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Fei Fang

Publications and source records attributed to Fei Fang.

At least 91 records · Page 5Linked to original sources

NewsPanda: Media Monitoring for Timely Conservation Action

Non-governmental organizations for environmental conservation have a significant interest in monitoring conservation-related media and getting timely updates about infrastructure construction projects as they may cause massive impact to key conservation areas. Such monitoring, however, is difficult and time-consuming. We introduce NewsPanda, a toolkit which automatically detects and analyzes online articles related to environmental conservation and infrastructure construction. We fine-tune a BERT-based model using active learning methods and noise correction algorithms to identify articles that are relevant to conservation and infrastructure construction. For the identified articles, we perform further analysis, extracting keywords and finding potentially related sources. NewsPanda has been successfully deployed by the World Wide Fund for Nature teams in the UK, India, and Nepal since February 2022. It currently monitors over 80,000 websites and 1,074 conservation sites across India and Nepal, saving more than 30 hours of human efforts weekly. We have now scaled it up to cover 60,000 conservation sites globally.

cs.IR↗

Function Approximation for Solving Stackelberg Equilibrium in Large Perfect Information Games

Function approximation (FA) has been a critical component in solving large zero-sum games. Yet, little attention has been given towards FA in solving \textit{general-sum} extensive-form games, despite them being widely regarded as being computationally more challenging than their fully competitive or cooperative counterparts. A key challenge is that for many equilibria in general-sum games, no simple analogue to the state value function used in Markov Decision Processes and zero-sum games exists. In this paper, we propose learning the \textit{Enforceable Payoff Frontier} (EPF) -- a generalization of the state value function for general-sum games. We approximate the optimal \textit{Stackelberg extensive-form correlated equilibrium} by representing EPFs with neural networks and training them by using appropriate backup operations and loss functions. This is the first method that applies FA to the Stackelberg setting, allowing us to scale to much larger games while still enjoying performance guarantees based on FA error. Additionally, our proposed method guarantees incentive compatibility and is easy to evaluate without having to depend on self-play or approximate best-response oracles.

cs.GT↗

A Dataset on Malicious Paper Bidding in Peer Review

In conference peer review, reviewers are often asked to provide "bids" on each submitted paper that express their interest in reviewing that paper. A paper assignment algorithm then uses these bids (along with other data) to compute a high-quality assignment of reviewers to papers. However, this process has been exploited by malicious reviewers who strategically bid in order to unethically manipulate the paper assignment, crucially undermining the peer review process. For example, these reviewers may aim to get assigned to a friend's paper as part of a quid-pro-quo deal. A critical impediment towards creating and evaluating methods to mitigate this issue is the lack of any publicly-available data on malicious paper bidding. In this work, we collect and publicly release a novel dataset to fill this gap, collected from a mock conference activity where participants were instructed to bid either honestly or maliciously. We further provide a descriptive analysis of the bidding behavior, including our categorization of different strategies employed by participants. Finally, we evaluate the ability of each strategy to manipulate the assignment, and also evaluate the performance of some simple algorithms meant to detect malicious bidding. The performance of these detection algorithms can be taken as a baseline for future research on detecting malicious bidding.

cs.CR↗

Navigates Like Me: Understanding How People Evaluate Human-Like AI in Video Games

We aim to understand how people assess human likeness in navigation produced by people and artificially intelligent (AI) agents in a video game. To this end, we propose a novel AI agent with the goal of generating more human-like behavior. We collect hundreds of crowd-sourced assessments comparing the human-likeness of navigation behavior generated by our agent and baseline AI agents with human-generated behavior. Our proposed agent passes a Turing Test, while the baseline agents do not. By passing a Turing Test, we mean that human judges could not quantitatively distinguish between videos of a person and an AI agent navigating. To understand what people believe constitutes human-like navigation, we extensively analyze the justifications of these assessments. This work provides insights into the characteristics that people consider human-like in the context of goal-directed video game navigation, which is a key step for further improving human interactions with AI agents.

cs.HC↗

Self-Supervised Interest Transfer Network via Prototypical Contrastive Learning for Recommendation

Cross-domain recommendation has attracted increasing attention from industry and academia recently. However, most existing methods do not exploit the interest invariance between domains, which would yield sub-optimal solutions. In this paper, we propose a cross-domain recommendation method: Self-supervised Interest Transfer Network (SITN), which can effectively transfer invariant knowledge between domains via prototypical contrastive learning. Specifically, we perform two levels of cross-domain contrastive learning: 1) instance-to-instance contrastive learning, 2) instance-to-cluster contrastive learning. Not only that, we also take into account users' multi-granularity and multi-view interests. With this paradigm, SITN can explicitly learn the invariant knowledge of interest clusters between domains and accurately capture users' intents and preferences. We conducted extensive experiments on a public dataset and a large-scale industrial dataset collected from one of the world's leading e-commerce corporations. The experimental results indicate that SITN achieves significant improvements over state-of-the-art recommendation methods. Additionally, SITN has been deployed on a micro-video recommendation platform, and the online A/B testing results further demonstrate its practical value. Supplement is available at: https://github.com/fanqieCoffee/SITN-Supplement.

cs.IR↗

Continual Transfer Learning for Cross-Domain Click-Through Rate Prediction at Taobao

As one of the largest e-commerce platforms in the world, Taobao's recommendation systems (RSs) serve the demands of shopping for hundreds of millions of customers. Click-Through Rate (CTR) prediction is a core component of the RS. One of the biggest characteristics in CTR prediction at Taobao is that there exist multiple recommendation domains where the scales of different domains vary significantly. Therefore, it is crucial to perform cross-domain CTR prediction to transfer knowledge from large domains to small domains to alleviate the data sparsity issue. However, existing cross-domain CTR prediction methods are proposed for static knowledge transfer, ignoring that all domains in real-world RSs are continually time-evolving. In light of this, we present a necessary but novel task named Continual Transfer Learning (CTL), which transfers knowledge from a time-evolving source domain to a time-evolving target domain. In this work, we propose a simple and effective CTL model called CTNet to solve the problem of continual cross-domain CTR prediction at Taobao, and CTNet can be trained efficiently. Particularly, CTNet considers an important characteristic in the industry that models has been continually well-trained for a very long time. So CTNet aims to fully utilize all the well-trained model parameters in both source domain and target domain to avoid losing historically acquired knowledge, and only needs incremental target domain data for training to guarantee efficiency. Extensive offline experiments and online A/B testing at Taobao demonstrate the efficiency and effectiveness of CTNet. CTNet is now deployed online in the recommender systems of Taobao, serving the main traffic of hundreds of millions of active users.

cs.IR↗

Safe Subgame Resolving for Extensive Form Correlated Equilibrium

Correlated Equilibrium is a solution concept that is more general than Nash Equilibrium (NE) and can lead to outcomes with better social welfare. However, its natural extension to the sequential setting, the \textit{Extensive Form Correlated Equilibrium} (EFCE), requires a quadratic amount of space to solve, even in restricted settings without randomness in nature. To alleviate these concerns, we apply \textit{subgame resolving}, a technique extremely successful in finding NE in zero-sum games to solving general-sum EFCEs. Subgame resolving refines a correlation plan in an \textit{online} manner: instead of solving for the full game upfront, it only solves for strategies in subgames that are reached in actual play, resulting in significant computational gains. In this paper, we (i) lay out the foundations to quantify the quality of a refined strategy, in terms of the \textit{social welfare} and \textit{exploitability} of correlation plans, (ii) show that EFCEs possess a sufficient amount of independence between subgames to perform resolving efficiently, and (iii) provide two algorithms for resolving, one using linear programming and the other based on regret minimization. Both methods guarantee \textit{safety}, i.e., they will never be counterproductive. Our methods are the first time an online method has been applied to the correlated, general-sum setting.

cs.GT↗

Weighted Sobolev Space and Hyperbolic Laplacian Equations I

In this paper, the following problem in the hyperbolic space $\mathbb{B}^N$ will be considered \begin{equation*} -Δ_{\mathbb{B}^N} u=f(x,u), \mathrm{in} \ \mathbb{B}^N.\eqno{(1)} \end{equation*} where, $Δ_{\mathbb{B}^N}$ denotes the Laplace Beltrami operator on $\mathbb{B}^N$. And this problem can be converted into the following Euclidean problem \begin{equation*} \begin{cases} -\operatorname{div}(K(x) \nabla u)=4 K(x)^{\frac{N}{N-2}}f(x,u), &\mathrm{in} \ \mathbb{B}^N, \\ u(0)=0, &\mathrm{on}\ \partial\mathbb{B}^N, \end{cases}\eqno{(2)} \end{equation*} where, $K(x):=1/\left(1-|x|^2\right)^{N-2}.$ Then, the existence of solution of problem (1) can be obtained by studying the existence of solution of problem (2). We will equip problem (2) with a weighted Sobolev space and prove the compact embedding theorem and the concentration compactness principle for the weighted Sobolev space. And we will prove that the maximum principle holds for the operator $-\operatorname{div}(K(x) \nabla u)$. When $f(x,u)=|u|^{2^*-2} u+λu^{q-2}u$, $λ>0$, $1<q<2^{\ast}$, using the variational method, the compact embedding theorem, the concentration compactness principle and the maximum principle, the existence of nonradial solutions of problem (2) will be obtained.

math.AP↗

Concadia: Towards Image-Based Text Generation with a Purpose

Current deep learning models often achieve excellent results on benchmark image-to-text datasets but fail to generate texts that are useful in practice. We argue that to close this gap, it is vital to distinguish descriptions from captions based on their distinct communicative roles. Descriptions focus on visual features and are meant to replace an image (often to increase accessibility), whereas captions appear alongside an image to supply additional information. To motivate this distinction and help people put it into practice, we introduce the publicly available Wikipedia-based dataset Concadia consisting of 96,918 images with corresponding English-language descriptions, captions, and surrounding context. Using insights from Concadia, models trained on it, and a preregistered human-subjects experiment with human- and model-generated texts, we characterize the commonalities and differences between descriptions and captions. In addition, we show that, for generating both descriptions and captions, it is useful to augment image-to-text models with representations of the textual context in which the image appeared.

cs.CL↗

Curriculum Reinforcement Learning using Optimal Transport via Gradual Domain Adaptation

Curriculum Reinforcement Learning (CRL) aims to create a sequence of tasks, starting from easy ones and gradually learning towards difficult tasks. In this work, we focus on the idea of framing CRL as interpolations between a source (auxiliary) and a target task distribution. Although existing studies have shown the great potential of this idea, it remains unclear how to formally quantify and generate the movement between task distributions. Inspired by the insights from gradual domain adaptation in semi-supervised learning, we create a natural curriculum by breaking down the potentially large task distributional shift in CRL into smaller shifts. We propose GRADIENT, which formulates CRL as an optimal transport problem with a tailored distance metric between tasks. Specifically, we generate a sequence of task distributions as a geodesic interpolation (i.e., Wasserstein barycenter) between the source and target distributions. Different from many existing methods, our algorithm considers a task-dependent contextual distance metric and is capable of handling nonparametric distributions in both continuous and discrete context settings. In addition, we theoretically show that GRADIENT enables smooth transfer between subsequent stages in the curriculum under certain conditions. We conduct extensive experiments in locomotion and manipulation tasks and show that our proposed GRADIENT achieves higher performance than baselines in terms of learning efficiency and asymptotic performance.

cs.LG↗

Inverse Game Theory for Stackelberg Games: the Blessing of Bounded Rationality

Optimizing strategic decisions (a.k.a. computing equilibrium) is key to the success of many non-cooperative multi-agent applications. However, in many real-world situations, we may face the exact opposite of this game-theoretic problem -- instead of prescribing equilibrium of a given game, we may directly observe the agents' equilibrium behaviors but want to infer the underlying parameters of an unknown game. This research question, also known as inverse game theory, has been studied in multiple recent works in the context of Stackelberg games. Unfortunately, existing works exhibit quite negative results, showing statistical hardness and computational hardness, assuming follower's perfectly rational behaviors. Our work relaxes the perfect rationality agent assumption to the classic quantal response model, a more realistic behavior model of bounded rationality. Interestingly, we show that the smooth property brought by such bounded rationality model actually leads to provably more efficient learning of the follower utility parameters in general Stackelberg games. Systematic empirical experiments on synthesized games confirm our theoretical results and further suggest its robustness beyond the strict quantal response model.

cs.GT↗

The Real Deal: A Review of Challenges and Opportunities in Moving Reinforcement Learning-Based Traffic Signal Control Systems Towards Reality

Traffic signal control (TSC) is a high-stakes domain that is growing in importance as traffic volume grows globally. An increasing number of works are applying reinforcement learning (RL) to TSC; RL can draw on an abundance of traffic data to improve signalling efficiency. However, RL-based signal controllers have never been deployed. In this work, we provide the first review of challenges that must be addressed before RL can be deployed for TSC. We focus on four challenges involving (1) uncertainty in detection, (2) reliability of communications, (3) compliance and interpretability, and (4) heterogeneous road users. We show that the literature on RL-based TSC has made some progress towards addressing each challenge. However, more work should take a systems thinking approach that considers the impacts of other pipeline components on RL.

cs.AI↗

Robust Reinforcement Learning as a Stackelberg Game via Adaptively-Regularized Adversarial Training

Robust Reinforcement Learning (RL) focuses on improving performances under model errors or adversarial attacks, which facilitates the real-life deployment of RL agents. Robust Adversarial Reinforcement Learning (RARL) is one of the most popular frameworks for robust RL. However, most of the existing literature models RARL as a zero-sum simultaneous game with Nash equilibrium as the solution concept, which could overlook the sequential nature of RL deployments, produce overly conservative agents, and induce training instability. In this paper, we introduce a novel hierarchical formulation of robust RL - a general-sum Stackelberg game model called RRL-Stack - to formalize the sequential nature and provide extra flexibility for robust training. We develop the Stackelberg Policy Gradient algorithm to solve RRL-Stack, leveraging the Stackelberg learning dynamics by considering the adversary's response. Our method generates challenging yet solvable adversarial environments which benefit RL agents' robust learning. Our algorithm demonstrates better training stability and robustness against different testing conditions in the single-agent robotics control and multi-agent highway merging tasks.

cs.LG↗

Scenario-Adaptive and Self-Supervised Model for Multi-Scenario Personalized Recommendation

Multi-scenario recommendation is dedicated to retrieve relevant items for users in multiple scenarios, which is ubiquitous in industrial recommendation systems. These scenarios enjoy portions of overlaps in users and items, while the distribution of different scenarios is different. The key point of multi-scenario modeling is to efficiently maximize the use of whole-scenario information and granularly generate adaptive representations both for users and items among multiple scenarios. we summarize three practical challenges which are not well solved for multi-scenario modeling: (1) Lacking of fine-grained and decoupled information transfer controls among multiple scenarios. (2) Insufficient exploitation of entire space samples. (3) Item's multi-scenario representation disentanglement problem. In this paper, we propose a Scenario-Adaptive and Self-Supervised (SASS) model to solve the three challenges mentioned above. Specifically, we design a Multi-Layer Scenario Adaptive Transfer (ML-SAT) module with scenario-adaptive gate units to select and fuse effective transfer information from whole scenario to individual scenario in a quite fine-grained and decoupled way. To sufficiently exploit the power of entire space samples, a two-stage training process including pre-training and fine-tune is introduced. The pre-training stage is based on a scenario-supervised contrastive learning task with the training samples drawn from labeled and unlabeled data spaces. The model is created symmetrically both in user side and item side, so that we can get distinguishing representations of items in different scenarios. Extensive experimental results on public and industrial datasets demonstrate the superiority of the SASS model over state-of-the-art methods. This model also achieves more than 8.0% improvement on Average Watching Time Per User in online A/B tests.

cs.IR↗

Tradeoffs in Preventing Manipulation in Paper Bidding for Reviewer Assignment

Many conferences rely on paper bidding as a key component of their reviewer assignment procedure. These bids are then taken into account when assigning reviewers to help ensure that each reviewer is assigned to suitable papers. However, despite the benefits of using bids, reliance on paper bidding can allow malicious reviewers to manipulate the paper assignment for unethical purposes (e.g., getting assigned to a friend's paper). Several different approaches to preventing this manipulation have been proposed and deployed. In this paper, we enumerate certain desirable properties that algorithms for addressing bid manipulation should satisfy. We then offer a high-level analysis of various approaches along with directions for future investigation.

cs.AI↗

MAVIPER: Learning Decision Tree Policies for Interpretable Multi-Agent Reinforcement Learning

Many recent breakthroughs in multi-agent reinforcement learning (MARL) require the use of deep neural networks, which are challenging for human experts to interpret and understand. On the other hand, existing work on interpretable reinforcement learning (RL) has shown promise in extracting more interpretable decision tree-based policies from neural networks, but only in the single-agent setting. To fill this gap, we propose the first set of algorithms that extract interpretable decision-tree policies from neural networks trained with MARL. The first algorithm, IVIPER, extends VIPER, a recent method for single-agent interpretable RL, to the multi-agent setting. We demonstrate that IVIPER learns high-quality decision-tree policies for each agent. To better capture coordination between agents, we propose a novel centralized decision-tree training algorithm, MAVIPER. MAVIPER jointly grows the trees of each agent by predicting the behavior of the other agents using their anticipated trees, and uses resampling to focus on states that are critical for its interactions with other agents. We show that both algorithms generally outperform the baselines and that MAVIPER-trained agents achieve better-coordinated performance than IVIPER-trained agents on three different multi-agent particle-world environments.

cs.LG↗

AI for Social Impact: Learning and Planning in the Data-to-Deployment Pipeline

With the maturing of AI and multiagent systems research, we have a tremendous opportunity to direct these advances towards addressing complex societal problems. In pursuit of this goal of AI for Social Impact, we as AI researchers must go beyond improvements in computational methodology; it is important to step out in the field to demonstrate social impact. To this end, we focus on the problems of public safety and security, wildlife conservation, and public health in low-resource communities, and present research advances in multiagent systems to address one key cross-cutting challenge: how to effectively deploy our limited intervention resources in these problem domains. We present case studies from our deployments around the world as well as lessons learned that we hope are of use to researchers who are interested in AI for Social Impact. In pushing this research agenda, we believe AI can indeed play an important role in fighting social injustice and improving society.

cs.CY↗

Color Overmodification Emerges from Data-Driven Learning and Pragmatic Reasoning

Speakers' referential expressions often depart from communicative ideals in ways that help illuminate the nature of pragmatic language use. Patterns of overmodification, in which a speaker uses a modifier that is redundant given their communicative goal, have proven especially informative in this regard. It seems likely that these patterns are shaped by the environment a speaker is exposed to in complex ways. Unfortunately, systematically manipulating these factors during human language acquisition is impossible. In this paper, we propose to address this limitation by adopting neural networks (NN) as learning agents. By systematically varying the environments in which these agents are trained, while keeping the NN architecture constant, we show that overmodification is more likely with environmental features that are infrequent or salient. We show that these findings emerge naturally in the context of a probabilistic model of pragmatic communication.

cs.CL↗