Reranking, as the final stage of multi-stage recommender systems, refines the initial lists to maximize the total utility. With the development of multimedia and user interface design, the recommendation page has evolved to a multi-list style. Separately employing traditional list-level reranking methods for different lists overlooks the inter-list interactions and the effect of different page formats, thus yielding suboptimal reranking performance. Moreover, simply applying a shared network for all the lists fails to capture the commonalities and distinctions in user behaviors on different lists. To this end, we propose to draw a bird's-eye view of \textbf{page-level reranking} and design a novel Page-level Attentional Reranking (PAR) model. We introduce a hierarchical dual-side attention module to extract personalized intra- and inter-list interactions. A spatial-scaled attention network is devised to integrate the spatial relationship into pairwise item influences, which explicitly models the page format. The multi-gated mixture-of-experts module is further applied to capture the commonalities and differences of user behaviors between different lists. Extensive experiments on a public dataset and a proprietary dataset show that PAR significantly outperforms existing baseline models.
Driving SMARTS is a regular competition designed to tackle problems caused by the distribution shift in dynamic interaction contexts that are prevalent in real-world autonomous driving (AD). The proposed competition supports methodologically diverse solutions, such as reinforcement learning (RL) and offline learning methods, trained on a combination of naturalistic AD data and open-source simulation platform SMARTS. The two-track structure allows focusing on different aspects of the distribution shift. Track 1 is open to any method and will give ML researchers with different backgrounds an opportunity to solve a real-world autonomous driving challenge. Track 2 is designed for strictly offline learning methods. Therefore, direct comparisons can be made between different methods with the aim to identify new promising research directions. The proposed setup consists of 1) realistic traffic generated using real-world data and micro simulators to ensure fidelity of the scenarios, 2) framework accommodating diverse methods for solving the problem, and 3) baseline method. As such it provides a unique opportunity for the principled investigation into various aspects of autonomous vehicle deployment.
High-quality traffic flow generation is the core module in building simulators for autonomous driving. However, the majority of available simulators are incapable of replicating traffic patterns that accurately reflect the various features of real-world data while also simulating human-like reactive responses to the tested autopilot driving strategies. Taking one step forward to addressing such a problem, we propose Realistic Interactive TrAffic flow (RITA) as an integrated component of existing driving simulators to provide high-quality traffic flow for the evaluation and optimization of the tested driving strategies. RITA is developed with fidelity, diversity, and controllability in consideration, and consists of two core modules called RITABackend and RITAKit. RITABackend is built to support vehicle-wise control and provide traffic generation models from real-world datasets, while RITAKit is developed with easy-to-use interfaces for controllable traffic generation via RITABackend. We demonstrate RITA's capacity to create diversified and high-fidelity traffic simulations in several highly interactive highway scenarios. The experimental findings demonstrate that our produced RITA traffic flows meet all three design goals, hence enhancing the completeness of driving strategy evaluation. Moreover, we showcase the possibility for further improvement of baseline strategies through online fine-tuning with RITA traffic flows.
A good state representation is crucial to solving complicated reinforcement learning (RL) challenges. Many recent works focus on designing auxiliary losses for learning informative representations. Unfortunately, these handcrafted objectives rely heavily on expert knowledge and may be sub-optimal. In this paper, we propose a principled and universal method for learning better representations with auxiliary loss functions, named Automated Auxiliary Loss Search (A2LS), which automatically searches for top-performing auxiliary loss functions for RL. Specifically, based on the collected trajectory data, we define a general auxiliary loss space of size $7.5 \times 10^{20}$ and explore the space with an efficient evolutionary search strategy. Empirical results show that the discovered auxiliary loss (namely, A2-winner) significantly improves the performance on both high-dimensional (image) and low-dimensional (vector) unseen tasks with much higher efficiency, showing promising generalization ability to different settings and even different benchmark domains. We conduct a statistical analysis to reveal the relations between patterns of auxiliary losses and RL performance.
Recommender systems are expected to be assistants that help human users find relevant information in an automatic manner without explicit queries. As recommender systems evolve, increasingly sophisticated learning techniques are applied and have achieved better performance in terms of user engagement metrics such as clicks and browsing time. The increase of the measured performance, however, can have two possible attributions: a better understanding of user preferences, and a more proactive ability to utilize human bounded rationality to seduce user over-consumption. A natural following question is whether current recommendation algorithms are manipulating user preferences. If so, can we measure the manipulation level? In this paper, we present a general framework for benchmarking the degree of manipulations of recommendation algorithms, in both slate recommendation and sequential recommendation scenarios. The framework consists of three stages, initial preference calculation, algorithm training and interaction, and metrics calculation that involves two proposed metrics, Manipulation Score and Preference Shift. We benchmark some representative recommendation algorithms in both synthetic and real-world datasets under the proposed framework. We have observed that a high online click-through rate does not mean a better understanding of user initial preference, but ends in prompting users to choose more documents they initially did not favor. Moreover, we find that the properties of training data have notable impacts on the manipulation degrees, and algorithms with more powerful modeling abilities are more sensitive to such impacts. The experiments also verified the usefulness of the proposed metrics for measuring the degree of manipulations. We advocate that future recommendation algorithm studies should be treated as an optimization problem with constrained user preference manipulations.
This paper introduces Honor of Kings Arena, a reinforcement learning (RL) environment based on Honor of Kings, one of the world's most popular games at present. Compared to other environments studied in most previous work, ours presents new generalization challenges for competitive reinforcement learning. It is a multi-agent problem with one agent competing against its opponent; and it requires the generalization ability as it has diverse targets to control and diverse opponents to compete with. We describe the observation, action, and reward specifications for the Honor of Kings domain and provide an open-source Python-based interface for communicating with the game engine. We provide twenty target heroes with a variety of tasks in Honor of Kings Arena and present initial baseline results for RL-based methods with feasible computing resources. Finally, we showcase the generalization challenges imposed by Honor of Kings Arena and possible remedies to the challenges. All of the software, including the environment-class, are publicly available at https://github.com/tencent-ailab/hok_env . The documentation is available at https://aiarena.tencent.com/hok/doc/ .
This paper introduces a novel Self-supervised Fine-grained Dialogue Evaluation framework (SelF-Eval). The core idea is to model the correlation between turn quality and the entire dialogue quality. We first propose a novel automatic data construction method that can automatically assign fine-grained scores for arbitrarily dialogue data. Then we train \textbf{SelF-Eval} with a multi-level contrastive learning schema which helps to distinguish different score levels. Experimental results on multiple benchmarks show that SelF-Eval is highly consistent with human evaluations and better than the state-of-the-art models. We give a detailed analysis of the experiments in this paper. Our code and data will be published on GitHub.
Modelling the user's multiple behaviors is an essential part of modern e-commerce, whose widely adopted application is to jointly optimize click-through rate (CTR) and conversion rate (CVR) predictions. Most of existing methods overlook the effect of two key characteristics of the user's behaviors: for each item list, (i) contextual dependence refers to that the user's behaviors on any item are not purely determinated by the item itself but also are influenced by the user's previous behaviors (e.g., clicks, purchases) on other items in the same sequence; (ii) multiple time scales means that users are likely to click frequently but purchase periodically. To this end, we develop a new multi-scale user behavior network named Hierarchical rEcurrent Ranking On the Entire Space (HEROES) which incorporates the contextual information to estimate the user multiple behaviors in a multi-scale fashion. Concretely, we introduce a hierarchical framework, where the lower layer models the user's engagement behaviors while the upper layer estimates the user's satisfaction behaviors. The proposed architecture can automatically learn a suitable time scale for each layer to capture the dynamic user's behavioral patterns. Besides the architecture, we also introduce the Hawkes process to form a novel recurrent unit which can not only encode the items' features in the context but also formulate the excitation or discouragement from the user's previous behaviors. We further show that HEROES can be extended to build unbiased ranking systems through combinations with the survival analysis technique. Extensive experiments over three large-scale industrial datasets demonstrate the superiority of our model compared with the state-of-the-art methods.