Abstract:WikiKG90Mv2 in NeurIPS 2022 is a large encyclopedic knowledge graph. Embedding knowledge graphs into continuous vector spaces is important for many practical applications, such as knowledge acquisition, question answering, and recommendation systems. Compared to existing knowledge graphs, WikiKG90Mv2 is a large scale knowledge graph, which is composed of more than 90 millions of entities. Both efficiency and accuracy should be considered when building graph embedding models for knowledge graph at scale. To this end, we follow the retrieve then re-rank pipeline, and make novel modifications in both retrieval and re-ranking stage. Specifically, we propose a priority infilling retrieval model to obtain candidates that are structurally and semantically similar. Then we propose an ensemble based re-ranking model with neighbor enhanced representations to produce final link prediction results among retrieved candidates. Experimental results show that our proposed method outperforms existing baseline methods and improves MRR of validation set from 0.2342 to 0.2839.




Abstract:Knowledge graphs play a vital role in numerous artificial intelligence tasks, yet they frequently face the issue of incompleteness. In this study, we explore utilizing Large Language Models (LLM) for knowledge graph completion. We consider triples in knowledge graphs as text sequences and introduce an innovative framework called Knowledge Graph LLM (KG-LLM) to model these triples. Our technique employs entity and relation descriptions of a triple as prompts and utilizes the response for predictions. Experiments on various benchmark knowledge graphs demonstrate that our method attains state-of-the-art performance in tasks such as triple classification and relation prediction. We also find that fine-tuning relatively smaller models (e.g., LLaMA-7B, ChatGLM-6B) outperforms recent ChatGPT and GPT-4.




Abstract:Friend recall is an important way to improve Daily Active Users (DAU) in Tencent games. Traditional friend recall methods focus on rules like friend intimacy or training a classifier for predicting lost players' return probability, but ignore feature information of (active) players and historical friend recall events. In this work, we treat friend recall as a link prediction problem and explore several link prediction methods which can use features of both active and lost players, as well as historical events. Furthermore, we propose a novel Edge Transformer model and pre-train the model via masked auto-encoders. Our method achieves state-of-the-art results in the offline experiments and online A/B Tests of three Tencent games.