With the development of multimedia applications, multimodal recommendations are playing an essential role, as they can leverage rich contexts beyond user interactions. Existing methods mainly regard multimodal information as an auxiliary, using them to help learn ID features; however, there exist semantic gaps among multimodal content features and ID features, for which directly using multimodal information as an auxiliary would lead to misalignment in representations of users and items. In this paper, we first systematically investigate the misalignment issue in multimodal recommendations, and propose a solution named AlignRec. In AlignRec, the recommendation objective is decomposed into three alignments, namely alignment within contents, alignment between content and categorical ID, and alignment between users and items. Each alignment is characterized by a specific objective function and is integrated into our multimodal recommendation framework. To effectively train our AlignRec, we propose starting from pre-training the first alignment to obtain unified multimodal features and subsequently training the following two alignments together with these features as input. As it is essential to analyze whether each multimodal feature helps in training, we design three new classes of metrics to evaluate intermediate performance. Our extensive experiments on three real-world datasets consistently verify the superiority of AlignRec compared to nine baselines. We also find that the multimodal features generated by AlignRec are better than currently used ones, which are to be open-sourced.
Numerous large language model (LLM) agents have been built for different tasks like web navigation and online shopping due to LLM's wide knowledge and text-understanding ability. Among these works, many of them utilize in-context examples to achieve generalization without the need for fine-tuning, while few of them have considered the problem of how to select and effectively utilize these examples. Recently, methods based on trajectory-level retrieval with task meta-data and using trajectories as in-context examples have been proposed to improve the agent's overall performance in some sequential decision making tasks. However, these methods can be problematic due to plausible examples retrieved without task-specific state transition dynamics and long input with plenty of irrelevant context. In this paper, we propose a novel framework (TRAD) to address these issues. TRAD first conducts Thought Retrieval, achieving step-level demonstration selection via thought matching, leading to more helpful demonstrations and less irrelevant input noise. Then, TRAD introduces Aligned Decision, complementing retrieved demonstration steps with their previous or subsequent steps, which enables tolerance for imperfect thought and provides a choice for balance between more context and less noise. Extensive experiments on ALFWorld and Mind2Web benchmarks show that TRAD not only outperforms state-of-the-art models but also effectively helps in reducing noise and promoting generalization. Furthermore, TRAD has been deployed in real-world scenarios of a global business insurance company and improves the success rate of robotic process automation.
Many real-world problems can be formulated as a constrained Traveling Salesman Problem (TSP). However, the constraints are always complex and numerous, making the TSPs challenging to solve. When the number of complicated constraints grows, it is time-consuming for traditional heuristic algorithms to avoid illegitimate outcomes. Learning-based methods provide an alternative to solve TSPs in a soft manner, which also supports GPU acceleration to generate solutions quickly. Nevertheless, the soft manner inevitably results in difficulty solving hard-constrained problems with learning algorithms, and the conflicts between legality and optimality may substantially affect the optimality of the solution. To overcome this problem and to have an effective solution against hard constraints, we proposed a novel learning-based method that uses looking-ahead information as the feature to improve the legality of TSP with Time Windows (TSPTW) solutions. Besides, we constructed TSPTW datasets with hard constraints in order to accurately evaluate and benchmark the statistical performance of various approaches, which can serve the community for future research. With comprehensive experiments on diverse datasets, MUSLA outperforms existing baselines and shows generalizability potential.
The significant advancements in large language models (LLMs) give rise to a promising research direction, i.e., leveraging LLMs as recommenders (LLMRec). The efficacy of LLMRec arises from the open-world knowledge and reasoning capabilities inherent in LLMs. LLMRec acquires the recommendation capabilities through instruction tuning based on user interaction data. However, in order to protect user privacy and optimize utility, it is also crucial for LLMRec to intentionally forget specific user data, which is generally referred to as recommendation unlearning. In the era of LLMs, recommendation unlearning poses new challenges for LLMRec in terms of \textit{inefficiency} and \textit{ineffectiveness}. Existing unlearning methods require updating billions of parameters in LLMRec, which is costly and time-consuming. Besides, they always impact the model utility during the unlearning process. To this end, we propose \textbf{E2URec}, the first \underline{E}fficient and \underline{E}ffective \underline{U}nlearning method for LLM\underline{Rec}. Our proposed E2URec enhances the unlearning efficiency by updating only a few additional LoRA parameters, and improves the unlearning effectiveness by employing a teacher-student framework, where we maintain multiple teacher networks to guide the unlearning process. Extensive experiments show that E2URec outperforms state-of-the-art baselines on two real-world datasets. Specifically, E2URec can efficiently forget specific data without affecting recommendation performance. The source code is at \url{https://github.com/justarter/E2URec}.
Offline Reinforcement Learning (RL) has received significant interest due to its ability to improve policies in previously collected datasets without online interactions. Despite its success in the single-agent setting, offline multi-agent RL remains a challenge, especially in competitive games. Firstly, unaware of the game structure, it is impossible to interact with the opponents and conduct a major learning paradigm, self-play, for competitive games. Secondly, real-world datasets cannot cover all the state and action space in the game, resulting in barriers to identifying Nash equilibrium (NE). To address these issues, this paper introduces Off-FSP, the first practical model-free offline RL algorithm for competitive games. We start by simulating interactions with various opponents by adjusting the weights of the fixed dataset with importance sampling. This technique allows us to learn best responses to different opponents and employ the Offline Self-Play learning framework. In this framework, we further implement Fictitious Self-Play (FSP) to approximate NE. In partially covered real-world datasets, our methods show the potential to approach NE by incorporating any single-agent offline RL method. Experimental results in Leduc Hold'em Poker show that our method significantly improves performances compared with state-of-the-art baselines.
Learning a generalist embodied agent capable of completing multiple tasks poses challenges, primarily stemming from the scarcity of action-labeled robotic datasets. In contrast, a vast amount of human videos exist, capturing intricate tasks and interactions with the physical world. Promising prospects arise for utilizing actionless human videos for pre-training and transferring the knowledge to facilitate robot policy learning through limited robot demonstrations. In this paper, we introduce a novel framework that leverages a unified discrete diffusion to combine generative pre-training on human videos and policy fine-tuning on a small number of action-labeled robot videos. We start by compressing both human and robot videos into unified video tokens. In the pre-training stage, we employ a discrete diffusion model with a mask-and-replace diffusion strategy to predict future video tokens in the latent space. In the fine-tuning stage, we harness the imagined future videos to guide low-level action learning trained on a limited set of robot data. Experiments demonstrate that our method generates high-fidelity future videos for planning and enhances the fine-tuned policies compared to previous state-of-the-art approaches with superior generalization ability. Our project website is available at https://video-diff.github.io/.
Large Language Models (LLMs) have shown promise as intelligent agents in interactive decision-making tasks. Traditional approaches often depend on meticulously designed prompts, high-quality examples, or additional reward models for in-context learning, supervised fine-tuning, or RLHF. Reinforcement learning (RL) presents a dynamic alternative for LLMs to overcome these dependencies by engaging directly with task-specific environments. Nonetheless, it faces significant hurdles: 1) instability stemming from the exponentially vast action space requiring exploration; 2) challenges in assigning token-level credit based on action-level reward signals, resulting in discord between maximizing rewards and accurately modeling corpus data. In response to these challenges, we introduce Entropy-Regularized Token-level Policy Optimization (ETPO), an entropy-augmented RL method tailored for optimizing LLMs at the token level. At the heart of ETPO is our novel per-token soft Bellman update, designed to harmonize the RL process with the principles of language modeling. This methodology decomposes the Q-function update from a coarse action-level view to a more granular token-level perspective, backed by theoretical proof of optimization consistency. Crucially, this decomposition renders linear time complexity in action exploration. We assess the effectiveness of ETPO within a simulated environment that models data science code generation as a series of multi-step interactive tasks; results show that ETPO achieves effective performance improvement on the CodeLlama-7B model and surpasses a variant PPO baseline inherited from RLHF. This underlines ETPO's potential as a robust method for refining the interactive decision-making capabilities of LLMs.
Traffic simulation is an essential tool for transportation infrastructure planning, intelligent traffic control policy learning, and traffic flow analysis. Its effectiveness relies heavily on the realism of the simulators used. Traditional traffic simulators, such as SUMO and CityFlow, are often limited by their reliance on rule-based models with hyperparameters that oversimplify driving behaviors, resulting in unrealistic simulations. To enhance realism, some simulators have provided Application Programming Interfaces (APIs) to interact with Machine Learning (ML) models, which learn from observed data and offer more sophisticated driving behavior models. However, this approach faces challenges in scalability and time efficiency as vehicle numbers increase. Addressing these limitations, we introduce CityFlowER, an advancement over the existing CityFlow simulator, designed for efficient and realistic city-wide traffic simulation. CityFlowER innovatively pre-embeds ML models within the simulator, eliminating the need for external API interactions and enabling faster data computation. This approach allows for a blend of rule-based and ML behavior models for individual vehicles, offering unparalleled flexibility and efficiency, particularly in large-scale simulations. We provide detailed comparisons with existing simulators, implementation insights, and comprehensive experiments to demonstrate CityFlowER's superiority in terms of realism, efficiency, and adaptability.
Applying diffusion models in reinforcement learning for long-term planning has gained much attention recently. Several diffusion-based methods have successfully leveraged the modeling capabilities of diffusion for arbitrary distributions. These methods generate subsequent trajectories for planning and have demonstrated significant improvement. However, these methods are limited by their plain base distributions and their overlooking of the diversity of samples, in which different states have different returns. They simply leverage diffusion to learn the distribution of offline dataset, generate the trajectories whose states share the same distribution with the offline dataset. As a result, the probability of these models reaching the high-return states is largely dependent on the dataset distribution. Even equipped with the guidance model, the performance is still suppressed. To address these limitations, in this paper, we propose a novel method called CDiffuser, which devises a return contrast mechanism to pull the states in generated trajectories towards high-return states while pushing them away from low-return states to improve the base distribution. Experiments on 14 commonly used D4RL benchmarks demonstrate the effectiveness of our proposed method.