Conversational Recommender Systems (CRSs) in E-commerce platforms aim to recommend items to users via multiple conversational interactions. Click-through rate (CTR) prediction models are commonly used for ranking candidate items. However, most CRSs are suffer from the problem of data scarcity and sparseness. To address this issue, we propose a novel knowledge-enhanced deep cross network (K-DCN), a two-step (pretrain and fine-tune) CTR prediction model to recommend items. We first construct a billion-scale conversation knowledge graph (CKG) from information about users, items and conversations, and then pretrain CKG by introducing knowledge graph embedding method and graph convolution network to encode semantic and structural information respectively.To make the CTR prediction model sensible of current state of users and the relationship between dialogues and items, we introduce user-state and dialogue-interaction representations based on pre-trained CKG and propose K-DCN.In K-DCN, we fuse the user-state representation, dialogue-interaction representation and other normal feature representations via deep cross network, which will give the rank of candidate items to be recommended.We experimentally prove that our proposal significantly outperforms baselines and show it's real application in Alime.
MOBA games, e.g., Honor of Kings, League of Legends, and Dota 2, pose grand challenges to AI systems such as multi-agent, enormous state-action space, complex action control, etc. Developing AI for playing MOBA games has raised much attention accordingly. However, existing work falls short in handling the raw game complexity caused by the explosion of agent combinations, i.e., lineups, when expanding the hero pool in case that OpenAI's Dota AI limits the play to a pool of only 17 heroes. As a result, full MOBA games without restrictions are far from being mastered by any existing AI system. In this paper, we propose a MOBA AI learning paradigm that methodologically enables playing full MOBA games with deep reinforcement learning. Specifically, we develop a combination of novel and existing learning techniques, including curriculum self-play learning, policy distillation, off-policy adaption, multi-head value estimation, and Monte-Carlo tree-search, in training and playing a large pool of heroes, meanwhile addressing the scalability issue skillfully. Tested on Honor of Kings, a popular MOBA game, we show how to build superhuman AI agents that can defeat top esports players. The superiority of our AI is demonstrated by the first large-scale performance test of MOBA AI agent in the literature.
We present JueWu-SL, the first supervised-learning-based artificial intelligence (AI) program that achieves human-level performance in playing multiplayer online battle arena (MOBA) games. Unlike prior attempts, we integrate the macro-strategy and the micromanagement of MOBA-game-playing into neural networks in a supervised and end-to-end manner. Tested on Honor of Kings, the most popular MOBA at present, our AI performs competitively at the level of High King players in standard 5v5 games.
Relation classification aims to extract semantic relations between entity pairs from the sentences. However, most existing methods can only identify seen relation classes that occurred during training. To recognize unseen relations at test time, we explore the problem of zero-shot relation classification. Previous work regards the problem as reading comprehension or textual entailment, which have to rely on artificial descriptive information to improve the understandability of relation types. Thus, rich semantic knowledge of the relation labels is ignored. In this paper, we propose a novel logic-guided semantic representation learning model for zero-shot relation classification. Our approach builds connections between seen and unseen relations via implicit and explicit semantic representations with knowledge graph embeddings and logic rules. Extensive experimental results demonstrate that our method can generalize to unseen relation types and achieve promising improvements.
Knowledge graphs (KGs) consisting of triples are always incomplete, so it's important to do Knowledge Graph Completion (KGC) by predicting missing triples. Multi-Source KG is a common situation in real KG applications which can be viewed as a set of related individual KGs where different KGs contains relations of different aspects of entities. It's intuitive that, for each individual KG, its completion could be greatly contributed by the triples defined and labeled in other ones. However, because of the data privacy and sensitivity, a set of relevant knowledge graphs cannot complement each other's KGC by just collecting data from different knowledge graphs together. Therefore, in this paper, we introduce federated setting to keep their privacy without triple transferring between KGs and apply it in embedding knowledge graph, a typical method which have proven effective for KGC in the past decade. We propose a Federated Knowledge Graph Embedding framework FedE, focusing on learning knowledge graph embeddings by aggregating locally-computed updates. Finally, we conduct extensive experiments on datasets derived from KGE benchmark datasets and results show the effectiveness of our proposed FedE.
Knowledge Graph Embedding (KGE) is a popular method for KG reasoning and usually a higher dimensional one ensures better reasoning capability. However, high-dimensional KGEs pose huge challenges to storage and computing resources and are not suitable for resource-limited or time-constrained applications, for which faster and cheaper reasoning is necessary. To address this problem, we propose DistilE, a knowledge distillation method to build low-dimensional student KGE from pre-trained high-dimensional teacher KGE. We take the original KGE loss as hard label loss and design specific soft label loss for different KGEs in DistilE. We also propose a two-stage distillation approach to make the student and teacher adapt to each other and further improve the reasoning capability of the student. Our DistilE is general enough to be applied to various KGEs. Experimental results of link prediction show that our method successfully distills a good student which performs better than a same dimensional one directly trained, and sometimes even better than the teacher, and it can achieve 2 times - 8 times embedding compression rate and more than 10 times faster inference speed than the teacher with a small performance loss. We also experimentally prove the effectiveness of our two-stage training proposal via ablation study.
Transfer learning aims to help the target task with little or no training data by leveraging knowledge from one or multi-related auxiliary tasks. In practice, the success of transfer learning is not always guaranteed, negative transfer is a long-standing problem in transfer learning literature, which has been well recognized within the transfer learning community. How to overcome negative transfer has been studied for a long time and has raised increasing attention in recent years. Thus, it is both necessary and challenging to comprehensively review the relevant researches. This survey attempts to analyze the factors related to negative transfer and summarizes the theories and advances of overcoming negative transfer from four crucial aspects: source data quality, target data quality, domain divergence and generic algorithms, which may provide the readers an insight into the current research status and ideas. Additionally, we provided some general guidelines on how to detect and overcome negative transfer on real data, including the negative transfer detection, datasets, baselines, and general routines. The survey provides researchers a framework for better understanding and identifying the research status, fundamental questions, open challenges and future directions of the field.
Applying network science approaches to investigate the functions and anatomy of the human brain is prevalent in modern medical imaging analysis. Due to the complex network topology, for an individual brain, mining a discriminative network representation from the multimodal brain networks is non-trivial. The recent success of deep learning techniques on graph-structured data suggests a new way to model the non-linear cross-modality relationship. However, current deep brain network methods either ignore the intrinsic graph topology or require a network basis shared within a group. To address these challenges, we propose a novel end-to-end deep graph representation learning (Deep Multimodal Brain Networks - DMBN) to fuse multimodal brain networks. Specifically, we decipher the cross-modality relationship through a graph encoding and decoding process. The higher-order network mappings from brain structural networks to functional networks are learned in the node domain. The learned network representation is a set of node features that are informative to induce brain saliency maps in a supervised manner. We test our framework in both synthetic and real image data. The experimental results show the superiority of the proposed method over some other state-of-the-art deep brain network models.