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.
Deriving a good variable selection strategy in branch-and-bound is essential for the efficiency of modern mixed-integer programming (MIP) solvers. With MIP branching data collected during the previous solution process, learning to branch methods have recently become superior over heuristics. As branch-and-bound is naturally a sequential decision making task, one should learn to optimize the utility of the whole MIP solving process instead of being myopic on each step. In this work, we formulate learning to branch as an offline reinforcement learning (RL) problem, and propose a long-sighted hybrid search scheme to construct the offline MIP dataset, which values the long-term utilities of branching decisions. During the policy training phase, we deploy a ranking-based reward assignment scheme to distinguish the promising samples from the long-term or short-term view, and train the branching model named Branch Ranking via offline policy learning. Experiments on synthetic MIP benchmarks and real-world tasks demonstrate that Branch Rankink is more efficient and robust, and can better generalize to large scales of MIP instances compared to the widely used heuristics and state-of-the-art learning-based branching models.
Deploying deep learning models on various devices has become an important topic. The wave of hardware specialization brings a diverse set of acceleration primitives for multi-dimensional tensor computations. These new acceleration primitives, along with the emerging machine learning models, bring tremendous engineering challenges. In this paper, we present TensorIR, a compiler abstraction for optimizing programs with these tensor computation primitives. TensorIR generalizes the loop nest representation used in existing machine learning compilers to bring tensor computation as the first-class citizen. Finally, we build an end-to-end framework on top of our abstraction to automatically optimize deep learning models for given tensor computation primitives. Experimental results show that TensorIR compilation automatically uses the tensor computation primitives for given hardware backends and delivers performance that is competitive to state-of-art hand-optimized systems across platforms.
To better exploit search logs and model users' behavior patterns, numerous click models are proposed to extract users' implicit interaction feedback. Most traditional click models are based on the probabilistic graphical model (PGM) framework, which requires manually designed dependencies and may oversimplify user behaviors. Recently, methods based on neural networks are proposed to improve the prediction accuracy of user behaviors by enhancing the expressive ability and allowing flexible dependencies. However, they still suffer from the data sparsity and cold-start problems. In this paper, we propose a novel graph-enhanced click model (GraphCM) for web search. Firstly, we regard each query or document as a vertex, and propose novel homogeneous graph construction methods for queries and documents respectively, to fully exploit both intra-session and inter-session information for the sparsity and cold-start problems. Secondly, following the examination hypothesis, we separately model the attractiveness estimator and examination predictor to output the attractiveness scores and examination probabilities, where graph neural networks and neighbor interaction techniques are applied to extract the auxiliary information encoded in the pre-constructed homogeneous graphs. Finally, we apply combination functions to integrate examination probabilities and attractiveness scores into click predictions. Extensive experiments conducted on three real-world session datasets show that GraphCM not only outperforms the state-of-art models, but also achieves superior performance in addressing the data sparsity and cold-start problems.
To provide click simulation or relevance estimation based on users' implicit interaction feedback, click models have been much studied during recent years. Most click models focus on user behaviors towards a single list. However, with the development of user interface (UI) design, the layout of displayed items on a result page tends to be multi-block (i.e., multi-list) style instead of a single list, which requires different assumptions to model user behaviors more accurately. There exist click models for multi-block pages in desktop contexts, but they cannot be directly applied to mobile scenarios due to different interaction manners, result types and especially multi-block presentation styles. In particular, multi-block mobile pages can normally be decomposed into interleavings of basic vertical blocks and horizontal blocks, thus resulting in typically F-shape forms. To mitigate gaps between desktop and mobile contexts for multi-block pages, we conduct a user eye-tracking study, and identify users' sequential browsing, block skip and comparison patterns on F-shape pages. These findings lead to the design of a novel F-shape Click Model (FSCM), which serves as a general solution to multi-block mobile pages. Firstly, we construct a directed acyclic graph (DAG) for each page, where each item is regarded as a vertex and each edge indicates the user's possible examination flow. Secondly, we propose DAG-structured GRUs and a comparison module to model users' sequential (sequential browsing, block skip) and non-sequential (comparison) behaviors respectively. Finally, we combine GRU states and comparison patterns to perform user click predictions. Experiments on a large-scale real-world dataset validate the effectiveness of FSCM on user behavior predictions compared with baseline models.
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.
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.