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Liang Wang

Publications and source records attributed to Liang Wang.

At least 523 records · Page 29Linked to original sources

Graph-based Hierarchical Relevance Matching Signals for Ad-hoc Retrieval

The ad-hoc retrieval task is to rank related documents given a query and a document collection. A series of deep learning based approaches have been proposed to solve such problem and gained lots of attention. However, we argue that they are inherently based on local word sequences, ignoring the subtle long-distance document-level word relationships. To solve the problem, we explicitly model the document-level word relationship through the graph structure, capturing the subtle information via graph neural networks. In addition, due to the complexity and scale of the document collections, it is considerable to explore the different grain-sized hierarchical matching signals at a more general level. Therefore, we propose a Graph-based Hierarchical Relevance Matching model (GHRM) for ad-hoc retrieval, by which we can capture the subtle and general hierarchical matching signals simultaneously. We validate the effects of GHRM over two representative ad-hoc retrieval benchmarks, the comprehensive experiments and results demonstrate its superiority over state-of-the-art methods.

cs.IR↗

Deep Reinforcement Learning Based Dynamic Trajectory Control for UAV-assisted Mobile Edge Computing

In this paper, we consider a platform of flying mobile edge computing (F-MEC), where unmanned aerial vehicles (UAVs) serve as equipment providing computation resource, and they enable task offloading from user equipment (UE). We aim to minimize energy consumption of all the UEs via optimizing the user association, resource allocation and the trajectory of UAVs. To this end, we first propose a Convex optimizAtion based Trajectory control algorithm (CAT), which solves the problem in an iterative way by using block coordinate descent (BCD) method. Then, to make the real-time decision while taking into account the dynamics of the environment (i.e., UAV may take off from different locations), we propose a deep Reinforcement leArning based Trajectory control algorithm (RAT). In RAT, we apply the Prioritized Experience Replay (PER) to improve the convergence of the training procedure. Different from the convex optimization based algorithm which may be susceptible to the initial points and requires iterations, RAT can be adapted to any taking off points of the UAVs and can obtain the solution more rapidly than CAT once training process has been completed. Simulation results show that the proposed CAT and RAT achieve the similar performance and both outperform traditional algorithms.

eess.SP↗

A Graph-based Relevance Matching Model for Ad-hoc Retrieval

To retrieve more relevant, appropriate and useful documents given a query, finding clues about that query through the text is crucial. Recent deep learning models regard the task as a term-level matching problem, which seeks exact or similar query patterns in the document. However, we argue that they are inherently based on local interactions and do not generalise to ubiquitous, non-consecutive contextual relationships. In this work, we propose a novel relevance matching model based on graph neural networks to leverage the document-level word relationships for ad-hoc retrieval. In addition to the local interactions, we explicitly incorporate all contexts of a term through the graph-of-word text format. Matching patterns can be revealed accordingly to provide a more accurate relevance score. Our approach significantly outperforms strong baselines on two ad-hoc benchmarks. We also experimentally compare our model with BERT and show our advantages on long documents.

cs.IR↗

Personalized Graph Neural Networks with Attention Mechanism for Session-Aware Recommendation

The problem of session-aware recommendation aims to predict users' next click based on their current session and historical sessions. Existing session-aware recommendation methods have defects in capturing complex item transition relationships. Other than that, most of them fail to explicitly distinguish the effects of different historical sessions on the current session. To this end, we propose a novel method, named Personalized Graph Neural Networks with Attention Mechanism (A-PGNN) for brevity. A-PGNN mainly consists of two components: one is Personalized Graph Neural Network (PGNN), which is used to extract the personalized structural information in each user behavior graph, compared with the traditional Graph Neural Network (GNN) model, which considers the role of the user when the node embeddding is updated. The other is Dot-Product Attention mechanism, which draws on the Transformer net to explicitly model the effect of historical sessions on the current session. Extensive experiments conducted on two real-world data sets show that A-PGNN evidently outperforms the state-of-the-art personalized session-aware recommendation methods.

cs.IR↗

Dynamic Graph Collaborative Filtering

Dynamic recommendation is essential for modern recommender systems to provide real-time predictions based on sequential data. In real-world scenarios, the popularity of items and interests of users change over time. Based on this assumption, many previous works focus on interaction sequences and learn evolutionary embeddings of users and items. However, we argue that sequence-based models are not able to capture collaborative information among users and items directly. Here we propose Dynamic Graph Collaborative Filtering (DGCF), a novel framework leveraging dynamic graphs to capture collaborative and sequential relations of both items and users at the same time. We propose three update mechanisms: zero-order 'inheritance', first-order 'propagation', and second-order 'aggregation', to represent the impact on a user or item when a new interaction occurs. Based on them, we update related user and item embeddings simultaneously when interactions occur in turn, and then use the latest embeddings to make recommendations. Extensive experiments conducted on three public datasets show that DGCF significantly outperforms the state-of-the-art dynamic recommendation methods up to 30. Our approach achieves higher performance when the dataset contains less action repetition, indicating the effectiveness of integrating dynamic collaborative information.

cs.IR↗

Towards Playing Full MOBA Games with Deep Reinforcement Learning

MOBA games, e.g., Honor of Kings, League of Legends, and Dota 2, pose grand challenges to AI systems such as multi-agent, enormous state-action space, complex action control, etc. Developing AI for playing MOBA games has raised much attention accordingly. However, existing work falls short in handling the raw game complexity caused by the explosion of agent combinations, i.e., lineups, when expanding the hero pool in case that OpenAI's Dota AI limits the play to a pool of only 17 heroes. As a result, full MOBA games without restrictions are far from being mastered by any existing AI system. In this paper, we propose a MOBA AI learning paradigm that methodologically enables playing full MOBA games with deep reinforcement learning. Specifically, we develop a combination of novel and existing learning techniques, including curriculum self-play learning, policy distillation, off-policy adaption, multi-head value estimation, and Monte-Carlo tree-search, in training and playing a large pool of heroes, meanwhile addressing the scalability issue skillfully. Tested on Honor of Kings, a popular MOBA game, we show how to build superhuman AI agents that can defeat top esports players. The superiority of our AI is demonstrated by the first large-scale performance test of MOBA AI agent in the literature.

cs.AI↗

Curved boundary conditions of the lattice Boltzmann method for simulating microgaseous flows in the slip flow regime

The lattice Boltzmann method (LBM) has shown its promising capability in simulating microscale gas flows. However, the suitable boundary condition is still one of the critical issues for the LBM to model microgaseous flows involving curved geometries. In this paper, a local boundary condition of the LBM is proposed to treat curved solid walls of microgaseous flows. The developed boundary treatment combines the Maxwellian diffuse reflection scheme and a single-node boundary scheme which contains a free parameter as well as the distance ratio. The curved boundary condition is analyzed within the multiple-relaxation-time (MRT) model for a unidirectional microflow. It is shown that the derived slip velocity depends on the free parameter as well as the distance ratio and relaxation times. By virtue of the free parameter, the combination parameter and the uniform relaxation time are theoretically determined to realize the accurate slip boundary condition. In addition, it is found that besides the halfway diffuse-bounce-back (DBB) scheme, previous curved boundary schemes only containing the distance ratio cannot ensure uniform relaxation times to realize the slip boundary condition. Some numerical examples with planar and curved boundaries are carried out to validate the present curved boundary scheme. The good and robust consistency of numerical predictions with analytical solutions demonstrates our theoretical analysis.

physics.comp-ph↗

Mastering Complex Control in MOBA Games with Deep Reinforcement Learning

We study the reinforcement learning problem of complex action control in the Multi-player Online Battle Arena (MOBA) 1v1 games. This problem involves far more complicated state and action spaces than those of traditional 1v1 games, such as Go and Atari series, which makes it very difficult to search any policies with human-level performance. In this paper, we present a deep reinforcement learning framework to tackle this problem from the perspectives of both system and algorithm. Our system is of low coupling and high scalability, which enables efficient explorations at large scale. Our algorithm includes several novel strategies, including control dependency decoupling, action mask, target attention, and dual-clip PPO, with which our proposed actor-critic network can be effectively trained in our system. Tested on the MOBA game Honor of Kings, our AI agent, called Tencent Solo, can defeat top professional human players in full 1v1 games.

cs.AI↗

Efficient Human Pose Estimation by Learning Deeply Aggregated Representations

In this paper, we propose an efficient human pose estimation network (DANet) by learning deeply aggregated representations. Most existing models explore multi-scale information mainly from features with different spatial sizes. Powerful multi-scale representations usually rely on the cascaded pyramid framework. This framework largely boosts the performance but in the meanwhile makes networks very deep and complex. Instead, we focus on exploiting multi-scale information from layers with different receptive-field sizes and then making full of use this information by improving the fusion method. Specifically, we propose an orthogonal attention block (OAB) and a second-order fusion unit (SFU). The OAB learns multi-scale information from different layers and enhances them by encouraging them to be diverse. The SFU adaptively selects and fuses diverse multi-scale information and suppress the redundant ones. This could maximize the effective information in final fused representations. With the help of OAB and SFU, our single pyramid network may be able to generate deeply aggregated representations that contain even richer multi-scale information and have a larger representing capacity than that of cascaded networks. Thus, our networks could achieve comparable or even better accuracy with much smaller model complexity. Specifically, our \mbox{DANet-72} achieves $70.5$ in AP score on COCO test-dev set with only $1.0G$ FLOPs. Its speed on a CPU platform achieves $58$ Persons-Per-Second~(PPS).

cs.CV↗

Streaming Graph Neural Networks via Continual Learning

Graph neural networks (GNNs) have achieved strong performance in various applications. In the real world, network data is usually formed in a streaming fashion. The distributions of patterns that refer to neighborhood information of nodes may shift over time. The GNN model needs to learn the new patterns that cannot yet be captured. But learning incrementally leads to the catastrophic forgetting problem that historical knowledge is overwritten by newly learned knowledge. Therefore, it is important to train GNN model to learn new patterns and maintain existing patterns simultaneously, which few works focus on. In this paper, we propose a streaming GNN model based on continual learning so that the model is trained incrementally and up-to-date node representations can be obtained at each time step. Firstly, we design an approximation algorithm to detect new coming patterns efficiently based on information propagation. Secondly, we combine two perspectives of data replaying and model regularization for existing pattern consolidation. Specially, a hierarchy-importance sampling strategy for nodes is designed and a weighted regularization term for GNN parameters is derived, achieving greater stability and generalization of knowledge consolidation. Our model is evaluated on real and synthetic data sets and compared with multiple baselines. The results of node classification prove that our model can efficiently update model parameters and achieve comparable performance to model retraining. In addition, we also conduct a case study on the synthetic data, and carry out some specific analysis for each part of our model, illustrating its ability to learn new knowledge and maintain existing knowledge from different perspectives.

cs.LG↗

Receptivity and stability of hypersonic leading-edge sweep flows around a blunt body

This study performs global stability/receptivity analyses of hypersonic sweep flows around a blunt body with an infinite span. For the first time, we obtain the characteristics of the leading attachment-line mode to the variation of sweep angles from 20 to 70 degrees. The global eigenfunctions exhibit the characteristics of the attachment-line instability at the leading edge. At the same time, cross-flow (at small sweep angles) or second Mack mode (at larger sweep angles) dominates further downstream. We establish an adjoint-based bi-orthogonal eigenfunction system to address the receptivity problem of such flows to any external forces and boundary perturbations. The receptivity analyses indicate that the global modes are the most responsive to external forces and surface perturbations applied in the vicinity of the attachment line, regardless of the sweep angles. It is also proved that the present global extension of the bi-orthogonal eigenfunction system can be successfully applied to complex flows.

physics.flu-dyn↗

Richly Activated Graph Convolutional Network for Robust Skeleton-based Action Recognition

Current methods for skeleton-based human action recognition usually work with complete skeletons. However, in real scenarios, it is inevitable to capture incomplete or noisy skeletons, which could significantly deteriorate the performance of current methods when some informative joints are occluded or disturbed. To improve the robustness of action recognition models, a multi-stream graph convolutional network (GCN) is proposed to explore sufficient discriminative features spreading over all skeleton joints, so that the distributed redundant representation reduces the sensitivity of the action models to non-standard skeletons. Concretely, the backbone GCN is extended by a series of ordered streams which is responsible for learning discriminative features from the joints less activated by preceding streams. Here, the activation degrees of skeleton joints of each GCN stream are measured by the class activation maps (CAM), and only the information from the unactivated joints will be passed to the next stream, by which rich features over all active joints are obtained. Thus, the proposed method is termed richly activated GCN (RA-GCN). Compared to the state-of-the-art (SOTA) methods, the RA-GCN achieves comparable performance on the standard NTU RGB+D 60 and 120 datasets. More crucially, on the synthetic occlusion and jittering datasets, the performance deterioration due to the occluded and disturbed joints can be significantly alleviated by utilizing the proposed RA-GCN.

cs.CV↗

Unfolding the Alternating Optimization for Blind Super Resolution

Previous methods decompose blind super resolution (SR) problem into two sequential steps: \textit{i}) estimating blur kernel from given low-resolution (LR) image and \textit{ii}) restoring SR image based on estimated kernel. This two-step solution involves two independently trained models, which may not be well compatible with each other. Small estimation error of the first step could cause severe performance drop of the second one. While on the other hand, the first step can only utilize limited information from LR image, which makes it difficult to predict highly accurate blur kernel. Towards these issues, instead of considering these two steps separately, we adopt an alternating optimization algorithm, which can estimate blur kernel and restore SR image in a single model. Specifically, we design two convolutional neural modules, namely \textit{Restorer} and \textit{Estimator}. \textit{Restorer} restores SR image based on predicted kernel, and \textit{Estimator} estimates blur kernel with the help of restored SR image. We alternate these two modules repeatedly and unfold this process to form an end-to-end trainable network. In this way, \textit{Estimator} utilizes information from both LR and SR images, which makes the estimation of blur kernel easier. More importantly, \textit{Restorer} is trained with the kernel estimated by \textit{Estimator}, instead of ground-truth kernel, thus \textit{Restorer} could be more tolerant to the estimation error of \textit{Estimator}. Extensive experiments on synthetic datasets and real-world images show that our model can largely outperform state-of-the-art methods and produce more visually favorable results at much higher speed. The source code is available at https://github.com/greatlog/DAN.git.

cs.CV↗

Supervised Learning Achieves Human-Level Performance in MOBA Games: A Case Study of Honor of Kings

We present JueWu-SL, the first supervised-learning-based artificial intelligence (AI) program that achieves human-level performance in playing multiplayer online battle arena (MOBA) games. Unlike prior attempts, we integrate the macro-strategy and the micromanagement of MOBA-game-playing into neural networks in a supervised and end-to-end manner. Tested on Honor of Kings, the most popular MOBA at present, our AI performs competitively at the level of High King players in standard 5v5 games.

cs.AI↗

Heterogeneous Graph Collaborative Filtering

Graph-based collaborative filtering (CF) algorithms have gained increasing attention. Existing work in this literature usually models the user-item interactions as a bipartite graph, where users and items are two isolated node sets and edges between them indicate their interactions. Then, the unobserved preference of users can be exploited by modeling high-order connectivity on the bipartite graph. In this work, we propose to model user-item interactions as a heterogeneous graph which consists of not only user-item edges indicating their interaction but also user-user edges indicating their similarity. We develop heterogeneous graph collaborative filtering (HGCF), a GCN-based framework which can explicitly capture both the interaction signal and similarity signal through embedding propagation on the heterogeneous graph. Since the heterogeneous graph is more connected than the bipartite graph, the sparsity issue can be alleviated and the demand for expensive high-order connectivity modeling can be lowered. Extensive experiments conducted on three public benchmarks demonstrate its superiority over the state-of-the-arts. Further analysis verifies the importance of user-user edges in the graph, justifying the rationality and effectiveness of HGCF.

cs.IR↗

Transfer learning of chaotic systems

Can a neural network trained by the time series of system A be used to predict the evolution of system B? This problem, knowing as transfer learning in a broad sense, is of great importance in machine learning and data mining, yet has not been addressed for chaotic systems. Here we investigate transfer learning of chaotic systems from the perspective of synchronization-based state inference, in which a reservoir computer trained by chaotic system A is used to infer the unmeasured variables of chaotic system B, while A is different from B in either parameter or dynamics. It is found that if systems A and B are different in parameter, the reservoir computer can be well synchronized to system B. However, if systems A and B are different in dynamics, the reservoir computer fails to synchronize with system B in general. Knowledge transfer along a chain of coupled reservoir computers is also studied, and it is found that, although the reservoir computers are trained by different systems, the unmeasured variables of the driving system can be successfully inferred by the remote reservoir computer. Finally, by an experiment of chaotic pendulum, we show that the knowledge learned from the modeling system can be used to predict the evolution of the experimental system.

cs.NE↗

Guarding Serverless Applications with SecLambda

As an emerging application paradigm, serverless computing attracts attention from more and more attackers. Unfortunately, security tools for conventional applications cannot be easily ported to serverless, and existing serverless security solutions are inadequate. In this paper, we present \emph{SecLambda}, an extensible security framework that leverages local function state and global application state to perform sophisticated security tasks to protect an application. We show how SecLambda can be used to achieve control flow integrity, credential protection, and rate limiting in serverless applications. We evaluate the performance overhead and security of SecLambda using realistic open-source applications, and our results suggest that SecLambda can mitigate several attacks while introducing relatively low performance overhead.

cs.CR↗

Merchant Category Identification Using Credit Card Transactions

Digital payment volume has proliferated in recent years with the rapid growth of small businesses and online shops. When processing these digital transactions, recognizing each merchant's real identity (i.e., business type) is vital to ensure the integrity of payment processing systems. Conventionally, this problem is formulated as a time series classification problem solely using the merchant transaction history. However, with the large scale of the data, and changing behaviors of merchants and consumers over time, it is extremely challenging to achieve satisfying performance from off-the-shelf classification methods. In this work, we approach this problem from a multi-modal learning perspective, where we use not only the merchant time series data but also the information of merchant-merchant relationship (i.e., affinity) to verify the self-reported business type (i.e., merchant category) of a given merchant. Specifically, we design two individual encoders, where one is responsible for encoding temporal information and the other is responsible for affinity information, and a mechanism to fuse the outputs of the two encoders to accomplish the identification task. Our experiments on real-world credit card transaction data between 71,668 merchants and 433,772,755 customers have demonstrated the effectiveness and efficiency of the proposed model.

cs.LG↗