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Craig Boutilier

Publications and source records attributed to Craig Boutilier.

At least 55 records · Page 3Linked to original sources

Towards Content Provider Aware Recommender Systems: A Simulation Study on the Interplay between User and Provider Utilities

Most existing recommender systems focus primarily on matching users to content which maximizes user satisfaction on the platform. It is increasingly obvious, however, that content providers have a critical influence on user satisfaction through content creation, largely determining the content pool available for recommendation. A natural question thus arises: can we design recommenders taking into account the long-term utility of both users and content providers? By doing so, we hope to sustain more providers and a more diverse content pool for long-term user satisfaction. Understanding the full impact of recommendations on both user and provider groups is challenging. This paper aims to serve as a research investigation of one approach toward building a provider-aware recommender, and evaluating its impact in a simulated setup. To characterize the user-recommender-provider interdependence, we complement user modeling by formalizing provider dynamics as well. The resulting joint dynamical system gives rise to a weakly-coupled partially observable Markov decision process driven by recommender actions and user feedback to providers. We then build a REINFORCE recommender agent, coined EcoAgent, to optimize a joint objective of user utility and the counterfactual utility lift of the provider associated with the recommended content, which we show to be equivalent to maximizing overall user utility and the utilities of all providers on the platform under some mild assumptions. To evaluate our approach, we introduce a simulation environment capturing the key interactions among users, providers, and the recommender. We offer a number of simulated experiments that shed light on both the benefits and the limitations of our approach. These results help understand how and when a provider-aware recommender agent is of benefit in building multi-stakeholder recommender systems.

cs.LG↗

RecSim NG: Toward Principled Uncertainty Modeling for Recommender Ecosystems

The development of recommender systems that optimize multi-turn interaction with users, and model the interactions of different agents (e.g., users, content providers, vendors) in the recommender ecosystem have drawn increasing attention in recent years. Developing and training models and algorithms for such recommenders can be especially difficult using static datasets, which often fail to offer the types of counterfactual predictions needed to evaluate policies over extended horizons. To address this, we develop RecSim NG, a probabilistic platform for the simulation of multi-agent recommender systems. RecSim NG is a scalable, modular, differentiable simulator implemented in Edward2 and TensorFlow. It offers: a powerful, general probabilistic programming language for agent-behavior specification; tools for probabilistic inference and latent-variable model learning, backed by automatic differentiation and tracing; and a TensorFlow-based runtime for running simulations on accelerated hardware. We describe RecSim NG and illustrate how it can be used to create transparent, configurable, end-to-end models of a recommender ecosystem, complemented by a small set of simple use cases that demonstrate how RecSim NG can help both researchers and practitioners easily develop and train novel algorithms for recommender systems.

cs.LG↗

Planning and Learning with Stochastic Action Sets

In many practical uses of reinforcement learning (RL) the set of actions available at a given state is a random variable, with realizations governed by an exogenous stochastic process. Somewhat surprisingly, the foundations for such sequential decision processes have been unaddressed. In this work, we formalize and investigate MDPs with stochastic action sets (SAS-MDPs) to provide these foundations. We show that optimal policies and value functions in this model have a structure that admits a compact representation. From an RL perspective, we show that Q-learning with sampled action sets is sound. In model-based settings, we consider two important special cases: when individual actions are available with independent probabilities; and a sampling-based model for unknown distributions. We develop poly-time value and policy iteration methods for both cases; and in the first, we offer a poly-time linear programming solution.

cs.AI↗

Meta-Learning Bandit Policies by Gradient Ascent

Most bandit policies are designed to either minimize regret in any problem instance, making very few assumptions about the underlying environment, or in a Bayesian sense, assuming a prior distribution over environment parameters. The former are often too conservative in practical settings, while the latter require assumptions that are hard to verify in practice. We study bandit problems that fall between these two extremes, where the learning agent has access to sampled bandit instances from an unknown prior distribution $\mathcal{P}$ and aims to achieve high reward on average over the bandit instances drawn from $\mathcal{P}$. This setting is of a particular importance because it lays foundations for meta-learning of bandit policies and reflects more realistic assumptions in many practical domains. We propose the use of parameterized bandit policies that are differentiable and can be optimized using policy gradients. This provides a broadly applicable framework that is easy to implement. We derive reward gradients that reflect the structure of bandit problems and policies, for both non-contextual and contextual settings, and propose a number of interesting policies that are both differentiable and have low regret. Our algorithmic and theoretical contributions are supported by extensive experiments that show the importance of baseline subtraction, learned biases, and the practicality of our approach on a range problems.

cs.LG↗

Non-Stationary Latent Bandits

Users of recommender systems often behave in a non-stationary fashion, due to their evolving preferences and tastes over time. In this work, we propose a practical approach for fast personalization to non-stationary users. The key idea is to frame this problem as a latent bandit, where the prototypical models of user behavior are learned offline and the latent state of the user is inferred online from its interactions with the models. We call this problem a non-stationary latent bandit. We propose Thompson sampling algorithms for regret minimization in non-stationary latent bandits, analyze them, and evaluate them on a real-world dataset. The main strength of our approach is that it can be combined with rich offline-learned models, which can be misspecified, and are subsequently fine-tuned online using posterior sampling. In this way, we naturally combine the strengths of offline and online learning.

cs.LG↗

Optimizing Long-term Social Welfare in Recommender Systems: A Constrained Matching Approach

Most recommender systems (RS) research assumes that a user's utility can be maximized independently of the utility of the other agents (e.g., other users, content providers). In realistic settings, this is often not true---the dynamics of an RS ecosystem couple the long-term utility of all agents. In this work, we explore settings in which content providers cannot remain viable unless they receive a certain level of user engagement. We formulate the recommendation problem in this setting as one of equilibrium selection in the induced dynamical system, and show that it can be solved as an optimal constrained matching problem. Our model ensures the system reaches an equilibrium with maximal social welfare supported by a sufficiently diverse set of viable providers. We demonstrate that even in a simple, stylized dynamical RS model, the standard myopic approach to recommendation---always matching a user to the best provider---performs poorly. We develop several scalable techniques to solve the matching problem, and also draw connections to various notions of user regret and fairness, arguing that these outcomes are fairer in a utilitarian sense.

cs.LG↗

Latent Bandits Revisited

A latent bandit problem is one in which the learning agent knows the arm reward distributions conditioned on an unknown discrete latent state. The primary goal of the agent is to identify the latent state, after which it can act optimally. This setting is a natural midpoint between online and offline learning---complex models can be learned offline with the agent identifying latent state online---of practical relevance in, say, recommender systems. In this work, we propose general algorithms for this setting, based on both upper confidence bounds (UCBs) and Thompson sampling. Our methods are contextual and aware of model uncertainty and misspecification. We provide a unified theoretical analysis of our algorithms, which have lower regret than classic bandit policies when the number of latent states is smaller than actions. A comprehensive empirical study showcases the advantages of our approach.

cs.LG↗

Differentiable Bandit Exploration

Exploration policies in Bayesian bandits maximize the average reward over problem instances drawn from some distribution $\mathcal{P}$. In this work, we learn such policies for an unknown distribution $\mathcal{P}$ using samples from $\mathcal{P}$. Our approach is a form of meta-learning and exploits properties of $\mathcal{P}$ without making strong assumptions about its form. To do this, we parameterize our policies in a differentiable way and optimize them by policy gradients, an approach that is general and easy to implement. We derive effective gradient estimators and introduce novel variance reduction techniques. We also analyze and experiment with various bandit policy classes, including neural networks and a novel softmax policy. The latter has regret guarantees and is a natural starting point for our optimization. Our experiments show the versatility of our approach. We also observe that neural network policies can learn implicit biases expressed only through the sampled instances.

cs.LG↗

BRPO: Batch Residual Policy Optimization

In batch reinforcement learning (RL), one often constrains a learned policy to be close to the behavior (data-generating) policy, e.g., by constraining the learned action distribution to differ from the behavior policy by some maximum degree that is the same at each state. This can cause batch RL to be overly conservative, unable to exploit large policy changes at frequently-visited, high-confidence states without risking poor performance at sparsely-visited states. To remedy this, we propose residual policies, where the allowable deviation of the learned policy is state-action-dependent. We derive a new for RL method, BRPO, which learns both the policy and allowable deviation that jointly maximize a lower bound on policy performance. We show that BRPO achieves the state-of-the-art performance in a number of tasks.

cs.LG↗

CAQL: Continuous Action Q-Learning

Value-based reinforcement learning (RL) methods like Q-learning have shown success in a variety of domains. One challenge in applying Q-learning to continuous-action RL problems, however, is the continuous action maximization (max-Q) required for optimal Bellman backup. In this work, we develop CAQL, a (class of) algorithm(s) for continuous-action Q-learning that can use several plug-and-play optimizers for the max-Q problem. Leveraging recent optimization results for deep neural networks, we show that max-Q can be solved optimally using mixed-integer programming (MIP). When the Q-function representation has sufficient power, MIP-based optimization gives rise to better policies and is more robust than approximate methods (e.g., gradient ascent, cross-entropy search). We further develop several techniques to accelerate inference in CAQL, which despite their approximate nature, perform well. We compare CAQL with state-of-the-art RL algorithms on benchmark continuous-control problems that have different degrees of action constraints and show that CAQL outperforms policy-based methods in heavily constrained environments, often dramatically.

cs.LG↗

ConQUR: Mitigating Delusional Bias in Deep Q-learning

Delusional bias is a fundamental source of error in approximate Q-learning. To date, the only techniques that explicitly address delusion require comprehensive search using tabular value estimates. In this paper, we develop efficient methods to mitigate delusional bias by training Q-approximators with labels that are "consistent" with the underlying greedy policy class. We introduce a simple penalization scheme that encourages Q-labels used across training batches to remain (jointly) consistent with the expressible policy class. We also propose a search framework that allows multiple Q-approximators to be generated and tracked, thus mitigating the effect of premature (implicit) policy commitments. Experimental results demonstrate that these methods can improve the performance of Q-learning in a variety of Atari games, sometimes dramatically.

cs.LG↗

Data Efficient Training for Reinforcement Learning with Adaptive Behavior Policy Sharing

Deep Reinforcement Learning (RL) is proven powerful for decision making in simulated environments. However, training deep RL model is challenging in real world applications such as production-scale health-care or recommender systems because of the expensiveness of interaction and limitation of budget at deployment. One aspect of the data inefficiency comes from the expensive hyper-parameter tuning when optimizing deep neural networks. We propose Adaptive Behavior Policy Sharing (ABPS), a data-efficient training algorithm that allows sharing of experience collected by behavior policy that is adaptively selected from a pool of agents trained with an ensemble of hyper-parameters. We further extend ABPS to evolve hyper-parameters during training by hybridizing ABPS with an adapted version of Population Based Training (ABPS-PBT). We conduct experiments with multiple Atari games with up to 16 hyper-parameter/architecture setups. ABPS achieves superior overall performance, reduced variance on top 25% agents, and equivalent performance on the best agent compared to conventional hyper-parameter tuning with independent training, even though ABPS only requires the same number of environmental interactions as training a single agent. We also show that ABPS-PBT further improves the convergence speed and reduces the variance.

cs.LG↗

Gradient-based Optimization for Bayesian Preference Elicitation

Effective techniques for eliciting user preferences have taken on added importance as recommender systems (RSs) become increasingly interactive and conversational. A common and conceptually appealing Bayesian criterion for selecting queries is expected value of information (EVOI). Unfortunately, it is computationally prohibitive to construct queries with maximum EVOI in RSs with large item spaces. We tackle this issue by introducing a continuous formulation of EVOI as a differentiable network that can be optimized using gradient methods available in modern machine learning (ML) computational frameworks (e.g., TensorFlow, PyTorch). We exploit this to develop a novel, scalable Monte Carlo method for EVOI optimization, which is more scalable for large item spaces than methods requiring explicit enumeration of items. While we emphasize the use of this approach for pairwise (or k-wise) comparisons of items, we also demonstrate how our method can be adapted to queries involving subsets of item attributes or "partial items," which are often more cognitively manageable for users. Experiments show that our gradient-based EVOI technique achieves state-of-the-art performance across several domains while scaling to large item spaces.

cs.LG↗

Perturbed-History Exploration in Stochastic Multi-Armed Bandits

We propose an online algorithm for cumulative regret minimization in a stochastic multi-armed bandit. The algorithm adds $O(t)$ i.i.d. pseudo-rewards to its history in round $t$ and then pulls the arm with the highest average reward in its perturbed history. Therefore, we call it perturbed-history exploration (PHE). The pseudo-rewards are carefully designed to offset potentially underestimated mean rewards of arms with a high probability. We derive near-optimal gap-dependent and gap-free bounds on the $n$-round regret of PHE. The key step in our analysis is a novel argument that shows that randomized Bernoulli rewards lead to optimism. Finally, we empirically evaluate PHE and show that it is competitive with state-of-the-art baselines.

cs.LG↗

RecSim: A Configurable Simulation Platform for Recommender Systems

We propose RecSim, a configurable platform for authoring simulation environments for recommender systems (RSs) that naturally supports sequential interaction with users. RecSim allows the creation of new environments that reflect particular aspects of user behavior and item structure at a level of abstraction well-suited to pushing the limits of current reinforcement learning (RL) and RS techniques in sequential interactive recommendation problems. Environments can be easily configured that vary assumptions about: user preferences and item familiarity; user latent state and its dynamics; and choice models and other user response behavior. We outline how RecSim offers value to RL and RS researchers and practitioners, and how it can serve as a vehicle for academic-industrial collaboration.

cs.LG↗

Reinforcement Learning for Slate-based Recommender Systems: A Tractable Decomposition and Practical Methodology

Most practical recommender systems focus on estimating immediate user engagement without considering the long-term effects of recommendations on user behavior. Reinforcement learning (RL) methods offer the potential to optimize recommendations for long-term user engagement. However, since users are often presented with slates of multiple items - which may have interacting effects on user choice - methods are required to deal with the combinatorics of the RL action space. In this work, we address the challenge of making slate-based recommendations to optimize long-term value using RL. Our contributions are three-fold. (i) We develop SLATEQ, a decomposition of value-based temporal-difference and Q-learning that renders RL tractable with slates. Under mild assumptions on user choice behavior, we show that the long-term value (LTV) of a slate can be decomposed into a tractable function of its component item-wise LTVs. (ii) We outline a methodology that leverages existing myopic learning-based recommenders to quickly develop a recommender that handles LTV. (iii) We demonstrate our methods in simulation, and validate the scalability of decomposed TD-learning using SLATEQ in live experiments on YouTube.

cs.LG↗

Advantage Amplification in Slowly Evolving Latent-State Environments

Latent-state environments with long horizons, such as those faced by recommender systems, pose significant challenges for reinforcement learning (RL). In this work, we identify and analyze several key hurdles for RL in such environments, including belief state error and small action advantage. We develop a general principle of advantage amplification that can overcome these hurdles through the use of temporal abstraction. We propose several aggregation methods and prove they induce amplification in certain settings. We also bound the loss in optimality incurred by our methods in environments where latent state evolves slowly and demonstrate their performance empirically in a stylized user-modeling task.

cs.LG↗

Seq2Slate: Re-ranking and Slate Optimization with RNNs

Ranking is a central task in machine learning and information retrieval. In this task, it is especially important to present the user with a slate of items that is appealing as a whole. This in turn requires taking into account interactions between items, since intuitively, placing an item on the slate affects the decision of which other items should be placed alongside it. In this work, we propose a sequence-to-sequence model for ranking called seq2slate. At each step, the model predicts the next `best' item to place on the slate given the items already selected. The sequential nature of the model allows complex dependencies between the items to be captured directly in a flexible and scalable way. We show how to learn the model end-to-end from weak supervision in the form of easily obtained click-through data. We further demonstrate the usefulness of our approach in experiments on standard ranking benchmarks as well as in a real-world recommendation system.

cs.IR↗