Web-scale ranking systems at Meta serving billions of users is complex. Improving ranking models is essential but engineering heavy. Automated Machine Learning (AutoML) can release engineers from labor intensive work of tuning ranking models; however, it is unknown if AutoML is efficient enough to meet tight production timeline in real-world and, at the same time, bring additional improvements to the strong baselines. Moreover, to achieve higher ranking performance, there is an ever-increasing demand to scale up ranking models to even larger capacity, which imposes more challenges on the efficiency. The large scale of models and tight production schedule requires AutoML to outperform human baselines by only using a small number of model evaluation trials (around 100). We presents a sampling-based AutoML method, focusing on neural architecture search and hyperparameter optimization, addressing these challenges in Meta-scale production when building large capacity models. Our approach efficiently handles large-scale data demands. It leverages a lightweight predictor-based searcher and reinforcement learning to explore vast search spaces, significantly reducing the number of model evaluations. Through experiments in large capacity modeling for CTR and CVR applications, we show that our method achieves outstanding Return on Investment (ROI) versus human tuned baselines, with up to 0.09% Normalized Entropy (NE) loss reduction or $25\%$ Query per Second (QPS) increase by only sampling one hundred models on average from a curated search space. The proposed AutoML method has already made real-world impact where a discovered Instagram CTR model with up to -0.36% NE gain (over existing production baseline) was selected for large-scale online A/B test and show statistically significant gain. These production results proved AutoML efficacy and accelerated its adoption in ranking systems at Meta.
Effective user representations are pivotal in personalized advertising. However, stringent constraints on training throughput, serving latency, and memory, often limit the complexity and input feature set of online ads ranking models. This challenge is magnified in extensive systems like Meta's, which encompass hundreds of models with diverse specifications, rendering the tailoring of user representation learning for each model impractical. To address these challenges, we present Scaling User Modeling (SUM), a framework widely deployed in Meta's ads ranking system, designed to facilitate efficient and scalable sharing of online user representation across hundreds of ads models. SUM leverages a few designated upstream user models to synthesize user embeddings from massive amounts of user features with advanced modeling techniques. These embeddings then serve as inputs to downstream online ads ranking models, promoting efficient representation sharing. To adapt to the dynamic nature of user features and ensure embedding freshness, we designed SUM Online Asynchronous Platform (SOAP), a latency free online serving system complemented with model freshness and embedding stabilization, which enables frequent user model updates and online inference of user embeddings upon each user request. We share our hands-on deployment experiences for the SUM framework and validate its superiority through comprehensive experiments. To date, SUM has been launched to hundreds of ads ranking models in Meta, processing hundreds of billions of user requests daily, yielding significant online metric gains and infrastructure cost savings.
Neural Architecture Search (NAS) has demonstrated its efficacy in computer vision and potential for ranking systems. However, prior work focused on academic problems, which are evaluated at small scale under well-controlled fixed baselines. In industry system, such as ranking system in Meta, it is unclear whether NAS algorithms from the literature can outperform production baselines because of: (1) scale - Meta ranking systems serve billions of users, (2) strong baselines - the baselines are production models optimized by hundreds to thousands of world-class engineers for years since the rise of deep learning, (3) dynamic baselines - engineers may have established new and stronger baselines during NAS search, and (4) efficiency - the search pipeline must yield results quickly in alignment with the productionization life cycle. In this paper, we present Rankitect, a NAS software framework for ranking systems at Meta. Rankitect seeks to build brand new architectures by composing low level building blocks from scratch. Rankitect implements and improves state-of-the-art (SOTA) NAS methods for comprehensive and fair comparison under the same search space, including sampling-based NAS, one-shot NAS, and Differentiable NAS (DNAS). We evaluate Rankitect by comparing to multiple production ranking models at Meta. We find that Rankitect can discover new models from scratch achieving competitive tradeoff between Normalized Entropy loss and FLOPs. When utilizing search space designed by engineers, Rankitect can generate better models than engineers, achieving positive offline evaluation and online A/B test at Meta scale.
The rise of deep neural networks provides an important driver in optimizing recommender systems. However, the success of recommender systems lies in delicate architecture fabrication, and thus calls for Neural Architecture Search (NAS) to further improve its modeling. We propose NASRec, a paradigm that trains a single supernet and efficiently produces abundant models/sub-architectures by weight sharing. To overcome the data multi-modality and architecture heterogeneity challenges in recommendation domain, NASRec establishes a large supernet (i.e., search space) to search the full architectures, with the supernet incorporating versatile operator choices and dense connectivity minimizing human prior for flexibility. The scale and heterogeneity in NASRec impose challenges in search, such as training inefficiency, operator-imbalance, and degraded rank correlation. We tackle these challenges by proposing single-operator any-connection sampling, operator-balancing interaction modules, and post-training fine-tuning. Our results on three Click-Through Rates (CTR) prediction benchmarks show that NASRec can outperform both manually designed models and existing NAS methods, achieving state-of-the-art performance.
Scheduled batch jobs have been widely used on the asynchronous computing platforms to execute various enterprise applications, including the scheduled notifications and the candidate computation for the modern recommender systems. It is important to deliver or update the information to the users at the right time to maintain the user experience and the execution impact. However, it is challenging to provide a versatile execution time optimization solution for the user-basis scheduled jobs to satisfy various product scenarios while maintaining reasonable infrastructure resource consumption. In this paper, we describe how we apply a pointwise learning-to-rank approach plus a "best time policy" in the best time selection. In addition, we propose a value model approach to efficiently leverage multiple streams of user activity signals in our scheduling decisions of the execution time. Our optimization approach has been successfully tested with production traffic that serves billions of users per day, with statistically significant improvements in various product metrics, including the notifications and content candidate generation. To the best of our knowledge, our study represents the first ML-based multi-tenant solution to the execution time optimization problem for the scheduled jobs at a large industrial scale.
Reinforcement learning (RL) has gained increasing attraction in the academia and tech industry with launches to a variety of impactful applications and products. Although research is being actively conducted on many fronts (e.g., offline RL, performance, etc.), many RL practitioners face a challenge that has been largely ignored: determine whether a designed Markov Decision Process (MDP) is valid and meaningful. This study proposes a heuristic-based feature analysis method to validate whether an MDP is well formulated. We believe an MDP suitable for applying RL should contain a set of state features that are both sensitive to actions and predictive in rewards. We tested our method in constructed environments showing that our approach can identify certain invalid environment formulations. As far as we know, performing validity analysis for RL problem formulation is a novel direction. We envision that our tool will serve as a motivational example to help practitioners apply RL in real-world problems more easily.
Frequency control is an important problem in modern recommender systems. It dictates the delivery frequency of recommendations to maintain product quality and efficiency. For example, the frequency of delivering promotional notifications impacts daily metrics as well as the infrastructure resource consumption (e.g. CPU and memory usage). There remain open questions on what objective we should optimize to represent business values in the long term best, and how we should balance between daily metrics and resource consumption in a dynamically fluctuating environment. We propose a personalized methodology for the frequency control problem, which combines long-term value optimization using reinforcement learning (RL) with a robust volume control technique we termed "Effective Factor". We demonstrate statistically significant improvement in daily metrics and resource efficiency by our method in several notification applications at a scale of billions of users. To our best knowledge, our study represents the first deep RL application on the frequency control problem at such an industrial scale.
Soft Actor Critic (SAC) algorithms show remarkable performance in complex simulated environments. A key element of SAC networks is entropy regularization, which prevents the SAC actor from optimizing against fine grained features, oftentimes transient, of the state-action value function. This results in better sample efficiency during early training. We take this idea one step further by artificially bandlimiting the target critic spatial resolution through the addition of a convolutional filter. We derive the closed form solution in the linear case and show that bandlimiting reduces the interdependency between the low and high frequency components of the state-action value approximation, allowing the critic to learn faster. In experiments, the bandlimited SAC outperformed the classic twin-critic SAC in a number of Gym environments, and displayed more stability in returns. We derive novel insights about SAC by adding a stochastic noise disturbance, a technique that is increasingly being used to learn robust policies that transfer well to the real world counterparts.
Multiplayer Online Battle Arena (MOBA) games have received increasing popularity recently. In a match of such games, players compete in two teams of five, each controlling an in-game avatars, known as heroes, selected from a roster of more than 100. The selection of heroes, also known as pick or draft, takes place before the match starts and alternates between the two teams until each player has selected one hero. Heroes are designed with different strengths and weaknesses to promote team cooperation in a game. Intuitively, heroes in a strong team should complement each other's strengths and suppressing those of opponents. Hero drafting is therefore a challenging problem due to the complex hero-to-hero relationships to consider. In this paper, we propose a novel hero recommendation system that suggests heroes to add to an existing team while maximizing the team's prospect for victory. To that end, we model the drafting between two teams as a combinatorial game and use Monte Carlo Tree Search (MCTS) for estimating the values of hero combinations. Our empirical evaluation shows that hero teams drafted by our recommendation algorithm have significantly higher win rate against teams constructed by other baseline and state-of-the-art strategies.
Deck building is a crucial component in playing Collectible Card Games (CCGs). The goal of deck building is to choose a fixed-sized subset of cards from a large card pool, so that they work well together in-game against specific opponents. Existing methods either lack flexibility to adapt to different opponents or require large computational resources, still making them unsuitable for any real-time or large-scale application. We propose a new deck recommendation system, named Q-DeckRec, which learns a deck search policy during a training phase and uses it to solve deck building problem instances. Our experimental results demonstrate Q-DeckRec requires less computational resources to build winning-effective decks after a training phase compared to several baseline methods.