With the tremendous expansion of graphs data, node classification shows its great importance in many real-world applications. Existing graph neural network based methods mainly focus on classifying unlabeled nodes within fixed classes with abundant labeling. However, in many practical scenarios, graph evolves with emergence of new nodes and edges. Novel classes appear incrementally along with few labeling due to its newly emergence or lack of exploration. In this paper, we focus on this challenging but practical graph few-shot class-incremental learning (GFSCIL) problem and propose a novel method called Geometer. Instead of replacing and retraining the fully connected neural network classifer, Geometer predicts the label of a node by finding the nearest class prototype. Prototype is a vector representing a class in the metric space. With the pop-up of novel classes, Geometer learns and adjusts the attention-based prototypes by observing the geometric proximity, uniformity and separability. Teacher-student knowledge distillation and biased sampling are further introduced to mitigate catastrophic forgetting and unbalanced labeling problem respectively. Experimental results on four public datasets demonstrate that Geometer achieves a substantial improvement of 9.46% to 27.60% over state-of-the-art methods.
Spatio-temporal graph learning is a key method for urban computing tasks, such as traffic flow, taxi demand and air quality forecasting. Due to the high cost of data collection, some developing cities have few available data, which makes it infeasible to train a well-performed model. To address this challenge, cross-city knowledge transfer has shown its promise, where the model learned from data-sufficient cities is leveraged to benefit the learning process of data-scarce cities. However, the spatio-temporal graphs among different cities show irregular structures and varied features, which limits the feasibility of existing Few-Shot Learning (\emph{FSL}) methods. Therefore, we propose a model-agnostic few-shot learning framework for spatio-temporal graph called ST-GFSL. Specifically, to enhance feature extraction by transfering cross-city knowledge, ST-GFSL proposes to generate non-shared parameters based on node-level meta knowledge. The nodes in target city transfer the knowledge via parameter matching, retrieving from similar spatio-temporal characteristics. Furthermore, we propose to reconstruct the graph structure during meta-learning. The graph reconstruction loss is defined to guide structure-aware learning, avoiding structure deviation among different datasets. We conduct comprehensive experiments on four traffic speed prediction benchmarks and the results demonstrate the effectiveness of ST-GFSL compared with state-of-the-art methods.
It is challenging for reinforcement learning (RL) algorithms to succeed in real-world applications like financial trading and logistic system due to the noisy observation and environment shifting between training and evaluation. Thus, it requires both high sample efficiency and generalization for resolving real-world tasks. However, directly applying typical RL algorithms can lead to poor performance in such scenarios. Considering the great performance of ensemble methods on both accuracy and generalization in supervised learning (SL), we design a robust and applicable method named Ensemble Proximal Policy Optimization (EPPO), which learns ensemble policies in an end-to-end manner. Notably, EPPO combines each policy and the policy ensemble organically and optimizes both simultaneously. In addition, EPPO adopts a diversity enhancement regularization over the policy space which helps to generalize to unseen states and promotes exploration. We theoretically prove EPPO increases exploration efficacy, and through comprehensive experimental evaluations on various tasks, we demonstrate that EPPO achieves higher efficiency and is robust for real-world applications compared with vanilla policy optimization algorithms and other ensemble methods. Code and supplemental materials are available at https://seqml.github.io/eppo.
As the final stage of the multi-stage recommender system (MRS), reranking directly affects users' experience and satisfaction, thus playing a critical role in MRS. Despite the improvement achieved in the existing work, three issues are yet to be solved. First, users' historical behaviors contain rich preference information, such as users' long and short-term interests, but are not fully exploited in reranking. Previous work typically treats items in history equally important, neglecting the dynamic interaction between the history and candidate items. Second, existing reranking models focus on learning interactions at the item level while ignoring the fine-grained feature-level interactions. Lastly, estimating the reranking score on the ordered initial list before reranking may lead to the early scoring problem, thereby yielding suboptimal reranking performance. To address the above issues, we propose a framework named Multi-level Interaction Reranking (MIR). MIR combines low-level cross-item interaction and high-level set-to-list interaction, where we view the candidate items to be reranked as a set and the users' behavior history in chronological order as a list. We design a novel SLAttention structure for modeling the set-to-list interactions with personalized long-short term interests. Moreover, feature-level interactions are incorporated to capture the fine-grained influence among items. We design MIR in such a way that any permutation of the input items would not change the output ranking, and we theoretically prove it. Extensive experiments on three public and proprietary datasets show that MIR significantly outperforms the state-of-the-art models using various ranking and utility metrics.
As a challenging multi-player card game, DouDizhu has recently drawn much attention for analyzing competition and collaboration in imperfect-information games. In this paper, we propose PerfectDou, a state-of-the-art DouDizhu AI system that dominates the game, in an actor-critic framework with a proposed technique named perfect information distillation. In detail, we adopt a perfect-training-imperfect-execution framework that allows the agents to utilize the global information to guide the training of the policies as if it is a perfect information game and the trained policies can be used to play the imperfect information game during the actual gameplay. To this end, we characterize card and game features for DouDizhu to represent the perfect and imperfect information. To train our system, we adopt proximal policy optimization with generalized advantage estimation in a parallel training paradigm. In experiments we show how and why PerfectDou beats all existing AI programs, and achieves state-of-the-art performance.
With the rapid development of deep learning, training Big Models (BMs) for multiple downstream tasks becomes a popular paradigm. Researchers have achieved various outcomes in the construction of BMs and the BM application in many fields. At present, there is a lack of research work that sorts out the overall progress of BMs and guides the follow-up research. In this paper, we cover not only the BM technologies themselves but also the prerequisites for BM training and applications with BMs, dividing the BM review into four parts: Resource, Models, Key Technologies and Application. We introduce 16 specific BM-related topics in those four parts, they are Data, Knowledge, Computing System, Parallel Training System, Language Model, Vision Model, Multi-modal Model, Theory&Interpretability, Commonsense Reasoning, Reliability&Security, Governance, Evaluation, Machine Translation, Text Generation, Dialogue and Protein Research. In each topic, we summarize clearly the current studies and propose some future research directions. At the end of this paper, we conclude the further development of BMs in a more general view.
Significant advances have recently been achieved in Multi-Agent Reinforcement Learning (MARL) which tackles sequential decision-making problems involving multiple participants. However, MARL requires a tremendous number of samples for effective training. On the other hand, model-based methods have been shown to achieve provable advantages of sample efficiency. However, the attempts of model-based methods to MARL have just started very recently. This paper presents a review of the existing research on model-based MARL, including theoretical analyses, algorithms, and applications, and analyzes the advantages and potential of model-based MARL. Specifically, we provide a detailed taxonomy of the algorithms and point out the pros and cons for each algorithm according to the challenges inherent to multi-agent scenarios. We also outline promising directions for future development of this field.
Recent progress in state-only imitation learning extends the scope of applicability of imitation learning to real-world settings by relieving the need for observing expert actions. However, existing solutions only learn to extract a state-to-action mapping policy from the data, without considering how the expert plans to the target. This hinders the ability to leverage demonstrations and limits the flexibility of the policy. In this paper, we introduce Decoupled Policy Optimization (DePO), which explicitly decouples the policy as a high-level state planner and an inverse dynamics model. With embedded decoupled policy gradient and generative adversarial training, DePO enables knowledge transfer to different action spaces or state transition dynamics, and can generalize the planner to out-of-demonstration state regions. Our in-depth experimental analysis shows the effectiveness of DePO on learning a generalized target state planner while achieving the best imitation performance. We demonstrate the appealing usage of DePO for transferring across different tasks by pre-training, and the potential for co-training agents with various skills.
Program representation, which aims at converting program source code into vectors with automatically extracted features, is a fundamental problem in programming language processing (PLP). Recent work tries to represent programs with neural networks based on source code structures. However, such methods often focus on the syntax and consider only one single perspective of programs, limiting the representation power of models. This paper proposes a multi-view graph (MVG) program representation method. MVG pays more attention to code semantics and simultaneously includes both data flow and control flow as multiple views. These views are then combined and processed by a graph neural network (GNN) to obtain a comprehensive program representation that covers various aspects. We thoroughly evaluate our proposed MVG approach in the context of algorithm detection, an important and challenging subfield of PLP. Specifically, we use a public dataset POJ-104 and also construct a new challenging dataset ALG-109 to test our method. In experiments, MVG outperforms previous methods significantly, demonstrating our model's strong capability of representing source code.
Policy Space Response Oracle method (PSRO) provides a general solution to Nash equilibrium in two-player zero-sum games but suffers from two problems: (1) the computation inefficiency due to consistently evaluating current populations by simulations; and (2) the exploration inefficiency due to learning best responses against a fixed meta-strategy at each iteration. In this work, we propose Efficient PSRO (EPSRO) that largely improves the efficiency of the above two steps. Central to our development is the newly-introduced subroutine of minimax optimization on unrestricted-restricted (URR) games. By solving URR at each step, one can evaluate the current game and compute the best response in one forward pass with no need for game simulations. Theoretically, we prove that the solution procedures of EPSRO offer a monotonic improvement on exploitability. Moreover, a desirable property of EPSRO is that it is parallelizable, this allows for efficient exploration in the policy space that induces behavioral diversity. We test EPSRO on three classes of games and report a 50x speedup in wall-time, 10x data efficiency, and similar exploitability as existing PSRO methods on Kuhn and Leduc Poker games.