Communications system with analog or hybrid analog/digital architectures usually relies on a pre-defined codebook to perform beamforming. With the increase in the size of the antenna array, the characteristics of the spherical wavefront in the near-field situation are not negligible. Therefore, it is necessary to design a codebook that is adaptive to near-field scenarios. In this letter, we investigate the hierarchical codebook design method in the near-field situation. We develop a steering beam gain calculation method and design the lower-layer codebook to satisfy the coverage of the Fresnel region. For the upper-layer codebook, we propose beam rotation and beam relocation methods to place an arbitrary beam pattern at target locations. The simulation results show the superiority of the proposed near-field hierarchical codebook design.
As a promising solution for model compression, knowledge distillation (KD) has been applied in recommender systems (RS) to reduce inference latency. Traditional solutions first train a full teacher model from the training data, and then transfer its knowledge (\ie \textit{soft labels}) to supervise the learning of a compact student model. However, we find such a standard distillation paradigm would incur serious bias issue -- popular items are more heavily recommended after the distillation. This effect prevents the student model from making accurate and fair recommendations, decreasing the effectiveness of RS. In this work, we identify the origin of the bias in KD -- it roots in the biased soft labels from the teacher, and is further propagated and intensified during the distillation. To rectify this, we propose a new KD method with a stratified distillation strategy. It first partitions items into multiple groups according to their popularity, and then extracts the ranking knowledge within each group to supervise the learning of the student. Our method is simple and teacher-agnostic -- it works on distillation stage without affecting the training of the teacher model. We conduct extensive theoretical and empirical studies to validate the effectiveness of our proposal. We release our code at: https://github.com/chengang95/UnKD.
Recommender systems deployed in real-world applications can have inherent exposure bias, which leads to the biased logged data plaguing the researchers. A fundamental way to address this thorny problem is to collect users' interactions on randomly expose items, i.e., the missing-at-random data. A few works have asked certain users to rate or select randomly recommended items, e.g., Yahoo!, Coat, and OpenBandit. However, these datasets are either too small in size or lack key information, such as unique user ID or the features of users/items. In this work, we present KuaiRand, an unbiased sequential recommendation dataset containing millions of intervened interactions on randomly exposed videos, collected from the video-sharing mobile App, Kuaishou. Different from existing datasets, KuaiRand records 12 kinds of user feedback signals (e.g., click, like, and view time) on randomly exposed videos inserted in the recommendation feeds in two weeks. To facilitate model learning, we further collect rich features of users and items as well as users' behavior history. By releasing this dataset, we enable the research of advanced debiasing large-scale recommendation scenarios for the first time. Also, with its distinctive features, KuaiRand can support various other research directions such as interactive recommendation, long sequential behavior modeling, and multi-task learning. The dataset and its news will be available at https://kuairand.com.
Clustering is a fundamental machine learning task which has been widely studied in the literature. Classic clustering methods follow the assumption that data are represented as features in a vectorized form through various representation learning techniques. As the data become increasingly complicated and complex, the shallow (traditional) clustering methods can no longer handle the high-dimensional data type. With the huge success of deep learning, especially the deep unsupervised learning, many representation learning techniques with deep architectures have been proposed in the past decade. Recently, the concept of Deep Clustering, i.e., jointly optimizing the representation learning and clustering, has been proposed and hence attracted growing attention in the community. Motivated by the tremendous success of deep learning in clustering, one of the most fundamental machine learning tasks, and the large number of recent advances in this direction, in this paper we conduct a comprehensive survey on deep clustering by proposing a new taxonomy of different state-of-the-art approaches. We summarize the essential components of deep clustering and categorize existing methods by the ways they design interactions between deep representation learning and clustering. Moreover, this survey also provides the popular benchmark datasets, evaluation metrics and open-source implementations to clearly illustrate various experimental settings. Last but not least, we discuss the practical applications of deep clustering and suggest challenging topics deserving further investigations as future directions.
Binaural audio plays a significant role in constructing immersive augmented and virtual realities. As it is expensive to record binaural audio from the real world, synthesizing them from mono audio has attracted increasing attention. This synthesis process involves not only the basic physical warping of the mono audio, but also room reverberations and head/ear related filtrations, which, however, are difficult to accurately simulate in traditional digital signal processing. In this paper, we formulate the synthesis process from a different perspective by decomposing the binaural audio into a common part that shared by the left and right channels as well as a specific part that differs in each channel. Accordingly, we propose BinauralGrad, a novel two-stage framework equipped with diffusion models to synthesize them respectively. Specifically, in the first stage, the common information of the binaural audio is generated with a single-channel diffusion model conditioned on the mono audio, based on which the binaural audio is generated by a two-channel diffusion model in the second stage. Combining this novel perspective of two-stage synthesis with advanced generative models (i.e., the diffusion models),the proposed BinauralGrad is able to generate accurate and high-fidelity binaural audio samples. Experiment results show that on a benchmark dataset, BinauralGrad outperforms the existing baselines by a large margin in terms of both object and subject evaluation metrics (Wave L2: 0.128 vs. 0.157, MOS: 3.80 vs. 3.61). The generated audio samples are available online.
Text to speech (TTS) has made rapid progress in both academia and industry in recent years. Some questions naturally arise that whether a TTS system can achieve human-level quality, how to define/judge that quality and how to achieve it. In this paper, we answer these questions by first defining the human-level quality based on the statistical significance of subjective measure and introducing appropriate guidelines to judge it, and then developing a TTS system called NaturalSpeech that achieves human-level quality on a benchmark dataset. Specifically, we leverage a variational autoencoder (VAE) for end-to-end text to waveform generation, with several key modules to enhance the capacity of the prior from text and reduce the complexity of the posterior from speech, including phoneme pre-training, differentiable duration modeling, bidirectional prior/posterior modeling, and a memory mechanism in VAE. Experiment evaluations on popular LJSpeech dataset show that our proposed NaturalSpeech achieves -0.01 CMOS (comparative mean opinion score) to human recordings at the sentence level, with Wilcoxon signed rank test at p-level p >> 0.05, which demonstrates no statistically significant difference from human recordings for the first time on this dataset.
Domain adaptation on time-series data is often encountered in the industry but received limited attention in academia. Most of the existing domain adaptation methods for time-series data borrow the ideas from the existing methods for non-time series data to extract the domain-invariant representation. However, two peculiar difficulties to time-series data have not been solved. 1) It is not a trivial task to model the domain-invariant and complex dependence among different timestamps. 2) The domain-variant information is important but how to leverage them is almost underexploited. Fortunately, the stableness of causal structures among different domains inspires us to explore the structures behind the time-series data. Based on this inspiration, we investigate the domain-invariant unweighted sparse associative structures and the domain-variant strengths of the structures. To achieve this, we propose Sparse Associative structure alignment by learning Invariance and Variance (SASA-IV in short), a model that simultaneously aligns the invariant unweighted spare associative structures and considers the variant information for time-series unsupervised domain adaptation. Technologically, we extract the domain-invariant unweighted sparse associative structures with a unidirectional alignment restriction and embed the domain-variant strengths via a well-designed autoregressive module. Experimental results not only testify that our model yields state-of-the-art performance on three real-world datasets but also provide some insightful discoveries on knowledge transfer.
While personalization increases the utility of recommender systems, it also brings the issue of filter bubbles. E.g., if the system keeps exposing and recommending the items that the user is interested in, it may also make the user feel bored and less satisfied. Existing work studies filter bubbles in static recommendation, where the effect of overexposure is hard to capture. In contrast, we believe it is more meaningful to study the issue in interactive recommendation and optimize long-term user satisfaction. Nevertheless, it is unrealistic to train the model online due to the high cost. As such, we have to leverage offline training data and disentangle the causal effect on user satisfaction. To achieve this goal, we propose a counterfactual interactive recommender system (CIRS) that augments offline reinforcement learning (offline RL) with causal inference. The basic idea is to first learn a causal user model on historical data to capture the overexposure effect of items on user satisfaction. It then uses the learned causal user model to help the planning of the RL policy. To conduct evaluation offline, we innovatively create an authentic RL environment (KuaiEnv) based on a real-world fully observed user rating dataset. The experiments show the effectiveness of CIRS in bursting filter bubbles and achieving long-term success in interactive recommendation. The implementation of CIRS is available via https://github.com/chongminggao/CIRS-codes.
Few-shot NER needs to effectively capture information from limited instances and transfer useful knowledge from external resources. In this paper, we propose a self-describing mechanism for few-shot NER, which can effectively leverage illustrative instances and precisely transfer knowledge from external resources by describing both entity types and mentions using a universal concept set. Specifically, we design Self-describing Networks (SDNet), a Seq2Seq generation model which can universally describe mentions using concepts, automatically map novel entity types to concepts, and adaptively recognize entities on-demand. We pre-train SDNet with large-scale corpus, and conduct experiments on 8 benchmarks from different domains. Experiments show that SDNet achieves competitive performances on all benchmarks and achieves the new state-of-the-art on 6 benchmarks, which demonstrates its effectiveness and robustness.
Recommender systems are usually developed and evaluated on the historical user-item logs. However, most offline recommendation datasets are highly sparse and contain various biases, which hampers the evaluation of recommendation policies. Existing efforts aim to improve the data quality by collecting users' preferences on randomly selected items (e.g., Yahoo! and Coat). However, they still suffer from the high variance issue caused by the sparsely observed data. To fundamentally solve the problem, we present KuaiRec, a fully-observed dataset collected from the social video-sharing mobile App, Kuaishou. The feedback of 1,411 users on almost all of the 3,327 videos is explicitly observed. To the best of our knowledge, this is the first real-world fully-observed dataset with millions of user-item interactions in recommendation. To demonstrate the advantage of KuaiRec, we leverage it to explore the key questions in evaluating conversational recommender systems. The experimental results show that two factors in traditional partially-observed data -- the data density and the exposure bias -- greatly affect the evaluation results. This entails the significance of our fully-observed data in researching many directions in recommender systems, e.g., the unbiased recommendation, interactive/conversational recommendation, and evaluation. We release the dataset and the pipeline implementation for evaluation at https://chongminggao.github.io/KuaiRec/.