Search arXiv⌕ Search

arXiv subjects

Weinan Zhang

Publications and source records attributed to Weinan Zhang.

At least 415 records · Page 23Linked to original sources

Multi-Agent Interactions Modeling with Correlated Policies

In multi-agent systems, complex interacting behaviors arise due to the high correlations among agents. However, previous work on modeling multi-agent interactions from demonstrations is primarily constrained by assuming the independence among policies and their reward structures. In this paper, we cast the multi-agent interactions modeling problem into a multi-agent imitation learning framework with explicit modeling of correlated policies by approximating opponents' policies, which can recover agents' policies that can regenerate similar interactions. Consequently, we develop a Decentralized Adversarial Imitation Learning algorithm with Correlated policies (CoDAIL), which allows for decentralized training and execution. Various experiments demonstrate that CoDAIL can better regenerate complex interactions close to the demonstrators and outperforms state-of-the-art multi-agent imitation learning methods. Our code is available at \url{https://github.com/apexrl/CoDAIL}.

cs.MA↗

Multi-Agent Determinantal Q-Learning

Centralized training with decentralized execution has become an important paradigm in multi-agent learning. Though practical, current methods rely on restrictive assumptions to decompose the centralized value function across agents for execution. In this paper, we eliminate this restriction by proposing multi-agent determinantal Q-learning. Our method is established on Q-DPP, an extension of determinantal point process (DPP) with partition-matroid constraint to multi-agent setting. Q-DPP promotes agents to acquire diverse behavioral models; this allows a natural factorization of the joint Q-functions with no need for \emph{a priori} structural constraints on the value function or special network architectures. We demonstrate that Q-DPP generalizes major solutions including VDN, QMIX, and QTRAN on decentralizable cooperative tasks. To efficiently draw samples from Q-DPP, we adopt an existing sample-by-projection sampler with theoretical approximation guarantee. The sampler also benefits exploration by coordinating agents to cover orthogonal directions in the state space during multi-agent training. We evaluate our algorithm on various cooperative benchmarks; its effectiveness has been demonstrated when compared with the state-of-the-art.

cs.LG↗

User Behavior Retrieval for Click-Through Rate Prediction

Click-through rate (CTR) prediction plays a key role in modern online personalization services. In practice, it is necessary to capture user's drifting interests by modeling sequential user behaviors to build an accurate CTR prediction model. However, as the users accumulate more and more behavioral data on the platforms, it becomes non-trivial for the sequential models to make use of the whole behavior history of each user. First, directly feeding the long behavior sequence will make online inference time and system load infeasible. Second, there is much noise in such long histories to fail the sequential model learning. The current industrial solutions mainly truncate the sequences and just feed recent behaviors to the prediction model, which leads to a problem that sequential patterns such as periodicity or long-term dependency are not embedded in the recent several behaviors but in far back history. To tackle these issues, in this paper we consider it from the data perspective instead of just designing more sophisticated yet complicated models and propose User Behavior Retrieval for CTR prediction (UBR4CTR) framework. In UBR4CTR, the most relevant and appropriate user behaviors will be firstly retrieved from the entire user history sequence using a learnable search method. These retrieved behaviors are then fed into a deep model to make the final prediction instead of simply using the most recent ones. It is highly feasible to deploy UBR4CTR into industrial model pipeline with low cost. Experiments on three real-world large-scale datasets demonstrate the superiority and efficacy of our proposed framework and models.

cs.IR↗

A Deep Recurrent Survival Model for Unbiased Ranking

Position bias is a critical problem in information retrieval when dealing with implicit yet biased user feedback data. Unbiased ranking methods typically rely on causality models and debias the user feedback through inverse propensity weighting. While practical, these methods still suffer from two major problems. First, when inferring a user click, the impact of the contextual information, such as documents that have been examined, is often ignored. Second, only the position bias is considered but other issues resulted from user browsing behaviors are overlooked. In this paper, we propose an end-to-end Deep Recurrent Survival Ranking (DRSR), a unified framework to jointly model user's various behaviors, to (i) consider the rich contextual information in the ranking list; and (ii) address the hidden issues underlying user behaviors, i.e., to mine observe pattern in queries without any click (non-click queries), and to model tracking logs which cannot truly reflect the user browsing intents (untrusted observation). Specifically, we adopt a recurrent neural network to model the contextual information and estimates the conditional likelihood of user feedback at each position. We then incorporate survival analysis techniques with the probability chain rule to mathematically recover the unbiased joint probability of one user's various behaviors. DRSR can be easily incorporated with both point-wise and pair-wise learning objectives. The extensive experiments over two large-scale industrial datasets demonstrate the significant performance gains of our model comparing with the state-of-the-arts.

cs.IR↗

Bi-level Actor-Critic for Multi-agent Coordination

Coordination is one of the essential problems in multi-agent systems. Typically multi-agent reinforcement learning (MARL) methods treat agents equally and the goal is to solve the Markov game to an arbitrary Nash equilibrium (NE) when multiple equilibra exist, thus lacking a solution for NE selection. In this paper, we treat agents \emph{unequally} and consider Stackelberg equilibrium as a potentially better convergence point than Nash equilibrium in terms of Pareto superiority, especially in cooperative environments. Under Markov games, we formally define the bi-level reinforcement learning problem in finding Stackelberg equilibrium. We propose a novel bi-level actor-critic learning method that allows agents to have different knowledge base (thus intelligent), while their actions still can be executed simultaneously and distributedly. The convergence proof is given, while the resulting learning algorithm is tested against the state of the arts. We found that the proposed bi-level actor-critic algorithm successfully converged to the Stackelberg equilibria in matrix games and find an asymmetric solution in a highway merge environment.

cs.MA↗

Large-Scale Optimal Transport via Adversarial Training with Cycle-Consistency

Recent advances in large-scale optimal transport have greatly extended its application scenarios in machine learning. However, existing methods either not explicitly learn the transport map or do not support general cost function. In this paper, we propose an end-to-end approach for large-scale optimal transport, which directly solves the transport map and is compatible with general cost function. It models the transport map via stochastic neural networks and enforces the constraint on the marginal distributions via adversarial training. The proposed framework can be further extended towards learning Monge map or optimal bijection via adopting cycle-consistency constraint(s). We verify the effectiveness of the proposed method and demonstrate its superior performance against existing methods with large-scale real-world applications, including domain adaptation, image-to-image translation, and color transfer.

cs.CV↗

GraphAF: a Flow-based Autoregressive Model for Molecular Graph Generation

Molecular graph generation is a fundamental problem for drug discovery and has been attracting growing attention. The problem is challenging since it requires not only generating chemically valid molecular structures but also optimizing their chemical properties in the meantime. Inspired by the recent progress in deep generative models, in this paper we propose a flow-based autoregressive model for graph generation called GraphAF. GraphAF combines the advantages of both autoregressive and flow-based approaches and enjoys: (1) high model flexibility for data density estimation; (2) efficient parallel computation for training; (3) an iterative sampling process, which allows leveraging chemical domain knowledge for valency checking. Experimental results show that GraphAF is able to generate 68% chemically valid molecules even without chemical knowledge rules and 100% valid molecules with chemical rules. The training process of GraphAF is two times faster than the existing state-of-the-art approach GCPN. After fine-tuning the model for goal-directed property optimization with reinforcement learning, GraphAF achieves state-of-the-art performance on both chemical property optimization and constrained property optimization.

cs.LG↗

Author Name Disambiguation on Heterogeneous Information Network with Adversarial Representation Learning

Author name ambiguity causes inadequacy and inconvenience in academic information retrieval, which raises the necessity of author name disambiguation (AND). Existing AND methods can be divided into two categories: the models focusing on content information to distinguish whether two papers are written by the same author, the models focusing on relation information to represent information as edges on the network and to quantify the similarity among papers. However, the former requires adequate labeled samples and informative negative samples, and are also ineffective in measuring the high-order connections among papers, while the latter needs complicated feature engineering or supervision to construct the network. We propose a novel generative adversarial framework to grow the two categories of models together: (i) the discriminative module distinguishes whether two papers are from the same author, and (ii) the generative module selects possibly homogeneous papers directly from the heterogeneous information network, which eliminates the complicated feature engineering. In such a way, the discriminative module guides the generative module to select homogeneous papers, and the generative module generates high-quality negative samples to train the discriminative module to make it aware of high-order connections among papers. Furthermore, a self-training strategy for the discriminative module and a random walk based generating algorithm are designed to make the training stable and efficient. Extensive experiments on two real-world AND benchmarks demonstrate that our model provides significant performance improvement over the state-of-the-art methods.

cs.SI↗

An End-to-End Neighborhood-based Interaction Model for Knowledge-enhanced Recommendation

This paper studies graph-based recommendation, where an interaction graph is constructed from historical records and is lever-aged to alleviate data sparsity and cold start problems. We reveal an early summarization problem in existing graph-based models, and propose Neighborhood Interaction (NI) model to capture each neighbor pair (between user-side and item-side) distinctively. NI model is more expressive and can capture more complicated structural patterns behind user-item interactions. To further enrich node connectivity and utilize high-order structural information, we incorporate extra knowledge graphs (KGs) and adopt graph neural networks (GNNs) in NI, called Knowledge-enhanced NeighborhoodInteraction (KNI). Compared with the state-of-the-art recommendation methods,e.g., feature-based, meta path-based, and KG-based models, our KNI achieves superior performance in click-through rate prediction (1.1%-8.4% absolute AUC improvements) and out-performs by a wide margin in top-N recommendation on 4 real-world datasets.

cs.IR↗

CommunityGAN: Community Detection with Generative Adversarial Nets

Community detection refers to the task of discovering groups of vertices sharing similar properties or functions so as to understand the network data. With the recent development of deep learning, graph representation learning techniques are also utilized for community detection. However, the communities can only be inferred by applying clustering algorithms based on learned vertex embeddings. These general cluster algorithms like K-means and Gaussian Mixture Model cannot output much overlapped communities, which have been proved to be very common in many real-world networks. In this paper, we propose CommunityGAN, a novel community detection framework that jointly solves overlapping community detection and graph representation learning. First, unlike the embedding of conventional graph representation learning algorithms where the vector entry values have no specific meanings, the embedding of CommunityGAN indicates the membership strength of vertices to communities. Second, a specifically designed Generative Adversarial Net (GAN) is adopted to optimize such embedding. Through the minimax competition between the motif-level generator and discriminator, both of them can alternatively and iteratively boost their performance and finally output a better community structure. Extensive experiments on synthetic data and real-world tasks demonstrate that CommunityGAN achieves substantial community detection performance gains over the state-of-the-art methods.

cs.AI↗

Neural Personalized Response Generation as Domain Adaptation

In this paper, we focus on the personalized response generation for conversational systems. Based on the sequence to sequence learning, especially the encoder-decoder framework, we propose a two-phase approach, namely initialization then adaptation, to model the responding style of human and then generate personalized responses. For evaluation, we propose a novel human aided method to evaluate the performance of the personalized response generation models by online real-time conversation and offline human judgement. Moreover, the lexical divergence of the responses generated by the 5 personalized models indicates that the proposed two-phase approach achieves good results on modeling the responding style of human and generating personalized responses for the conversational systems.

cs.CL↗

Improving Unsupervised Domain Adaptation with Variational Information Bottleneck

Domain adaptation aims to leverage the supervision signal of source domain to obtain an accurate model for target domain, where the labels are not available. To leverage and adapt the label information from source domain, most existing methods employ a feature extracting function and match the marginal distributions of source and target domains in a shared feature space. In this paper, from the perspective of information theory, we show that representation matching is actually an insufficient constraint on the feature space for obtaining a model with good generalization performance in target domain. We then propose variational bottleneck domain adaptation (VBDA), a new domain adaptation method which improves feature transferability by explicitly enforcing the feature extractor to ignore the task-irrelevant factors and focus on the information that is essential to the task of interest for both source and target domains. Extensive experimental results demonstrate that VBDA significantly outperforms state-of-the-art methods across three domain adaptation benchmark datasets.

cs.LG↗

Signal Instructed Coordination in Cooperative Multi-agent Reinforcement Learning

In many real-world problems, a team of agents need to collaborate to maximize the common reward. Although existing works formulate this problem into a centralized learning with decentralized execution framework, which avoids the non-stationary problem in training, their decentralized execution paradigm limits the agents' capability to coordinate. Inspired by the concept of correlated equilibrium, we propose to introduce a coordination signal to address this limitation, and theoretically show that following mild conditions, decentralized agents with the coordination signal can coordinate their individual policies as manipulated by a centralized controller. The idea of introducing coordination signal is to encapsulate coordinated strategies into the signals, and use the signals to instruct the collaboration in decentralized execution. To encourage agents to learn to exploit the coordination signal, we propose Signal Instructed Coordination (SIC), a novel coordination module that can be integrated with most existing MARL frameworks. SIC casts a common signal sampled from a pre-defined distribution to all agents, and introduces an information-theoretic regularization to facilitate the consistency between the observed signal and agents' policies. Our experiments show that SIC consistently improves performance over well-recognized MARL models in both matrix games and a predator-prey game with high-dimensional strategy space.

cs.MA↗

Sequential Recommendation with Dual Side Neighbor-based Collaborative Relation Modeling

Sequential recommendation task aims to predict user preference over items in the future given user historical behaviors. The order of user behaviors implies that there are resourceful sequential patterns embedded in the behavior history which reveal the underlying dynamics of user interests. Various sequential recommendation methods are proposed to model the dynamic user behaviors. However, most of the models only consider the user's own behaviors and dynamics, while ignoring the collaborative relations among users and items, i.e., similar tastes of users or analogous properties of items. Without modeling collaborative relations, those methods suffer from the lack of recommendation diversity and thus may have worse performance. Worse still, most existing methods only consider the user-side sequence and ignore the temporal dynamics on the item side. To tackle the problems of the current sequential recommendation models, we propose Sequential Collaborative Recommender (SCoRe) which effectively mines high-order collaborative information using cross-neighbor relation modeling and, additionally utilizes both user-side and item-side historical sequences to better capture user and item dynamics. Experiments on three real-world yet large-scale datasets demonstrate the superiority of the proposed model over strong baselines.

cs.IR↗

CoLight: Learning Network-level Cooperation for Traffic Signal Control

Cooperation among the traffic signals enables vehicles to move through intersections more quickly. Conventional transportation approaches implement cooperation by pre-calculating the offsets between two intersections. Such pre-calculated offsets are not suitable for dynamic traffic environments. To enable cooperation of traffic signals, in this paper, we propose a model, CoLight, which uses graph attentional networks to facilitate communication. Specifically, for a target intersection in a network, CoLight can not only incorporate the temporal and spatial influences of neighboring intersections to the target intersection, but also build up index-free modeling of neighboring intersections. To the best of our knowledge, we are the first to use graph attentional networks in the setting of reinforcement learning for traffic signal control and to conduct experiments on the large-scale road network with hundreds of traffic signals. In experiments, we demonstrate that by learning the communication, the proposed model can achieve superior performance against the state-of-the-art methods.

cs.MA↗

Deep Reinforcement Learning based Recommendation with Explicit User-Item Interactions Modeling

Recommendation is crucial in both academia and industry, and various techniques are proposed such as content-based collaborative filtering, matrix factorization, logistic regression, factorization machines, neural networks and multi-armed bandits. However, most of the previous studies suffer from two limitations: (1) considering the recommendation as a static procedure and ignoring the dynamic interactive nature between users and the recommender systems, (2) focusing on the immediate feedback of recommended items and neglecting the long-term rewards. To address the two limitations, in this paper we propose a novel recommendation framework based on deep reinforcement learning, called DRR. The DRR framework treats recommendation as a sequential decision making procedure and adopts an "Actor-Critic" reinforcement learning scheme to model the interactions between the users and recommender systems, which can consider both the dynamic adaptation and long-term rewards. Furthermore, a state representation module is incorporated into DRR, which can explicitly capture the interactions between items and users. Three instantiation structures are developed. Extensive experiments on four real-world datasets are conducted under both the offline and online evaluation settings. The experimental results demonstrate the proposed DRR method indeed outperforms the state-of-the-art competitors.

cs.IR↗

Learning to Design Games: Strategic Environments in Reinforcement Learning

In typical reinforcement learning (RL), the environment is assumed given and the goal of the learning is to identify an optimal policy for the agent taking actions through its interactions with the environment. In this paper, we extend this setting by considering the environment is not given, but controllable and learnable through its interaction with the agent at the same time. This extension is motivated by environment design scenarios in the real-world, including game design, shopping space design and traffic signal design. Theoretically, we find a dual Markov decision process (MDP) w.r.t. the environment to that w.r.t. the agent, and derive a policy gradient solution to optimizing the parametrized environment. Furthermore, discontinuous environments are addressed by a proposed general generative framework. Our experiments on a Maze game design task show the effectiveness of the proposed algorithms in generating diverse and challenging Mazes against various agent settings.

cs.AI↗

Sampled in Pairs and Driven by Text: A New Graph Embedding Framework

In graphs with rich texts, incorporating textual information with structural information would benefit constructing expressive graph embeddings. Among various graph embedding models, random walk (RW)-based is one of the most popular and successful groups. However, it is challenged by two issues when applied on graphs with rich texts: (i) sampling efficiency: deriving from the training objective of RW-based models (e.g., DeepWalk and node2vec), we show that RW-based models are likely to generate large amounts of redundant training samples due to three main drawbacks. (ii) text utilization: these models have difficulty in dealing with zero-shot scenarios where graph embedding models have to infer graph structures directly from texts. To solve these problems, we propose a novel framework, namely Text-driven Graph Embedding with Pairs Sampling (TGE-PS). TGE-PS uses Pairs Sampling (PS) to improve the sampling strategy of RW, being able to reduce ~99% training samples while preserving competitive performance. TGE-PS uses Text-driven Graph Embedding (TGE), an inductive graph embedding approach, to generate node embeddings from texts. Since each node contains rich texts, TGE is able to generate high-quality embeddings and provide reasonable predictions on existence of links to unseen nodes. We evaluate TGE-PS on several real-world datasets, and experiment results demonstrate that TGE-PS produces state-of-the-art results on both traditional and zero-shot link prediction tasks.

cs.AI↗