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Fang Kong

Publications and source records attributed to Fang Kong.

33 records · Page 2Linked to original sources

Impact of Stickers on Multimodal Sentiment and Intent in Social Media: A New Task, Dataset and Baseline

Stickers are increasingly used in social media to express sentiment and intent. Despite their significant impact on sentiment analysis and intent recognition, little research has been conducted in this area. To address this gap, we propose a new task: \textbf{M}ultimodal chat \textbf{S}entiment \textbf{A}nalysis and \textbf{I}ntent \textbf{R}ecognition involving \textbf{S}tickers (MSAIRS). Additionally, we introduce a novel multimodal dataset containing Chinese chat records and stickers excerpted from several mainstream social media platforms. Our dataset includes paired data with the same text but different stickers, the same sticker but different contexts, and various stickers consisting of the same images with different texts, allowing us to better understand the impact of stickers on chat sentiment and intent. We also propose an effective multimodal joint model, MMSAIR, featuring differential vector construction and cascaded attention mechanisms for enhanced multimodal fusion. Our experiments demonstrate the necessity and effectiveness of jointly modeling sentiment and intent, as they mutually reinforce each other's recognition accuracy. MMSAIR significantly outperforms traditional models and advanced MLLMs, demonstrating the challenge and uniqueness of sticker interpretation in social media. Our dataset and code are available on https://github.com/FakerBoom/MSAIRS-Dataset.

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Toward Real-World Chinese Psychological Support Dialogues: CPsDD Dataset and a Co-Evolving Multi-Agent System

The growing need for psychological support due to increasing pressures has exposed the scarcity of relevant datasets, particularly in non-English languages. To address this, we propose a framework that leverages limited real-world data and expert knowledge to fine-tune two large language models: Dialog Generator and Dialog Modifier. The Generator creates large-scale psychological counseling dialogues based on predefined paths, which guide system response strategies and user interactions, forming the basis for effective support. The Modifier refines these dialogues to align with real-world data quality. Through both automated and manual review, we construct the Chinese Psychological support Dialogue Dataset (CPsDD), containing 68K dialogues across 13 groups, 16 psychological problems, 13 causes, and 12 support focuses. Additionally, we introduce the Comprehensive Agent Dialogue Support System (CADSS), where a Profiler analyzes user characteristics, a Summarizer condenses dialogue history, a Planner selects strategies, and a Supporter generates empathetic responses. The experimental results of the Strategy Prediction and Emotional Support Conversation (ESC) tasks demonstrate that CADSS achieves state-of-the-art performance on both CPsDD and ESConv datasets.

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Online Multi-LLM Selection via Contextual Bandits under Unstructured Context Evolution

Large language models (LLMs) exhibit diverse response behaviors, costs, and strengths, making it challenging to select the most suitable LLM for a given user query. We study the problem of adaptive multi-LLM selection in an online setting, where the learner interacts with users through multi-step query refinement and must choose LLMs sequentially without access to offline datasets or model internals. A key challenge arises from unstructured context evolution: the prompt dynamically changes in response to previous model outputs via a black-box process, which cannot be simulated, modeled, or learned. To address this, we propose the first contextual bandit framework for sequential LLM selection under unstructured prompt dynamics. We formalize a notion of myopic regret and develop a LinUCB-based algorithm that provably achieves sublinear regret without relying on future context prediction. We further introduce budget-aware and positionally-aware (favoring early-stage satisfaction) extensions to accommodate variable query costs and user preferences for early high-quality responses. Our algorithms are theoretically grounded and require no offline fine-tuning or dataset-specific training. Experiments on diverse benchmarks demonstrate that our methods outperform existing LLM routing strategies in both accuracy and cost-efficiency, validating the power of contextual bandits for real-time, adaptive LLM selection.

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Multi-Hop Question Generation via Dual-Perspective Keyword Guidance

Multi-hop question generation (MQG) aims to generate questions that require synthesizing multiple information snippets from documents to derive target answers. The primary challenge lies in effectively pinpointing crucial information snippets related to question-answer (QA) pairs, typically relying on keywords. However, existing works fail to fully utilize the guiding potential of keywords and neglect to differentiate the distinct roles of question-specific and document-specific keywords. To address this, we define dual-perspective keywords (i.e., question and document keywords) and propose a Dual-Perspective Keyword-Guided (DPKG) framework, which seamlessly integrates keywords into the multi-hop question generation process. We argue that question keywords capture the questioner's intent, whereas document keywords reflect the content related to the QA pair. Functionally, question and document keywords work together to pinpoint essential information snippets in the document, with question keywords required to appear in the generated question. The DPKG framework consists of an expanded transformer encoder and two answer-aware transformer decoders for keyword and question generation, respectively. Extensive experiments demonstrate the effectiveness of our work, showcasing its promising performance and underscoring its significant value in the MQG task.

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Improved Bandits in Many-to-one Matching Markets with Incentive Compatibility

Two-sided matching markets have been widely studied in the literature due to their rich applications. Since participants are usually uncertain about their preferences, online algorithms have recently been adopted to learn them through iterative interactions. An existing work initiates the study of this problem in a many-to-one setting with responsiveness. However, their results are far from optimal and lack guarantees of incentive compatibility. We first extend an existing algorithm for the one-to-one setting to this more general setting and show it achieves a near-optimal bound for player-optimal regret. Nevertheless, due to the substantial requirement for collaboration, a single player's deviation could lead to a huge increase in its own cumulative rewards and a linear regret for others. In this paper, we aim to enhance the regret bound in many-to-one markets while ensuring incentive compatibility. We first propose the adaptively explore-then-deferred-acceptance (AETDA) algorithm for responsiveness setting and derive an upper bound for player-optimal stable regret while demonstrating its guarantee of incentive compatibility. To the best of our knowledge, it constitutes the first polynomial player-optimal guarantee in matching markets that offers such robust assurances without known $Δ$, where $Δ$ is some preference gap among players and arms. We also consider broader substitutable preferences, one of the most general conditions to ensure the existence of a stable matching and cover responsiveness. We devise an online DA (ODA) algorithm and establish an upper bound for the player-pessimal stable regret for this setting.

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Which LLM to Play? Convergence-Aware Online Model Selection with Time-Increasing Bandits

Web-based applications such as chatbots, search engines and news recommendations continue to grow in scale and complexity with the recent surge in the adoption of LLMs. Online model selection has thus garnered increasing attention due to the need to choose the best model among a diverse set while balancing task reward and exploration cost. Organizations faces decisions like whether to employ a costly API-based LLM or a locally finetuned small LLM, weighing cost against performance. Traditional selection methods often evaluate every candidate model before choosing one, which are becoming impractical given the rising costs of training and finetuning LLMs. Moreover, it is undesirable to allocate excessive resources towards exploring poor-performing models. While some recent works leverage online bandit algorithm to manage such exploration-exploitation trade-off in model selection, they tend to overlook the increasing-then-converging trend in model performances as the model is iteratively finetuned, leading to less accurate predictions and suboptimal model selections. In this paper, we propose a time-increasing bandit algorithm TI-UCB, which effectively predicts the increase of model performances due to finetuning and efficiently balances exploration and exploitation in model selection. To further capture the converging points of models, we develop a change detection mechanism by comparing consecutive increase predictions. We theoretically prove that our algorithm achieves a logarithmic regret upper bound in a typical increasing bandit setting, which implies a fast convergence rate. The advantage of our method is also empirically validated through extensive experiments on classification model selection and online selection of LLMs. Our results highlight the importance of utilizing increasing-then-converging pattern for more efficient and economic model selection in the deployment of LLMs.

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Player-optimal Stable Regret for Bandit Learning in Matching Markets

The problem of matching markets has been studied for a long time in the literature due to its wide range of applications. Finding a stable matching is a common equilibrium objective in this problem. Since market participants are usually uncertain of their preferences, a rich line of recent works study the online setting where one-side participants (players) learn their unknown preferences from iterative interactions with the other side (arms). Most previous works in this line are only able to derive theoretical guarantees for player-pessimal stable regret, which is defined compared with the players' least-preferred stable matching. However, under the pessimal stable matching, players only obtain the least reward among all stable matchings. To maximize players' profits, player-optimal stable matching would be the most desirable. Though \citet{basu21beyond} successfully bring an upper bound for player-optimal stable regret, their result can be exponentially large if players' preference gap is small. Whether a polynomial guarantee for this regret exists is a significant but still open problem. In this work, we provide a new algorithm named explore-then-Gale-Shapley (ETGS) and show that the optimal stable regret of each player can be upper bounded by $O(K\log T/Δ^2)$ where $K$ is the number of arms, $T$ is the horizon and $Δ$ is the players' minimum preference gap among the first $N+1$-ranked arms. This result significantly improves previous works which either have a weaker player-pessimal stable matching objective or apply only to markets with special assumptions. When the preferences of participants satisfy some special conditions, our regret upper bound also matches the previously derived lower bound.

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Best-of-three-worlds Analysis for Linear Bandits with Follow-the-regularized-leader Algorithm

The linear bandit problem has been studied for many years in both stochastic and adversarial settings. Designing an algorithm that can optimize the environment without knowing the loss type attracts lots of interest. \citet{LeeLWZ021} propose an algorithm that actively detects the loss type and then switches between different algorithms specially designed for specific settings. However, such an approach requires meticulous designs to perform well in all environments. Follow-the-regularized-leader (FTRL) is another type of popular algorithm that can adapt to different environments. This algorithm is of simple design and the regret bounds are shown to be optimal in traditional multi-armed bandit problems compared with the detect-switch type. Designing an FTRL-type algorithm for linear bandits is an important question that has been open for a long time. In this paper, we prove that the FTRL algorithm with a negative entropy regularizer can achieve the best-of-three-world results for the linear bandit problem. Our regret bounds achieve the same or nearly the same order as the previous detect-switch type algorithm but with a much simpler algorithmic design.

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Online Influence Maximization under Decreasing Cascade Model

We study online influence maximization (OIM) under a new model of decreasing cascade (DC). This model is a generalization of the independent cascade (IC) model by considering the common phenomenon of market saturation. In DC, the chance of an influence attempt being successful reduces with previous failures. The effect is neglected by previous OIM works under IC and linear threshold models. We propose the DC-UCB algorithm to solve this problem, which achieves a regret bound of the same order as the state-of-the-art works on the IC model. Extensive experiments on both synthetic and real datasets show the effectiveness of our algorithm.

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Improved Regret Bounds for Linear Adversarial MDPs via Linear Optimization

Learning Markov decision processes (MDP) in an adversarial environment has been a challenging problem. The problem becomes even more challenging with function approximation, since the underlying structure of the loss function and transition kernel are especially hard to estimate in a varying environment. In fact, the state-of-the-art results for linear adversarial MDP achieve a regret of $\tilde{O}(K^{6/7})$ ($K$ denotes the number of episodes), which admits a large room for improvement. In this paper, we investigate the problem with a new view, which reduces linear MDP into linear optimization by subtly setting the feature maps of the bandit arms of linear optimization. This new technique, under an exploratory assumption, yields an improved bound of $\tilde{O}(K^{4/5})$ for linear adversarial MDP without access to a transition simulator. The new view could be of independent interest for solving other MDP problems that possess a linear structure.

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Simultaneously Learning Stochastic and Adversarial Bandits with General Graph Feedback

The problem of online learning with graph feedback has been extensively studied in the literature due to its generality and potential to model various learning tasks. Existing works mainly study the adversarial and stochastic feedback separately. If the prior knowledge of the feedback mechanism is unavailable or wrong, such specially designed algorithms could suffer great loss. To avoid this problem, \citet{erez2021towards} try to optimize for both environments. However, they assume the feedback graphs are undirected and each vertex has a self-loop, which compromises the generality of the framework and may not be satisfied in applications. With a general feedback graph, the observation of an arm may not be available when this arm is pulled, which makes the exploration more expensive and the algorithms more challenging to perform optimally in both environments. In this work, we overcome this difficulty by a new trade-off mechanism with a carefully-designed proportion for exploration and exploitation. We prove the proposed algorithm simultaneously achieves $\mathrm{poly} \log T$ regret in the stochastic setting and minimax-optimal regret of $\tilde{O}(T^{2/3})$ in the adversarial setting where $T$ is the horizon and $\tilde{O}$ hides parameters independent of $T$ as well as logarithmic terms. To our knowledge, this is the first best-of-both-worlds result for general feedback graphs.

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Thompson Sampling for Bandit Learning in Matching Markets

The problem of two-sided matching markets has a wide range of real-world applications and has been extensively studied in the literature. A line of recent works have focused on the problem setting where the preferences of one-side market participants are unknown \emph{a priori} and are learned by iteratively interacting with the other side of participants. All these works are based on explore-then-commit (ETC) and upper confidence bound (UCB) algorithms, two common strategies in multi-armed bandits (MAB). Thompson sampling (TS) is another popular approach, which attracts lots of attention due to its easier implementation and better empirical performances. In many problems, even when UCB and ETC-type algorithms have already been analyzed, researchers are still trying to study TS for its benefits. However, the convergence analysis of TS is much more challenging and remains open in many problem settings. In this paper, we provide the first regret analysis for TS in the new setting of iterative matching markets. Extensive experiments demonstrate the practical advantages of the TS-type algorithm over the ETC and UCB-type baselines.

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The Hardness Analysis of Thompson Sampling for Combinatorial Semi-bandits with Greedy Oracle

Thompson sampling (TS) has attracted a lot of interest in the bandit area. It was introduced in the 1930s but has not been theoretically proven until recent years. All of its analysis in the combinatorial multi-armed bandit (CMAB) setting requires an exact oracle to provide optimal solutions with any input. However, such an oracle is usually not feasible since many combinatorial optimization problems are NP-hard and only approximation oracles are available. An example (Wang and Chen, 2018) has shown the failure of TS to learn with an approximation oracle. However, this oracle is uncommon and is designed only for a specific problem instance. It is still an open question whether the convergence analysis of TS can be extended beyond the exact oracle in CMAB. In this paper, we study this question under the greedy oracle, which is a common (approximation) oracle with theoretical guarantees to solve many (offline) combinatorial optimization problems. We provide a problem-dependent regret lower bound of order $Ω(\log T/Δ^2)$ to quantify the hardness of TS to solve CMAB problems with greedy oracle, where $T$ is the time horizon and $Δ$ is some reward gap. We also provide an almost matching regret upper bound. These are the first theoretical results for TS to solve CMAB with a common approximation oracle and break the misconception that TS cannot work with approximation oracles.

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A Top-Down Neural Architecture towards Text-Level Parsing of Discourse Rhetorical Structure

Due to its great importance in deep natural language understanding and various down-stream applications, text-level parsing of discourse rhetorical structure (DRS) has been drawing more and more attention in recent years. However, all the previous studies on text-level discourse parsing adopt bottom-up approaches, which much limit the DRS determination on local information and fail to well benefit from global information of the overall discourse. In this paper, we justify from both computational and perceptive points-of-view that the top-down architecture is more suitable for text-level DRS parsing. On the basis, we propose a top-down neural architecture toward text-level DRS parsing. In particular, we cast discourse parsing as a recursive split point ranking task, where a split point is classified to different levels according to its rank and the elementary discourse units (EDUs) associated with it are arranged accordingly. In this way, we can determine the complete DRS as a hierarchical tree structure via an encoder-decoder with an internal stack. Experimentation on both the English RST-DT corpus and the Chinese CDTB corpus shows the great effectiveness of our proposed top-down approach towards text-level DRS parsing.

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Online Influence Maximization under Linear Threshold Model

Online influence maximization (OIM) is a popular problem in social networks to learn influence propagation model parameters and maximize the influence spread at the same time. Most previous studies focus on the independent cascade (IC) model under the edge-level feedback. In this paper, we address OIM in the linear threshold (LT) model. Because node activations in the LT model are due to the aggregated effect of all active neighbors, it is more natural to model OIM with the node-level feedback. And this brings new challenge in online learning since we only observe aggregated effect from groups of nodes and the groups are also random. Based on the linear structure in node activations, we incorporate ideas from linear bandits and design an algorithm LT-LinUCB that is consistent with the observed feedback. By proving group observation modulated (GOM) bounded smoothness property, a novel result of the influence difference in terms of the random observations, we provide a regret of order $\tilde{O}(\mathrm{poly}(m)\sqrt{T})$, where $m$ is the number of edges and $T$ is the number of rounds. This is the first theoretical result in such order for OIM under the LT model. In the end, we also provide an algorithm OIM-ETC with regret bound $O(\mathrm{poly}(m)\ T^{2/3})$, which is model-independent, simple and has less requirement on online feedback and offline computation.

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