Consciousness has been historically a heavily debated topic in engineering, science, and philosophy. On the contrary, awareness had less success in raising the interest of scholars in the past. However, things are changing as more and more researchers are getting interested in answering questions concerning what awareness is and how it can be artificially generated. The landscape is rapidly evolving, with multiple voices and interpretations of the concept being conceived and techniques being developed. The goal of this paper is to summarize and discuss the ones among these voices connected with projects funded by the EIC Pathfinder Challenge called ``Awareness Inside'', a nonrecurring call for proposals within Horizon Europe designed specifically for fostering research on natural and synthetic awareness. In this perspective, we dedicate special attention to challenges and promises of applying synthetic awareness in robotics, as the development of mature techniques in this new field is expected to have a special impact on generating more capable and trustworthy embodied systems.
Distributed (or Federated) learning enables users to train machine learning models on their very own devices, while they share only the gradients of their models usually in a differentially private way (utility loss). Although such a strategy provides better privacy guarantees than the traditional centralized approach, it requires users to blindly trust a centralized infrastructure that may also become a bottleneck with the increasing number of users. In this paper, we design and implement P4L: a privacy preserving peer-to-peer learning system for users to participate in an asynchronous, collaborative learning scheme without requiring any sort of infrastructure or relying on differential privacy. Our design uses strong cryptographic primitives to preserve both the confidentiality and utility of the shared gradients, a set of peer-to-peer mechanisms for fault tolerance and user churn, proximity and cross device communications. Extensive simulations under different network settings and ML scenarios for three real-life datasets show that P4L provides competitive performance to baselines, while it is resilient to different poisoning attacks. We implement P4L and experimental results show that the performance overhead and power consumption is minimal (less than 3mAh of discharge).
Casting session-based or sequential recommendation as reinforcement learning (RL) through reward signals is a promising research direction towards recommender systems (RS) that maximize cumulative profits. However, the direct use of RL algorithms in the RS setting is impractical due to challenges like off-policy training, huge action spaces and lack of sufficient reward signals. Recent RL approaches for RS attempt to tackle these challenges by combining RL and (self-)supervised sequential learning, but still suffer from certain limitations. For example, the estimation of Q-values tends to be biased toward positive values due to the lack of negative reward signals. Moreover, the Q-values also depend heavily on the specific timestamp of a sequence. To address the above problems, we propose negative sampling strategy for training the RL component and combine it with supervised sequential learning. We call this method Supervised Negative Q-learning (SNQN). Based on sampled (negative) actions (items), we can calculate the "advantage" of a positive action over the average case, which can be further utilized as a normalized weight for learning the supervised sequential part. This leads to another learning framework: Supervised Advantage Actor-Critic (SA2C). We instantiate SNQN and SA2C with four state-of-the-art sequential recommendation models and conduct experiments on two real-world datasets. Experimental results show that the proposed approaches achieve significantly better performance than state-of-the-art supervised methods and existing self-supervised RL methods . Code will be open-sourced.
Since the inception of Recommender Systems (RS), the accuracy of the recommendations in terms of relevance has been the golden criterion for evaluating the quality of RS algorithms. However, by focusing on item relevance, one pays a significant price in terms of other important metrics: users get stuck in a "filter bubble" and their array of options is significantly reduced, hence degrading the quality of the user experience and leading to churn. Recommendation, and in particular session-based/sequential recommendation, is a complex task with multiple - and often conflicting objectives - that existing state-of-the-art approaches fail to address. In this work, we take on the aforementioned challenge and introduce Scalarized Multi-Objective Reinforcement Learning (SMORL) for the RS setting, a novel Reinforcement Learning (RL) framework that can effectively address multi-objective recommendation tasks. The proposed SMORL agent augments standard recommendation models with additional RL layers that enforce it to simultaneously satisfy three principal objectives: accuracy, diversity, and novelty of recommendations. We integrate this framework with four state-of-the-art session-based recommendation models and compare it with a single-objective RL agent that only focuses on accuracy. Our experimental results on two real-world datasets reveal a substantial increase in aggregate diversity, a moderate increase in accuracy, reduced repetitiveness of recommendations, and demonstrate the importance of reinforcing diversity and novelty as complementary objectives.
Modern recommender systems (RS) work by processing a number of signals that can be inferred from large sets of user-item interaction data. The main signal to analyze stems from the raw matrix that represents interactions. However, we can increase the performance of RS by considering other kinds of signals like the context of interactions, which could be, for example, the time or date of the interaction, the user location, or sequential data corresponding to the historical interactions of the user with the system. These complex, context-based interaction signals are characterized by a rich relational structure that can be represented by a multi-partite graph. Graph Convolutional Networks (GCNs) have been used successfully in collaborative filtering with simple user-item interaction data. In this work, we generalize the use of GCNs for N-partite graphs by considering N multiple context dimensions and propose a simple way for their seamless integration in modern deep learning RS architectures. More specifically, we define a graph convolutional embedding layer for N-partite graphs that processes user-item-context interactions, and constructs node embeddings by leveraging their relational structure. Experiments on several datasets from recommender systems to drug re-purposing show the benefits of the introduced GCN embedding layer by measuring the performance of different context-enriched tasks.
This paper aims to stir debate about a disconcerting privacy issue on web browsing that could easily emerge because of unethical practices and uncontrolled use of technology. We demonstrate how straightforward is to capture behavioral data about the users at scale, by unobtrusively tracking their mouse cursor movements, and predict user's demographics information with reasonable accuracy using five lines of code. Based on our results, we propose an adversarial method to mitigate user profiling techniques that make use of mouse cursor tracking, such as the recurrent neural net we analyze in this paper. We also release our data and a web browser extension that implements our adversarial method, so that others can benefit from this work in practice.
Traditionally, the efficiency and effectiveness of search systems have both been of great interest to the information retrieval community. However, an in-depth analysis of the interaction between the response latency and users' subjective search experience in the mobile setting has been missing so far. To address this gap, we conduct a controlled study that aims to reveal how response latency affects mobile web search. Our preliminary results indicate that mobile web search users are four times more tolerant to response latency reported for desktop web search users. However, when exceeding a certain threshold of 7-10 sec, the delays have a sizeable impact and users report feeling significantly more tensed, tired, terrible, frustrated and sluggish, all which contribute to a worse subjective user experience.
Most successful search queries do not result in a click if the user can satisfy their information needs directly on the SERP. Modeling query abandonment in the absence of click-through data is challenging because search engines must rely on other behavioral signals to understand the underlying search intent. We show that mouse cursor movements make a valuable, low-cost behavioral signal that can discriminate good and bad abandonment. We model mouse movements on SERPs using recurrent neural nets and explore several data representations that do not rely on expensive hand-crafted features and do not depend on a particular SERP structure. We also experiment with data resampling and augmentation techniques that we adopt for sequential data. Our results can help search providers to gauge user satisfaction for queries without clicks and ultimately contribute to a better understanding of search engine performance.
In session-based or sequential recommendation, it is important to consider a number of factors like long-term user engagement, multiple types of user-item interactions such as clicks, purchases etc. The current state-of-the-art supervised approaches fail to model them appropriately. Casting sequential recommendation task as a reinforcement learning (RL) problem is a promising direction. A major component of RL approaches is to train the agent through interactions with the environment. However, it is often problematic to train a recommender in an on-line fashion due to the requirement to expose users to irrelevant recommendations. As a result, learning the policy from logged implicit feedback is of vital importance, which is challenging due to the pure off-policy setting and lack of negative rewards (feedback). In this paper, we propose self-supervised reinforcement learning for sequential recommendation tasks. Our approach augments standard recommendation models with two output layers: one for self-supervised learning and the other for RL. The RL part acts as a regularizer to drive the supervised layer focusing on specific rewards(e.g., recommending items which may lead to purchases rather than clicks) while the self-supervised layer with cross-entropy loss provides strong gradient signals for parameter updates. Based on such an approach, we propose two frameworks namely Self-Supervised Q-learning(SQN) and Self-Supervised Actor-Critic(SAC). We integrate the proposed frameworks with four state-of-the-art recommendation models. Experimental results on two real-world datasets demonstrate the effectiveness of our approach.
Tracking mouse cursor movements can be used to predict user attention on heterogeneous page layouts like SERPs. So far, previous work has relied heavily on handcrafted features, which is a time-consuming approach that often requires domain expertise. We investigate different representations of mouse cursor movements, including time series, heatmaps, and trajectory-based images, to build and contrast both recurrent and convolutional neural networks that can predict user attention to direct displays, such as SERP advertisements. Our models are trained over raw mouse cursor data and achieve competitive performance. We conclude that neural network models should be adopted for downstream tasks involving mouse cursor movements, since they can provide an invaluable implicit feedback signal for re-ranking and evaluation.