1 games. This problem involves far more complicated state and action spaces than those of traditional 1v1 games, such as Go and Atari series, which makes it very difficult to search any policies with human-level performance. In this paper, we present a deep reinforcement learning framework to tackle this problem from the perspectives of both system and algorithm. Our system is of low coupling and high scalability, which enables efficient explorations at large scale. Our algorithm includes several novel strategies, including control dependency decoupling, action mask, target attention, and dual-clip PPO, with which our proposed actor-critic network can be effectively trained in our system. Tested on the MOBA game Honor of Kings, our AI agent, called Tencent Solo, can defeat top professional human players in full 1v1 games.

cs.AI↗

Efficient Human Pose Estimation by Learning Deeply Aggregated Representations

In this paper, we propose an efficient human pose estimation network (DANet) by learning deeply aggregated representations. Most existing models explore multi-scale information mainly from features with different spatial sizes. Powerful multi-scale representations usually rely on the cascaded pyramid framework. This framework largely boosts the performance but in the meanwhile makes networks very deep and complex. Instead, we focus on exploiting multi-scale information from layers with different receptive-field sizes and then making full of use this information by improving the fusion method. Specifically, we propose an orthogonal attention block (OAB) and a second-order fusion unit (SFU). The OAB learns multi-scale information from different layers and enhances them by encouraging them to be diverse. The SFU adaptively selects and fuses diverse multi-scale information and suppress the redundant ones. This could maximize the effective information in final fused representations. With the help of OAB and SFU, our single pyramid network may be able to generate deeply aggregated representations that contain even richer multi-scale information and have a larger representing capacity than that of cascaded networks. Thus, our networks could achieve comparable or even better accuracy with much smaller model complexity. Specifically, our \mbox{DANet-72} achieves $70.5$ in AP score on COCO test-dev set with only $1.0G$ FLOPs. Its speed on a CPU platform achieves $58$ Persons-Per-Second~(PPS).

cs.CV↗

Streaming Graph Neural Networks via Continual Learning

Graph neural networks (GNNs) have achieved strong performance in various applications. In the real world, network data is usually formed in a streaming fashion. The distributions of patterns that refer to neighborhood information of nodes may shift over time. The GNN model needs to learn the new patterns that cannot yet be captured. But learning incrementally leads to the catastrophic forgetting problem that historical knowledge is overwritten by newly learned knowledge. Therefore, it is important to train GNN model to learn new patterns and maintain existing patterns simultaneously, which few works focus on. In this paper, we propose a streaming GNN model based on continual learning so that the model is trained incrementally and up-to-date node representations can be obtained at each time step. Firstly, we design an approximation algorithm to detect new coming patterns efficiently based on information propagation. Secondly, we combine two perspectives of data replaying and model regularization for existing pattern consolidation. Specially, a hierarchy-importance sampling strategy for nodes is designed and a weighted regularization term for GNN parameters is derived, achieving greater stability and generalization of knowledge consolidation. Our model is evaluated on real and synthetic data sets and compared with multiple baselines. The results of node classification prove that our model can efficiently update model parameters and achieve comparable performance to model retraining. In addition, we also conduct a case study on the synthetic data, and carry out some specific analysis for each part of our model, illustrating its ability to learn new knowledge and maintain existing knowledge from different perspectives.

cs.LG↗

Receptivity and stability of hypersonic leading-edge sweep flows around a blunt body

This study performs global stability/receptivity analyses of hypersonic sweep flows around a blunt body with an infinite span. For the first time, we obtain the characteristics of the leading attachment-line mode to the variation of sweep angles from 20 to 70 degrees. The global eigenfunctions exhibit the characteristics of the attachment-line instability at the leading edge. At the same time, cross-flow (at small sweep angles) or second Mack mode (at larger sweep angles) dominates further downstream. We establish an adjoint-based bi-orthogonal eigenfunction system to address the receptivity problem of such flows to any external forces and boundary perturbations. The receptivity analyses indicate that the global modes are the most responsive to external forces and surface perturbations applied in the vicinity of the attachment line, regardless of the sweep angles. It is also proved that the present global extension of the bi-orthogonal eigenfunction system can be successfully applied to complex flows.

physics.flu-dyn↗

Richly Activated Graph Convolutional Network for Robust Skeleton-based Action Recognition

Current methods for skeleton-based human action recognition usually work with complete skeletons. However, in real scenarios, it is inevitable to capture incomplete or noisy skeletons, which could significantly deteriorate the performance of current methods when some informative joints are occluded or disturbed. To improve the robustness of action recognition models, a multi-stream graph convolutional network (GCN) is proposed to explore sufficient discriminative features spreading over all skeleton joints, so that the distributed redundant representation reduces the sensitivity of the action models to non-standard skeletons. Concretely, the backbone GCN is extended by a series of ordered streams which is responsible for learning discriminative features from the joints less activated by preceding streams. Here, the activation degrees of skeleton joints of each GCN stream are measured by the class activation maps (CAM), and only the information from the unactivated joints will be passed to the next stream, by which rich features over all active joints are obtained. Thus, the proposed method is termed richly activated GCN (RA-GCN). Compared to the state-of-the-art (SOTA) methods, the RA-GCN achieves comparable performance on the standard NTU RGB+D 60 and 120 datasets. More crucially, on the synthetic occlusion and jittering datasets, the performance deterioration due to the occluded and disturbed joints can be significantly alleviated by utilizing the proposed RA-GCN.

cs.CV↗