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Pingzhong Tang

Publications and source records attributed to Pingzhong Tang.

At least 37 records · Page 2Linked to original sources

Field-aware Calibration: A Simple and Empirically Strong Method for Reliable Probabilistic Predictions

It is often observed that the probabilistic predictions given by a machine learning model can disagree with averaged actual outcomes on specific subsets of data, which is also known as the issue of miscalibration. It is responsible for the unreliability of practical machine learning systems. For example, in online advertising, an ad can receive a click-through rate prediction of 0.1 over some population of users where its actual click rate is 0.15. In such cases, the probabilistic predictions have to be fixed before the system can be deployed. In this paper, we first introduce a new evaluation metric named field-level calibration error that measures the bias in predictions over the sensitive input field that the decision-maker concerns. We show that existing post-hoc calibration methods have limited improvements in the new field-level metric and other non-calibration metrics such as the AUC score. To this end, we propose Neural Calibration, a simple yet powerful post-hoc calibration method that learns to calibrate by making full use of the field-aware information over the validation set. We present extensive experiments on five large-scale datasets. The results showed that Neural Calibration significantly improves against uncalibrated predictions in common metrics such as the negative log-likelihood, Brier score and AUC, as well as the proposed field-level calibration error.

cs.LG↗

Deterministic Value-Policy Gradients

Reinforcement learning algorithms such as the deep deterministic policy gradient algorithm (DDPG) has been widely used in continuous control tasks. However, the model-free DDPG algorithm suffers from high sample complexity. In this paper we consider the deterministic value gradients to improve the sample efficiency of deep reinforcement learning algorithms. Previous works consider deterministic value gradients with the finite horizon, but it is too myopic compared with infinite horizon. We firstly give a theoretical guarantee of the existence of the value gradients in this infinite setting. Based on this theoretical guarantee, we propose a class of the deterministic value gradient algorithm (DVG) with infinite horizon, and different rollout steps of the analytical gradients by the learned model trade off between the variance of the value gradients and the model bias. Furthermore, to better combine the model-based deterministic value gradient estimators with the model-free deterministic policy gradient estimator, we propose the deterministic value-policy gradient (DVPG) algorithm. We finally conduct extensive experiments comparing DVPG with state-of-the-art methods on several standard continuous control benchmarks. Results demonstrate that DVPG substantially outperforms other baselines.

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Optimal Common Contract with Heterogeneous Agents

We consider the principal-agent problem with heterogeneous agents. Previous works assume that the principal signs independent incentive contracts with every agent to make them invest more efforts on the tasks. However, in many circumstances, these contracts need to be identical for the sake of fairness. We investigate the optimal common contract problem. To our knowledge, this is the first attempt to consider this natural and important generalization. We first show this problem is NP-complete. Then we provide a dynamic programming algorithm to compute the optimal contract in $O(n^2m)$ time, where $n,m$ are the number of agents and actions, under the assumption that the agents' cost functions obey increasing difference property. At last, we generalize the setting such that each agent can choose to directly produce a reward in $[0,1]$. We provide an $O(\log n)$-approximate algorithm for this generalization.

cs.MA↗

Optimal mechanisms with budget for user generated contents

In this paper, we design gross product maximization mechanisms which incentivize users to upload high-quality contents on user-generated-content (UGC) websites. We show that, the proportional division mechanism, which is widely used in practice, can perform arbitrarily bad in the worst case. The problem can be formulated using a linear program with bounded and increasing variables. We then present an $O(n\log n)$ algorithm to find the optimal mechanism, where n is the number of players.

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Warm Up Cold-start Advertisements: Improving CTR Predictions via Learning to Learn ID Embeddings

Click-through rate (CTR) prediction has been one of the most central problems in computational advertising. Lately, embedding techniques that produce low-dimensional representations of ad IDs drastically improve CTR prediction accuracies. However, such learning techniques are data demanding and work poorly on new ads with little logging data, which is known as the cold-start problem. In this paper, we aim to improve CTR predictions during both the cold-start phase and the warm-up phase when a new ad is added to the candidate pool. We propose Meta-Embedding, a meta-learning-based approach that learns to generate desirable initial embeddings for new ad IDs. The proposed method trains an embedding generator for new ad IDs by making use of previously learned ads through gradient-based meta-learning. In other words, our method learns how to learn better embeddings. When a new ad comes, the trained generator initializes the embedding of its ID by feeding its contents and attributes. Next, the generated embedding can speed up the model fitting during the warm-up phase when a few labeled examples are available, compared to the existing initialization methods. Experimental results on three real-world datasets showed that Meta-Embedding can significantly improve both the cold-start and warm-up performances for six existing CTR prediction models, ranging from lightweight models such as Factorization Machines to complicated deep models such as PNN and DeepFM. All of the above apply to conversion rate (CVR) predictions as well.

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Policy Gradients for Contextual Recommendations

Decision making is a challenging task in online recommender systems. The decision maker often needs to choose a contextual item at each step from a set of candidates. Contextual bandit algorithms have been successfully deployed to such applications, for the trade-off between exploration and exploitation and the state-of-art performance on minimizing online costs. However, the applicability of existing contextual bandit methods is limited by the over-simplified assumptions of the problem, such as assuming a simple form of the reward function or assuming a static environment where the states are not affected by previous actions. In this work, we put forward Policy Gradients for Contextual Recommendations (PGCR) to solve the problem without those unrealistic assumptions. It optimizes over a restricted class of policies where the marginal probability of choosing an item (in expectation of other items) has a simple closed form, and the gradient of the expected return over the policy in this class is in a succinct form. Moreover, PGCR leverages two useful heuristic techniques called Time-Dependent Greed and Actor-Dropout. The former ensures PGCR to be empirically greedy in the limit, and the latter addresses the trade-off between exploration and exploitation by using the policy network with Dropout as a Bayesian approximation. PGCR can solve the standard contextual bandits as well as its Markov Decision Process generalization. Therefore it can be applied to a wide range of realistic settings of recommendations, such as personalized advertising. We evaluate PGCR on toy datasets as well as a real-world dataset of personalized music recommendations. Experiments show that PGCR enables fast convergence and low regret, and outperforms both classic contextual-bandits and vanilla policy gradient methods.

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Optimal Dynamic Auctions are Virtual Welfare Maximizers

We are interested in the setting where a seller sells sequentially arriving items, one per period, via a dynamic auction. At the beginning of each period, each buyer draws a private valuation for the item to be sold in that period and this valuation is independent across buyers and periods. The auction can be dynamic in the sense that the auction at period $t$ can be conditional on the bids in that period and all previous periods, subject to certain appropriately defined incentive compatible and individually rational conditions. Perhaps not surprisingly, the revenue optimal dynamic auctions are computationally hard to find and existing literatures that aim to approximate the optimal auctions are all based on solving complex dynamic programs. It remains largely open on the structural interpretability of the optimal dynamic auctions. In this paper, we show that any optimal dynamic auction is a virtual welfare maximizer subject to some monotone allocation constraints. In particular, the explicit definition of the virtual value function above arises naturally from the primal-dual analysis by relaxing the monotone constraints. We further develop an ironing technique that gets rid of the monotone allocation constraints. Quite different from Myerson's ironing approach, our technique is more technically involved due to the interdependence of the virtual value functions across buyers. We nevertheless show that ironing can be done approximately and efficiently, which in turn leads to a Fully Polynomial Time Approximation Scheme of the optimal dynamic auction.

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A Deep Reinforcement Learning Framework for Rebalancing Dockless Bike Sharing Systems

Bike sharing provides an environment-friendly way for traveling and is booming all over the world. Yet, due to the high similarity of user travel patterns, the bike imbalance problem constantly occurs, especially for dockless bike sharing systems, causing significant impact on service quality and company revenue. Thus, it has become a critical task for bike sharing systems to resolve such imbalance efficiently. In this paper, we propose a novel deep reinforcement learning framework for incentivizing users to rebalance such systems. We model the problem as a Markov decision process and take both spatial and temporal features into consideration. We develop a novel deep reinforcement learning algorithm called Hierarchical Reinforcement Pricing (HRP), which builds upon the Deep Deterministic Policy Gradient algorithm. Different from existing methods that often ignore spatial information and rely heavily on accurate prediction, HRP captures both spatial and temporal dependencies using a divide-and-conquer structure with an embedded localized module. We conduct extensive experiments to evaluate HRP, based on a dataset from Mobike, a major Chinese dockless bike sharing company. Results show that HRP performs close to the 24-timeslot look-ahead optimization, and outperforms state-of-the-art methods in both service level and bike distribution. It also transfers well when applied to unseen areas.

cs.AI↗

Policy Optimization with Model-based Explorations

Model-free reinforcement learning methods such as the Proximal Policy Optimization algorithm (PPO) have successfully applied in complex decision-making problems such as Atari games. However, these methods suffer from high variances and high sample complexity. On the other hand, model-based reinforcement learning methods that learn the transition dynamics are more sample efficient, but they often suffer from the bias of the transition estimation. How to make use of both model-based and model-free learning is a central problem in reinforcement learning. In this paper, we present a new technique to address the trade-off between exploration and exploitation, which regards the difference between model-free and model-based estimations as a measure of exploration value. We apply this new technique to the PPO algorithm and arrive at a new policy optimization method, named Policy Optimization with Model-based Explorations (POME). POME uses two components to predict the actions' target values: a model-free one estimated by Monte-Carlo sampling and a model-based one which learns a transition model and predicts the value of the next state. POME adds the error of these two target estimations as the additional exploration value for each state-action pair, i.e, encourages the algorithm to explore the states with larger target errors which are hard to estimate. We compare POME with PPO on Atari 2600 games, and it shows that POME outperforms PPO on 33 games out of 49 games.

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Deterministic Policy Gradients With General State Transitions

We study a reinforcement learning setting, where the state transition function is a convex combination of a stochastic continuous function and a deterministic function. Such a setting generalizes the widely-studied stochastic state transition setting, namely the setting of deterministic policy gradient (DPG). We firstly give a simple example to illustrate that the deterministic policy gradient may be infinite under deterministic state transitions, and introduce a theoretical technique to prove the existence of the policy gradient in this generalized setting. Using this technique, we prove that the deterministic policy gradient indeed exists for a certain set of discount factors, and further prove two conditions that guarantee the existence for all discount factors. We then derive a closed form of the policy gradient whenever exists. Furthermore, to overcome the challenge of high sample complexity of DPG in this setting, we propose the Generalized Deterministic Policy Gradient (GDPG) algorithm. The main innovation of the algorithm is a new method of applying model-based techniques to the model-free algorithm, the deep deterministic policy gradient algorithm (DDPG). GDPG optimize the long-term rewards of the model-based augmented MDP subject to a constraint that the long-rewards of the MDP is less than the original one. We finally conduct extensive experiments comparing GDPG with state-of-the-art methods and the direct model-based extension method of DDPG on several standard continuous control benchmarks. Results demonstrate that GDPG substantially outperforms DDPG, the model-based extension of DDPG and other baselines in terms of both convergence and long-term rewards in most environments.

cs.LG↗

Optimal Vehicle Dispatching Schemes via Dynamic Pricing

Over the past few years, ride-sharing has emerged as an effective way to relieve traffic congestion. A key problem for these platforms is to come up with a revenue-optimal (or GMV-optimal) pricing scheme and an induced vehicle dispatching policy that incorporate geographic and temporal information. In this paper, we aim to tackle this problem via an economic approach. Modeled naively, the underlying optimization problem may be non-convex and thus hard to compute. To this end, we use a so-called "ironing" technique to convert the problem into an equivalent convex optimization one via a clean Markov decision process (MDP) formulation, where the states are the driver distributions and the decision variables are the prices for each pair of locations. Our main finding is an efficient algorithm that computes the exact revenue-optimal (or GMV-optimal) randomized pricing schemes. We characterize the optimal solution of the MDP by a primal-dual analysis of a corresponding convex program. We also conduct empirical evaluations of our solution through real data of a major ride-sharing platform and show its advantages over fixed pricing schemes as well as several prevalent surge-based pricing schemes.

eess.SY↗

Reinforcement Mechanism Design for e-commerce

We study the problem of allocating impressions to sellers in e-commerce websites, such as Amazon, eBay or Taobao, aiming to maximize the total revenue generated by the platform. We employ a general framework of reinforcement mechanism design, which uses deep reinforcement learning to design efficient algorithms, taking the strategic behaviour of the sellers into account. Specifically, we model the impression allocation problem as a Markov decision process, where the states encode the history of impressions, prices, transactions and generated revenue and the actions are the possible impression allocations in each round. To tackle the problem of continuity and high-dimensionality of states and actions, we adopt the ideas of the DDPG algorithm to design an actor-critic policy gradient algorithm which takes advantage of the problem domain in order to achieve convergence and stability. We evaluate our proposed algorithm, coined IA(GRU), by comparing it against DDPG, as well as several natural heuristics, under different rationality models for the sellers - we assume that sellers follow well-known no-regret type strategies which may vary in their degree of sophistication. We find that IA(GRU) outperforms all algorithms in terms of the total revenue.

cs.MA↗

Reinforcement Mechanism Design, with Applications to Dynamic Pricing in Sponsored Search Auctions

In this study, we apply reinforcement learning techniques and propose what we call reinforcement mechanism design to tackle the dynamic pricing problem in sponsored search auctions. In contrast to previous game-theoretical approaches that heavily rely on rationality and common knowledge among the bidders, we take a data-driven approach, and try to learn, over repeated interactions, the set of optimal reserve prices. We implement our approach within the current sponsored search framework of a major search engine: we first train a buyer behavior model, via a real bidding data set, that accurately predicts bids given information that bidders are aware of, including the game parameters disclosed by the search engine, as well as the bidders' KPI data from previous rounds. We then put forward a reinforcement/MDP (Markov Decision Process) based algorithm that optimizes reserve prices over time, in a GSP-like auction. Our simulations demonstrate that our framework outperforms static optimization strategies including the ones that are currently in use, as well as several other dynamic ones.

cs.GT↗

How to manipulate truthful prior-dependent mechanisms?

In the standard formulation of mechanism design, a key assumption is that the designer has reliable information and technology to determine a prior distribution on types of the agents. In the meanwhile, as pointed out by the Wilson's Principle, a mechanism should reply as little as possible on the accuracy of prior type distribution. In this paper, we put forward a model to formalize and quantify this statement. In our model, each agent has a type distribution. In addition, the agent can commit to a fake distribution and bids consistently and credibly with respect to the fake distribution (i.e., plays Bayes equilibrium under the fake distributions). We study the equilibria of the induced distribution-committing games in several well-known mechanisms. Our results can be summarized as follows: (1) the game induced by Myerson's auction under our model is strategically equivalent to the first price auction under the standard model. As a consequence, they are revenue-equivalent as well. (2) the second-price auction yields weakly better revenue than several reserve-based and virtual-value-based auctions, under our fake distribution model. These results echo the recent literature on prior-independent mechanism design.

cs.GT↗

Optimal dynamic mechanisms with ex-post IR via bank accounts

Lately, the problem of designing multi-stage dynamic mechanisms has been shown to be both theoretically challenging and practically important. In this paper, we consider the problem of designing revenue optimal dynamic mechanism for a setting where an auctioneer sells a set of items to a buyer in multiple stages. At each stage, there could be multiple items for sale but each item can only appear in one stage. The type of the buyer at each stage is thus a multi-dimensional vector characterizing the buyer's valuations of the items at that stage and is assumed to be stage-wise independent. In particular, we propose a novel class of mechanisms called bank account mechanisms. Roughly, a bank account mechanism is no different from any stage-wise individual mechanism except for an augmented structure called bank account, a real number for each node that summarizes the history so far. We first establish that the optimal revenue from any dynamic mechanism in this setting can be achieved by a bank account mechanism, and we provide a simple characterization of the set of incentive compatible and ex-post individually rational bank account mechanisms. Based on these characterizations, we then investigate the problem of finding the (approximately) optimal bank account mechanisms. We prove that there exists a simple, randomized bank account mechanism that approximates optimal revenue up to a constant factor. Our result is general and can accommodate previous approximation results in single-shot multi-dimensional mechanism design. Based on the previous mechanism, we further show that there exists a deterministic bank account mechanism that achieves constant-factor approximation as well. Finally, we consider the problem of computing optimal mechanisms when the type space is discrete and provide an FPTAS via linear and dynamic programming.

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Optimal Auctions for Negatively Correlated Items

We consider the problem of designing revenue-optimal auctions for selling two items and bidders' valuations are independent among bidders but negatively correlated among items. In this paper, we obtain the closed-form optimal auction for this setting, by directly addressing the two difficulties above. In particular, the first difficulty is that when pointwise maximizing virtual surplus under multi-dimensional feasibility (i.e., the Border feasibility), (1) neither the optimal interim allocation is trivially monotone in the virtual value, (2) nor the virtual value is monotone in the bidder's type. As a result, the optimal interim allocations resulting from virtual surplus maximization no longer guarantees BIC. To address (1), we prove a generalization of Border's theorem and show that optimal interim allocation is indeed monotone in the virtual value. To address (2), we adapt Myerson's ironing procedure to this setting by redefining the (ironed) virtual value as a function of the lowest utility point. The second difficulty, perhaps a more challenging one, is that the lowest utility type in general is no longer at the endpoints of the type interval. To address this difficulty, we show by construction that there exist an allocation rule and an induced lowest utility type such that they form a solution of the virtual surplus maximization and in the meanwhile guarantees IIR. In the single bidder case, the optimal auction consists of a randomized bundle menu and a deterministic bundle menu; while in the multiple bidder case, the optimal auction is a randomization between two extreme mechanisms. The optimal solutions of our setting can be implemented by a Bayesian IC and IR auction, however, perhaps surprisingly, the revenue of this auction cannot be achieved by any (dominant-strategy) IC and IR auction.

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Approximation of barter exchanges with cycle length constraints

We explore the clearing problem in the barter exchange market. The problem, described in the terminology of graph theory, is to find a set of vertex-disjoint, length-restricted cycles that maximize the total weight in a weighted digraph. The problem has previously been shown to be NP-hard. We advance the understanding of this problem by the following contributions. We prove three constant inapproximability results for this problem. For the weighted graphs, we prove that it is NP-hard to approximate the clearing problem within a factor of 14/13 under general length constraints and within a factor of 434/433 when the cycle length is not longer than 3. For the unweighted graphs, we prove that this problem is NP-hard to approximate within a factor of 698/697. For the unweighted graphs when the cycle length is not longer than 3, we design and implement two simple and practical algorithms. Experiments on simulated data suggest that these algorithms yield excellent performances.

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On the power of dominated players in team competitions

We investigate multi-round team competitions between two teams, where each team selects one of its players simultaneously in each round and each player can play at most once. The competition defines an extensive-form game with perfect recall and can be solved efficiently by standard methods. We are interested in the properties of the subgame perfect equilibria of this game. We first show that uniformly random strategy is a subgame perfect equilibrium strategy for both teams when there are no redundant players (i.e., the number of players in each team equals to the number of rounds of the competition). Secondly, a team can safely abandon its weak players if it has redundant players and the strength of players is transitive. We then focus on the more interesting case where there are redundant players and the strength of players is not transitive. In this case, we obtain several counterintuitive results. First of all, a player might help improve the payoff of its team, even if it is dominated by the entire other team. We give a necessary condition for a dominated player to be useful. We also study the extent to which the dominated players can increase the payoff. These results bring insights into playing and designing general team competitions.

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