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Weinan Zhang

Publications and source records attributed to Weinan Zhang.

At least 379 records · Page 21Linked to original sources

Which Heroes to Pick? Learning to Draft in MOBA Games with Neural Networks and Tree Search

Hero drafting is essential in MOBA game playing as it builds the team of each side and directly affects the match outcome. State-of-the-art drafting methods fail to consider: 1) drafting efficiency when the hero pool is expanded; 2) the multi-round nature of a MOBA 5v5 match series, i.e., two teams play best-of-N and the same hero is only allowed to be drafted once throughout the series. In this paper, we formulate the drafting process as a multi-round combinatorial game and propose a novel drafting algorithm based on neural networks and Monte-Carlo tree search, named JueWuDraft. Specifically, we design a long-term value estimation mechanism to handle the best-of-N drafting case. Taking Honor of Kings, one of the most popular MOBA games at present, as a running case, we demonstrate the practicality and effectiveness of JueWuDraft when compared to state-of-the-art drafting methods.

cs.AI↗

A Drinfeld type presentation of affine $\imath$quantum groups II: split BCFG type

Recently, Lu and Wang formulated a Drinfeld type presentation for $\imath$quantum group $\widetilde{\mathbf U}^\imath$ arising from quantum symmetric pairs of split affine ADE type. In this paper, we generalize their results by establishing a current presentation for $\widetilde{\mathbf U}^\imath$ of arbitrary split affine type.

math.RT↗

GraphHINGE: Learning Interaction Models of Structured Neighborhood on Heterogeneous Information Network

Heterogeneous information network (HIN) has been widely used to characterize entities of various types and their complex relations. Recent attempts either rely on explicit path reachability to leverage path-based semantic relatedness or graph neighborhood to learn heterogeneous network representations before predictions. These weakly coupled manners overlook the rich interactions among neighbor nodes, which introduces an early summarization issue. In this paper, we propose GraphHINGE (Heterogeneous INteract and aggreGatE), which captures and aggregates the interactive patterns between each pair of nodes through their structured neighborhoods. Specifically, we first introduce Neighborhood-based Interaction (NI) module to model the interactive patterns under the same metapaths, and then extend it to Cross Neighborhood-based Interaction (CNI) module to deal with different metapaths. Next, in order to address the complexity issue on large-scale networks, we formulate the interaction modules via a convolutional framework and learn the parameters efficiently with fast Fourier transform. Furthermore, we design a novel neighborhood-based selection (NS) mechanism, a sampling strategy, to filter high-order neighborhood information based on their low-order performance. The extensive experiments on six different types of heterogeneous graphs demonstrate the performance gains by comparing with state-of-the-arts in both click-through rate prediction and top-N recommendation tasks.

cs.IR↗

MALib: A Parallel Framework for Population-based Multi-agent Reinforcement Learning

Population-based multi-agent reinforcement learning (PB-MARL) refers to the series of methods nested with reinforcement learning (RL) algorithms, which produces a self-generated sequence of tasks arising from the coupled population dynamics. By leveraging auto-curricula to induce a population of distinct emergent strategies, PB-MARL has achieved impressive success in tackling multi-agent tasks. Despite remarkable prior arts of distributed RL frameworks, PB-MARL poses new challenges for parallelizing the training frameworks due to the additional complexity of multiple nested workloads between sampling, training and evaluation involved with heterogeneous policy interactions. To solve these problems, we present MALib, a scalable and efficient computing framework for PB-MARL. Our framework is comprised of three key components: (1) a centralized task dispatching model, which supports the self-generated tasks and scalable training with heterogeneous policy combinations; (2) a programming architecture named Actor-Evaluator-Learner, which achieves high parallelism for both training and sampling, and meets the evaluation requirement of auto-curriculum learning; (3) a higher-level abstraction of MARL training paradigms, which enables efficient code reuse and flexible deployments on different distributed computing paradigms. Experiments on a series of complex tasks such as multi-agent Atari Games show that MALib achieves throughput higher than 40K FPS on a single machine with $32$ CPU cores; 5x speedup than RLlib and at least 3x speedup than OpenSpiel in multi-agent training tasks. MALib is publicly available at https://github.com/sjtu-marl/malib.

cs.MA↗

An Embedding Learning Framework for Numerical Features in CTR Prediction

Click-Through Rate (CTR) prediction is critical for industrial recommender systems, where most deep CTR models follow an Embedding \& Feature Interaction paradigm. However, the majority of methods focus on designing network architectures to better capture feature interactions while the feature embedding, especially for numerical features, has been overlooked. Existing approaches for numerical features are difficult to capture informative knowledge because of the low capacity or hard discretization based on the offline expertise feature engineering. In this paper, we propose a novel embedding learning framework for numerical features in CTR prediction (AutoDis) with high model capacity, end-to-end training and unique representation properties preserved. AutoDis consists of three core components: meta-embeddings, automatic discretization and aggregation. Specifically, we propose meta-embeddings for each numerical field to learn global knowledge from the perspective of field with a manageable number of parameters. Then the differentiable automatic discretization performs soft discretization and captures the correlations between the numerical features and meta-embeddings. Finally, distinctive and informative embeddings are learned via an aggregation function. Comprehensive experiments on two public and one industrial datasets are conducted to validate the effectiveness of AutoDis. Moreover, AutoDis has been deployed onto a mainstream advertising platform, where online A/B test demonstrates the improvement over the base model by 2.1% and 2.7% in terms of CTR and eCPM, respectively. In addition, the code of our framework is publicly available in MindSpore(https://gitee.com/mindspore/mindspore/tree/master/model_zoo/research/recommend/autodis).

cs.IR↗

Glancing Transformer for Non-Autoregressive Neural Machine Translation

Recent work on non-autoregressive neural machine translation (NAT) aims at improving the efficiency by parallel decoding without sacrificing the quality. However, existing NAT methods are either inferior to Transformer or require multiple decoding passes, leading to reduced speedup. We propose the Glancing Language Model (GLM), a method to learn word interdependency for single-pass parallel generation models. With GLM, we develop Glancing Transformer (GLAT) for machine translation. With only single-pass parallel decoding, GLAT is able to generate high-quality translation with 8-15 times speedup. Experiments on multiple WMT language directions show that GLAT outperforms all previous single pass non-autoregressive methods, and is nearly comparable to Transformer, reducing the gap to 0.25-0.9 BLEU points.

cs.CL↗

MapGo: Model-Assisted Policy Optimization for Goal-Oriented Tasks

In Goal-oriented Reinforcement learning, relabeling the raw goals in past experience to provide agents with hindsight ability is a major solution to the reward sparsity problem. In this paper, to enhance the diversity of relabeled goals, we develop FGI (Foresight Goal Inference), a new relabeling strategy that relabels the goals by looking into the future with a learned dynamics model. Besides, to improve sample efficiency, we propose to use the dynamics model to generate simulated trajectories for policy training. By integrating these two improvements, we introduce the MapGo framework (Model-Assisted Policy Optimization for Goal-oriented tasks). In our experiments, we first show the effectiveness of the FGI strategy compared with the hindsight one, and then show that the MapGo framework achieves higher sample efficiency when compared to model-free baselines on a set of complicated tasks.

cs.AI↗

Deep Learning for Click-Through Rate Estimation

Click-through rate (CTR) estimation plays as a core function module in various personalized online services, including online advertising, recommender systems, and web search etc. From 2015, the success of deep learning started to benefit CTR estimation performance and now deep CTR models have been widely applied in many industrial platforms. In this survey, we provide a comprehensive review of deep learning models for CTR estimation tasks. First, we take a review of the transfer from shallow to deep CTR models and explain why going deep is a necessary trend of development. Second, we concentrate on explicit feature interaction learning modules of deep CTR models. Then, as an important perspective on large platforms with abundant user histories, deep behavior models are discussed. Moreover, the recently emerged automated methods for deep CTR architecture design are presented. Finally, we summarize the survey and discuss the future prospects of this field.

cs.IR↗

An Adversarial Imitation Click Model for Information Retrieval

Modern information retrieval systems, including web search, ads placement, and recommender systems, typically rely on learning from user feedback. Click models, which study how users interact with a ranked list of items, provide a useful understanding of user feedback for learning ranking models. Constructing "right" dependencies is the key of any successful click model. However, probabilistic graphical models (PGMs) have to rely on manually assigned dependencies, and oversimplify user behaviors. Existing neural network based methods promote PGMs by enhancing the expressive ability and allowing flexible dependencies, but still suffer from exposure bias and inferior estimation. In this paper, we propose a novel framework, Adversarial Imitation Click Model (AICM), based on imitation learning. Firstly, we explicitly learn the reward function that recovers users' intrinsic utility and underlying intentions. Secondly, we model user interactions with a ranked list as a dynamic system instead of one-step click prediction, alleviating the exposure bias problem. Finally, we minimize the JS divergence through adversarial training and learn a stable distribution of click sequences, which makes AICM generalize well across different distributions of ranked lists. A theoretical analysis has indicated that AICM reduces the exposure bias from $O(T^2)$ to $O(T)$. Our studies on a public web search dataset show that AICM not only outperforms state-of-the-art models in traditional click metrics but also achieves superior performance in addressing the exposure bias and recovering the underlying patterns of click sequences.

cs.IR↗

Energy-Based Imitation Learning

We tackle a common scenario in imitation learning (IL), where agents try to recover the optimal policy from expert demonstrations without further access to the expert or environment reward signals. Except the simple Behavior Cloning (BC) that adopts supervised learning followed by the problem of compounding error, previous solutions like inverse reinforcement learning (IRL) and recent generative adversarial methods involve a bi-level or alternating optimization for updating the reward function and the policy, suffering from high computational cost and training instability. Inspired by recent progress in energy-based model (EBM), in this paper, we propose a simplified IL framework named Energy-Based Imitation Learning (EBIL). Instead of updating the reward and policy iteratively, EBIL breaks out of the traditional IRL paradigm by a simple and flexible two-stage solution: first estimating the expert energy as the surrogate reward function through score matching, then utilizing such a reward for learning the policy by reinforcement learning algorithms. EBIL combines the idea of both EBM and occupancy measure matching, and via theoretic analysis we reveal that EBIL and Max-Entropy IRL (MaxEnt IRL) approaches are two sides of the same coin, and thus EBIL could be an alternative of adversarial IRL methods. Extensive experiments on qualitative and quantitative evaluations indicate that EBIL is able to recover meaningful and interpretative reward signals while achieving effective and comparable performance against existing algorithms on IL benchmarks.

cs.LG↗

MARS: Markov Molecular Sampling for Multi-objective Drug Discovery

Searching for novel molecules with desired chemical properties is crucial in drug discovery. Existing work focuses on developing neural models to generate either molecular sequences or chemical graphs. However, it remains a big challenge to find novel and diverse compounds satisfying several properties. In this paper, we propose MARS, a method for multi-objective drug molecule discovery. MARS is based on the idea of generating the chemical candidates by iteratively editing fragments of molecular graphs. To search for high-quality candidates, it employs Markov chain Monte Carlo sampling (MCMC) on molecules with an annealing scheme and an adaptive proposal. To further improve sample efficiency, MARS uses a graph neural network (GNN) to represent and select candidate edits, where the GNN is trained on-the-fly with samples from MCMC. Experiments show that MARS achieves state-of-the-art performance in various multi-objective settings where molecular bio-activity, drug-likeness, and synthesizability are considered. Remarkably, in the most challenging setting where all four objectives are simultaneously optimized, our approach outperforms previous methods significantly in comprehensive evaluations. The code is available at https://github.com/yutxie/mars.

q-bio.BM↗

NeoRL: A Near Real-World Benchmark for Offline Reinforcement Learning

Offline reinforcement learning (RL) aims at learning a good policy from a batch of collected data, without extra interactions with the environment during training. However, current offline RL benchmarks commonly have a large reality gap, because they involve large datasets collected by highly exploratory policies, and the trained policy is directly evaluated in the environment. In real-world situations, running a highly exploratory policy is prohibited to ensure system safety, the data is commonly very limited, and a trained policy should be well validated before deployment. In this paper, we present a near real-world offline RL benchmark, named NeoRL, which contains datasets from various domains with controlled sizes, and extra test datasets for policy validation. We evaluate existing offline RL algorithms on NeoRL and argue that the performance of a policy should also be compared with the deterministic version of the behavior policy, instead of the dataset reward. The empirical results demonstrate that the tested offline RL algorithms become less competitive to the deterministic policy on many datasets, and the offline policy evaluation hardly helps. The NeoRL suit can be found at http://polixir.ai/research/neorl. We hope this work will shed some light on future research and draw more attention when deploying RL in real-world systems.

cs.LG↗

Universal Trading for Order Execution with Oracle Policy Distillation

As a fundamental problem in algorithmic trading, order execution aims at fulfilling a specific trading order, either liquidation or acquirement, for a given instrument. Towards effective execution strategy, recent years have witnessed the shift from the analytical view with model-based market assumptions to model-free perspective, i.e., reinforcement learning, due to its nature of sequential decision optimization. However, the noisy and yet imperfect market information that can be leveraged by the policy has made it quite challenging to build up sample efficient reinforcement learning methods to achieve effective order execution. In this paper, we propose a novel universal trading policy optimization framework to bridge the gap between the noisy yet imperfect market states and the optimal action sequences for order execution. Particularly, this framework leverages a policy distillation method that can better guide the learning of the common policy towards practically optimal execution by an oracle teacher with perfect information to approximate the optimal trading strategy. The extensive experiments have shown significant improvements of our method over various strong baselines, with reasonable trading actions.

q-fin.TR↗

Fork or Fail: Cycle-Consistent Training with Many-to-One Mappings

Cycle-consistent training is widely used for jointly learning a forward and inverse mapping between two domains of interest without the cumbersome requirement of collecting matched pairs within each domain. In this regard, the implicit assumption is that there exists (at least approximately) a ground-truth bijection such that a given input from either domain can be accurately reconstructed from successive application of the respective mappings. But in many applications no such bijection can be expected to exist and large reconstruction errors can compromise the success of cycle-consistent training. As one important instance of this limitation, we consider practically-relevant situations where there exists a many-to-one or surjective mapping between domains. To address this regime, we develop a conditional variational autoencoder (CVAE) approach that can be viewed as converting surjective mappings to implicit bijections whereby reconstruction errors in both directions can be minimized, and as a natural byproduct, realistic output diversity can be obtained in the one-to-many direction. As theoretical motivation, we analyze a simplified scenario whereby minima of the proposed CVAE-based energy function align with the recovery of ground-truth surjective mappings. On the empirical side, we consider a synthetic image dataset with known ground-truth, as well as a real-world application involving natural language generation from knowledge graphs and vice versa, a prototypical surjective case. For the latter, our CVAE pipeline can capture such many-to-one mappings during cycle training while promoting textural diversity for graph-to-text tasks. Our code is available at github.com/QipengGuo/CycleGT *A condensed version of this paper has been accepted to AISTATS 2021. This version contains additional content and updates.

cs.LG↗

Towards Generalized Implementation of Wasserstein Distance in GANs

Wasserstein GANs (WGANs), built upon the Kantorovich-Rubinstein (KR) duality of Wasserstein distance, is one of the most theoretically sound GAN models. However, in practice it does not always outperform other variants of GANs. This is mostly due to the imperfect implementation of the Lipschitz condition required by the KR duality. Extensive work has been done in the community with different implementations of the Lipschitz constraint, which, however, is still hard to satisfy the restriction perfectly in practice. In this paper, we argue that the strong Lipschitz constraint might be unnecessary for optimization. Instead, we take a step back and try to relax the Lipschitz constraint. Theoretically, we first demonstrate a more general dual form of the Wasserstein distance called the Sobolev duality, which relaxes the Lipschitz constraint but still maintains the favorable gradient property of the Wasserstein distance. Moreover, we show that the KR duality is actually a special case of the Sobolev duality. Based on the relaxed duality, we further propose a generalized WGAN training scheme named Sobolev Wasserstein GAN (SWGAN), and empirically demonstrate the improvement of SWGAN over existing methods with extensive experiments.

cs.LG↗

Mean Field Multi-Agent Reinforcement Learning

Existing multi-agent reinforcement learning methods are limited typically to a small number of agents. When the agent number increases largely, the learning becomes intractable due to the curse of the dimensionality and the exponential growth of agent interactions. In this paper, we present \emph{Mean Field Reinforcement Learning} where the interactions within the population of agents are approximated by those between a single agent and the average effect from the overall population or neighboring agents; the interplay between the two entities is mutually reinforced: the learning of the individual agent's optimal policy depends on the dynamics of the population, while the dynamics of the population change according to the collective patterns of the individual policies. We develop practical mean field Q-learning and mean field Actor-Critic algorithms and analyze the convergence of the solution to Nash equilibrium. Experiments on Gaussian squeeze, Ising model, and battle games justify the learning effectiveness of our mean field approaches. In addition, we report the first result to solve the Ising model via model-free reinforcement learning methods.

cs.MA↗

CycleGT: Unsupervised Graph-to-Text and Text-to-Graph Generation via Cycle Training

Two important tasks at the intersection of knowledge graphs and natural language processing are graph-to-text (G2T) and text-to-graph (T2G) conversion. Due to the difficulty and high cost of data collection, the supervised data available in the two fields are usually on the magnitude of tens of thousands, for example, 18K in the WebNLG~2017 dataset after preprocessing, which is far fewer than the millions of data for other tasks such as machine translation. Consequently, deep learning models for G2T and T2G suffer largely from scarce training data. We present CycleGT, an unsupervised training method that can bootstrap from fully non-parallel graph and text data, and iteratively back translate between the two forms. Experiments on WebNLG datasets show that our unsupervised model trained on the same number of data achieves performance on par with several fully supervised models. Further experiments on the non-parallel GenWiki dataset verify that our method performs the best among unsupervised baselines. This validates our framework as an effective approach to overcome the data scarcity problem in the fields of G2T and T2G. Our code is available at https://github.com/QipengGuo/CycleGT.

cs.CL↗

Reciprocal Supervised Learning Improves Neural Machine Translation

Despite the recent success on image classification, self-training has only achieved limited gains on structured prediction tasks such as neural machine translation (NMT). This is mainly due to the compositionality of the target space, where the far-away prediction hypotheses lead to the notorious reinforced mistake problem. In this paper, we revisit the utilization of multiple diverse models and present a simple yet effective approach named Reciprocal-Supervised Learning (RSL). RSL first exploits individual models to generate pseudo parallel data, and then cooperatively trains each model on the combined synthetic corpus. RSL leverages the fact that different parameterized models have different inductive biases, and better predictions can be made by jointly exploiting the agreement among each other. Unlike the previous knowledge distillation methods built upon a much stronger teacher, RSL is capable of boosting the accuracy of one model by introducing other comparable or even weaker models. RSL can also be viewed as a more efficient alternative to ensemble. Extensive experiments demonstrate the superior performance of RSL on several benchmarks with significant margins.

cs.CL↗