SearcharxivSearch

arXiv subjects

Shengyu Wang

Publications and source records attributed to Shengyu Wang.

3 recordsLinked to original sources

TAGR: Temporally Adaptive Generative Recommendation for Industrial Live-Streaming Advertising

Live-streaming advertising is an important monetization channel on short-video and e-commerce platforms, where rapidly changing live content, promoted products, and user feedback impose strong freshness requirements on recommendation models. Existing generative recommenders designed for static domains fail at three levels: static semantic IDs (SID) cannot track evolving live ads; single-scale behavior modeling misses shifting intent; preference optimization conflicts between fresh on-policy feedback and training stability. We propose TAGR, a generative recommendation framework with temporal adaptation at three levels: live-ad tokenization, user intent modeling, and preference alignment. At the token level, Live Semantic-Collaborative ID (LSID) periodically refreshes each active ad's SID based on its current live scene and promoted products, while retaining a stable hierarchical token vocabulary for autoregressive generation. At the intent level, Intent-Aware Generation (IAG) models live-room entry histories at multiple temporal granularities as the primary intent sequence, keeps auxiliary behaviors as separate inputs, and weights next-token prediction (NTP) using post-request intent evidence and business value. At the alignment level, Intermittent On-Policy Preference Optimization (IOPO) periodically samples fresh candidate groups from the current policy and performs behavior- and value-aligned preference updates interleaved with supervised NTP maintenance to preserve learned behavior distribution. Deployed on a large-scale e-commerce live-stream advertising platform, TAGR improves live-room entry and shopping-cart click rates by 8.5% and 7.4%, respectively, and achieves a 16.1% revenue lift over the production baseline. These results demonstrate the effectiveness and industrial viability of temporally adaptive generative recommendation for live-stream advertising.

cs.IR

Generative Recommendation for Large-Scale Advertising

Generative recommendation has recently attracted widespread attention in industry due to its potential for scaling and stronger model capacity. However, deploying real-time generative recommendation in large-scale advertising requires designs beyond large-language-model (LLM)-style training and serving recipes. We present a production-oriented generative recommender co-designed across architecture, learning, and serving, named GR4AD (Generative Recommendation for ADdvertising). As for tokenization, GR4AD proposes UA-SID (Unified Advertisement Semantic ID) to capture complicated business information. Furthermore, GR4AD introduces LazyAR, a lazy autoregressive decoder that relaxes layer-wise dependencies for short, multi-candidate generation, preserving effectiveness while reducing inference cost, which facilitates scaling under fixed serving budgets. To align optimization with business value, GR4AD employs VSL (Value-Aware Supervised Learning) and proposes RSPO (Ranking-Guided Softmax Preference Optimization), a ranking-aware, list-wise reinforcement learning algorithm that optimizes value-based rewards under list-level metrics for continual online updates. For online inference, we further propose dynamic beam serving, which adapts beam width across generation levels and online load to control compute. Large-scale online A/B tests show up to 4.2% ad revenue improvement over an existing DLRM-based stack, with consistent gains from both model scaling and inference-time scaling. GR4AD has been fully deployed in Kuaishou advertising system with over 400 million users and achieves high-throughput real-time serving.

cs.IR

Study on the Influence of Embodied Avatars on Gait Parameters in Virtual Environments and Real World

In this study, we compare the virtual and real gait parameters to investigate the effect of appearances of embodied avatars and virtual reality experience on gait in physical and virtual environments. We developed a virtual environment simulation and gait detection system for analyzing gait. The system transfers real-life scenarios into a realistic presentation in the virtual environment and provides look-alike same-age and old-age avatars for participants. We conducted an empirical study and used subjective questionnaires to evaluate participants' feelings about the virtual reality experience. Also, the paired sample t-test and neural network were implemented to analyze gait differences. The results suggest that there are disparities in gait between virtual and real environments. Also, the appearance of embodied avatars could influence the gait parameters in the virtual environment. Moreover, the experience of embodying old-age avatars affects the gait in the real world.

cs.HC