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Weinan Zhang

Publications and source records attributed to Weinan Zhang.

At least 415 records · Page 23Linked to original sources

Bi-level Actor-Critic for Multi-agent Coordination

Coordination is one of the essential problems in multi-agent systems. Typically multi-agent reinforcement learning (MARL) methods treat agents equally and the goal is to solve the Markov game to an arbitrary Nash equilibrium (NE) when multiple equilibra exist, thus lacking a solution for NE selection. In this paper, we treat agents \emph{unequally} and consider Stackelberg equilibrium as a potentially better convergence point than Nash equilibrium in terms of Pareto superiority, especially in cooperative environments. Under Markov games, we formally define the bi-level reinforcement learning problem in finding Stackelberg equilibrium. We propose a novel bi-level actor-critic learning method that allows agents to have different knowledge base (thus intelligent), while their actions still can be executed simultaneously and distributedly. The convergence proof is given, while the resulting learning algorithm is tested against the state of the arts. We found that the proposed bi-level actor-critic algorithm successfully converged to the Stackelberg equilibria in matrix games and find an asymmetric solution in a highway merge environment.

cs.MA↗

Large-Scale Optimal Transport via Adversarial Training with Cycle-Consistency

Recent advances in large-scale optimal transport have greatly extended its application scenarios in machine learning. However, existing methods either not explicitly learn the transport map or do not support general cost function. In this paper, we propose an end-to-end approach for large-scale optimal transport, which directly solves the transport map and is compatible with general cost function. It models the transport map via stochastic neural networks and enforces the constraint on the marginal distributions via adversarial training. The proposed framework can be further extended towards learning Monge map or optimal bijection via adopting cycle-consistency constraint(s). We verify the effectiveness of the proposed method and demonstrate its superior performance against existing methods with large-scale real-world applications, including domain adaptation, image-to-image translation, and color transfer.

cs.CV↗

GraphAF: a Flow-based Autoregressive Model for Molecular Graph Generation

Molecular graph generation is a fundamental problem for drug discovery and has been attracting growing attention. The problem is challenging since it requires not only generating chemically valid molecular structures but also optimizing their chemical properties in the meantime. Inspired by the recent progress in deep generative models, in this paper we propose a flow-based autoregressive model for graph generation called GraphAF. GraphAF combines the advantages of both autoregressive and flow-based approaches and enjoys: (1) high model flexibility for data density estimation; (2) efficient parallel computation for training; (3) an iterative sampling process, which allows leveraging chemical domain knowledge for valency checking. Experimental results show that GraphAF is able to generate 68% chemically valid molecules even without chemical knowledge rules and 100% valid molecules with chemical rules. The training process of GraphAF is two times faster than the existing state-of-the-art approach GCPN. After fine-tuning the model for goal-directed property optimization with reinforcement learning, GraphAF achieves state-of-the-art performance on both chemical property optimization and constrained property optimization.

cs.LG↗

Author Name Disambiguation on Heterogeneous Information Network with Adversarial Representation Learning

Author name ambiguity causes inadequacy and inconvenience in academic information retrieval, which raises the necessity of author name disambiguation (AND). Existing AND methods can be divided into two categories: the models focusing on content information to distinguish whether two papers are written by the same author, the models focusing on relation information to represent information as edges on the network and to quantify the similarity among papers. However, the former requires adequate labeled samples and informative negative samples, and are also ineffective in measuring the high-order connections among papers, while the latter needs complicated feature engineering or supervision to construct the network. We propose a novel generative adversarial framework to grow the two categories of models together: (i) the discriminative module distinguishes whether two papers are from the same author, and (ii) the generative module selects possibly homogeneous papers directly from the heterogeneous information network, which eliminates the complicated feature engineering. In such a way, the discriminative module guides the generative module to select homogeneous papers, and the generative module generates high-quality negative samples to train the discriminative module to make it aware of high-order connections among papers. Furthermore, a self-training strategy for the discriminative module and a random walk based generating algorithm are designed to make the training stable and efficient. Extensive experiments on two real-world AND benchmarks demonstrate that our model provides significant performance improvement over the state-of-the-art methods.

cs.SI↗

An End-to-End Neighborhood-based Interaction Model for Knowledge-enhanced Recommendation

This paper studies graph-based recommendation, where an interaction graph is constructed from historical records and is lever-aged to alleviate data sparsity and cold start problems. We reveal an early summarization problem in existing graph-based models, and propose Neighborhood Interaction (NI) model to capture each neighbor pair (between user-side and item-side) distinctively. NI model is more expressive and can capture more complicated structural patterns behind user-item interactions. To further enrich node connectivity and utilize high-order structural information, we incorporate extra knowledge graphs (KGs) and adopt graph neural networks (GNNs) in NI, called Knowledge-enhanced NeighborhoodInteraction (KNI). Compared with the state-of-the-art recommendation methods,e.g., feature-based, meta path-based, and KG-based models, our KNI achieves superior performance in click-through rate prediction (1.1%-8.4% absolute AUC improvements) and out-performs by a wide margin in top-N recommendation on 4 real-world datasets.

cs.IR↗

CommunityGAN: Community Detection with Generative Adversarial Nets

Community detection refers to the task of discovering groups of vertices sharing similar properties or functions so as to understand the network data. With the recent development of deep learning, graph representation learning techniques are also utilized for community detection. However, the communities can only be inferred by applying clustering algorithms based on learned vertex embeddings. These general cluster algorithms like K-means and Gaussian Mixture Model cannot output much overlapped communities, which have been proved to be very common in many real-world networks. In this paper, we propose CommunityGAN, a novel community detection framework that jointly solves overlapping community detection and graph representation learning. First, unlike the embedding of conventional graph representation learning algorithms where the vector entry values have no specific meanings, the embedding of CommunityGAN indicates the membership strength of vertices to communities. Second, a specifically designed Generative Adversarial Net (GAN) is adopted to optimize such embedding. Through the minimax competition between the motif-level generator and discriminator, both of them can alternatively and iteratively boost their performance and finally output a better community structure. Extensive experiments on synthetic data and real-world tasks demonstrate that CommunityGAN achieves substantial community detection performance gains over the state-of-the-art methods.

cs.AI↗

Neural Personalized Response Generation as Domain Adaptation

In this paper, we focus on the personalized response generation for conversational systems. Based on the sequence to sequence learning, especially the encoder-decoder framework, we propose a two-phase approach, namely initialization then adaptation, to model the responding style of human and then generate personalized responses. For evaluation, we propose a novel human aided method to evaluate the performance of the personalized response generation models by online real-time conversation and offline human judgement. Moreover, the lexical divergence of the responses generated by the 5 personalized models indicates that the proposed two-phase approach achieves good results on modeling the responding style of human and generating personalized responses for the conversational systems.

cs.CL↗

Improving Unsupervised Domain Adaptation with Variational Information Bottleneck

Domain adaptation aims to leverage the supervision signal of source domain to obtain an accurate model for target domain, where the labels are not available. To leverage and adapt the label information from source domain, most existing methods employ a feature extracting function and match the marginal distributions of source and target domains in a shared feature space. In this paper, from the perspective of information theory, we show that representation matching is actually an insufficient constraint on the feature space for obtaining a model with good generalization performance in target domain. We then propose variational bottleneck domain adaptation (VBDA), a new domain adaptation method which improves feature transferability by explicitly enforcing the feature extractor to ignore the task-irrelevant factors and focus on the information that is essential to the task of interest for both source and target domains. Extensive experimental results demonstrate that VBDA significantly outperforms state-of-the-art methods across three domain adaptation benchmark datasets.

cs.LG↗

Signal Instructed Coordination in Cooperative Multi-agent Reinforcement Learning

In many real-world problems, a team of agents need to collaborate to maximize the common reward. Although existing works formulate this problem into a centralized learning with decentralized execution framework, which avoids the non-stationary problem in training, their decentralized execution paradigm limits the agents' capability to coordinate. Inspired by the concept of correlated equilibrium, we propose to introduce a coordination signal to address this limitation, and theoretically show that following mild conditions, decentralized agents with the coordination signal can coordinate their individual policies as manipulated by a centralized controller. The idea of introducing coordination signal is to encapsulate coordinated strategies into the signals, and use the signals to instruct the collaboration in decentralized execution. To encourage agents to learn to exploit the coordination signal, we propose Signal Instructed Coordination (SIC), a novel coordination module that can be integrated with most existing MARL frameworks. SIC casts a common signal sampled from a pre-defined distribution to all agents, and introduces an information-theoretic regularization to facilitate the consistency between the observed signal and agents' policies. Our experiments show that SIC consistently improves performance over well-recognized MARL models in both matrix games and a predator-prey game with high-dimensional strategy space.

cs.MA↗

Sequential Recommendation with Dual Side Neighbor-based Collaborative Relation Modeling

Sequential recommendation task aims to predict user preference over items in the future given user historical behaviors. The order of user behaviors implies that there are resourceful sequential patterns embedded in the behavior history which reveal the underlying dynamics of user interests. Various sequential recommendation methods are proposed to model the dynamic user behaviors. However, most of the models only consider the user's own behaviors and dynamics, while ignoring the collaborative relations among users and items, i.e., similar tastes of users or analogous properties of items. Without modeling collaborative relations, those methods suffer from the lack of recommendation diversity and thus may have worse performance. Worse still, most existing methods only consider the user-side sequence and ignore the temporal dynamics on the item side. To tackle the problems of the current sequential recommendation models, we propose Sequential Collaborative Recommender (SCoRe) which effectively mines high-order collaborative information using cross-neighbor relation modeling and, additionally utilizes both user-side and item-side historical sequences to better capture user and item dynamics. Experiments on three real-world yet large-scale datasets demonstrate the superiority of the proposed model over strong baselines.

cs.IR↗

CoLight: Learning Network-level Cooperation for Traffic Signal Control

Cooperation among the traffic signals enables vehicles to move through intersections more quickly. Conventional transportation approaches implement cooperation by pre-calculating the offsets between two intersections. Such pre-calculated offsets are not suitable for dynamic traffic environments. To enable cooperation of traffic signals, in this paper, we propose a model, CoLight, which uses graph attentional networks to facilitate communication. Specifically, for a target intersection in a network, CoLight can not only incorporate the temporal and spatial influences of neighboring intersections to the target intersection, but also build up index-free modeling of neighboring intersections. To the best of our knowledge, we are the first to use graph attentional networks in the setting of reinforcement learning for traffic signal control and to conduct experiments on the large-scale road network with hundreds of traffic signals. In experiments, we demonstrate that by learning the communication, the proposed model can achieve superior performance against the state-of-the-art methods.

cs.MA↗

Deep Reinforcement Learning based Recommendation with Explicit User-Item Interactions Modeling

Recommendation is crucial in both academia and industry, and various techniques are proposed such as content-based collaborative filtering, matrix factorization, logistic regression, factorization machines, neural networks and multi-armed bandits. However, most of the previous studies suffer from two limitations: (1) considering the recommendation as a static procedure and ignoring the dynamic interactive nature between users and the recommender systems, (2) focusing on the immediate feedback of recommended items and neglecting the long-term rewards. To address the two limitations, in this paper we propose a novel recommendation framework based on deep reinforcement learning, called DRR. The DRR framework treats recommendation as a sequential decision making procedure and adopts an "Actor-Critic" reinforcement learning scheme to model the interactions between the users and recommender systems, which can consider both the dynamic adaptation and long-term rewards. Furthermore, a state representation module is incorporated into DRR, which can explicitly capture the interactions between items and users. Three instantiation structures are developed. Extensive experiments on four real-world datasets are conducted under both the offline and online evaluation settings. The experimental results demonstrate the proposed DRR method indeed outperforms the state-of-the-art competitors.

cs.IR↗

Learning to Design Games: Strategic Environments in Reinforcement Learning

In typical reinforcement learning (RL), the environment is assumed given and the goal of the learning is to identify an optimal policy for the agent taking actions through its interactions with the environment. In this paper, we extend this setting by considering the environment is not given, but controllable and learnable through its interaction with the agent at the same time. This extension is motivated by environment design scenarios in the real-world, including game design, shopping space design and traffic signal design. Theoretically, we find a dual Markov decision process (MDP) w.r.t. the environment to that w.r.t. the agent, and derive a policy gradient solution to optimizing the parametrized environment. Furthermore, discontinuous environments are addressed by a proposed general generative framework. Our experiments on a Maze game design task show the effectiveness of the proposed algorithms in generating diverse and challenging Mazes against various agent settings.

cs.AI↗

Sampled in Pairs and Driven by Text: A New Graph Embedding Framework

In graphs with rich texts, incorporating textual information with structural information would benefit constructing expressive graph embeddings. Among various graph embedding models, random walk (RW)-based is one of the most popular and successful groups. However, it is challenged by two issues when applied on graphs with rich texts: (i) sampling efficiency: deriving from the training objective of RW-based models (e.g., DeepWalk and node2vec), we show that RW-based models are likely to generate large amounts of redundant training samples due to three main drawbacks. (ii) text utilization: these models have difficulty in dealing with zero-shot scenarios where graph embedding models have to infer graph structures directly from texts. To solve these problems, we propose a novel framework, namely Text-driven Graph Embedding with Pairs Sampling (TGE-PS). TGE-PS uses Pairs Sampling (PS) to improve the sampling strategy of RW, being able to reduce ~99% training samples while preserving competitive performance. TGE-PS uses Text-driven Graph Embedding (TGE), an inductive graph embedding approach, to generate node embeddings from texts. Since each node contains rich texts, TGE is able to generate high-quality embeddings and provide reasonable predictions on existence of links to unseen nodes. We evaluate TGE-PS on several real-world datasets, and experiment results demonstrate that TGE-PS produces state-of-the-art results on both traditional and zero-shot link prediction tasks.

cs.AI↗

Factorized Q-Learning for Large-Scale Multi-Agent Systems

Deep Q-learning has achieved significant success in single-agent decision making tasks. However, it is challenging to extend Q-learning to large-scale multi-agent scenarios, due to the explosion of action space resulting from the complex dynamics between the environment and the agents. In this paper, we propose to make the computation of multi-agent Q-learning tractable by treating the Q-function (w.r.t. state and joint-action) as a high-order high-dimensional tensor and then approximate it with factorized pairwise interactions. Furthermore, we utilize a composite deep neural network architecture for computing the factorized Q-function, share the model parameters among all the agents within the same group, and estimate the agents' optimal joint actions through a coordinate descent type algorithm. All these simplifications greatly reduce the model complexity and accelerate the learning process. Extensive experiments on two different multi-agent problems demonstrate the performance gain of our proposed approach in comparison with strong baselines, particularly when there are a large number of agents.

cs.MA↗

Multi-Agent Reinforcement Learning for Order-dispatching via Order-Vehicle Distribution Matching

Improving the efficiency of dispatching orders to vehicles is a research hotspot in online ride-hailing systems. Most of the existing solutions for order-dispatching are centralized controlling, which require to consider all possible matches between available orders and vehicles. For large-scale ride-sharing platforms, there are thousands of vehicles and orders to be matched at every second which is of very high computational cost. In this paper, we propose a decentralized execution order-dispatching method based on multi-agent reinforcement learning to address the large-scale order-dispatching problem. Different from the previous cooperative multi-agent reinforcement learning algorithms, in our method, all agents work independently with the guidance from an evaluation of the joint policy since there is no need for communication or explicit cooperation between agents. Furthermore, we use KL-divergence optimization at each time step to speed up the learning process and to balance the vehicles (supply) and orders (demand). Experiments on both the explanatory environment and real-world simulator show that the proposed method outperforms the baselines in terms of accumulated driver income (ADI) and Order Response Rate (ORR) in various traffic environments. Besides, with the support of the online platform of Didi Chuxing, we designed a hybrid system to deploy our model.

cs.MA↗

Learning Adaptive Display Exposure for Real-Time Advertising

In E-commerce advertising, where product recommendations and product ads are presented to users simultaneously, the traditional setting is to display ads at fixed positions. However, under such a setting, the advertising system loses the flexibility to control the number and positions of ads, resulting in sub-optimal platform revenue and user experience. Consequently, major e-commerce platforms (e.g., Taobao.com) have begun to consider more flexible ways to display ads. In this paper, we investigate the problem of advertising with adaptive exposure: can we dynamically determine the number and positions of ads for each user visit under certain business constraints so that the platform revenue can be increased? More specifically, we consider two types of constraints: request-level constraint ensures user experience for each user visit, and platform-level constraint controls the overall platform monetization rate. We model this problem as a Constrained Markov Decision Process with per-state constraint (psCMDP) and propose a constrained two-level reinforcement learning approach to decompose the original problem into two relatively independent sub-problems. To accelerate policy learning, we also devise a constrained hindsight experience replay mechanism. Experimental evaluations on industry-scale real-world datasets demonstrate the merits of our approach in both obtaining higher revenue under the constraints and the effectiveness of the constrained hindsight experience replay mechanism.

cs.LG↗

CoRide: Joint Order Dispatching and Fleet Management for Multi-Scale Ride-Hailing Platforms

How to optimally dispatch orders to vehicles and how to tradeoff between immediate and future returns are fundamental questions for a typical ride-hailing platform. We model ride-hailing as a large-scale parallel ranking problem and study the joint decision-making task of order dispatching and fleet management in online ride-hailing platforms. This task brings unique challenges in the following four aspects. First, to facilitate a huge number of vehicles to act and learn efficiently and robustly, we treat each region cell as an agent and build a multi-agent reinforcement learning framework. Second, to coordinate the agents from different regions to achieve long-term benefits, we leverage the geographical hierarchy of the region grids to perform hierarchical reinforcement learning. Third, to deal with the heterogeneous and variant action space for joint order dispatching and fleet management, we design the action as the ranking weight vector to rank and select the specific order or the fleet management destination in a unified formulation. Fourth, to achieve the multi-scale ride-hailing platform, we conduct the decision-making process in a hierarchical way where a multi-head attention mechanism is utilized to incorporate the impacts of neighbor agents and capture the key agent in each scale. The whole novel framework is named as CoRide. Extensive experiments based on multiple cities real-world data as well as analytic synthetic data demonstrate that CoRide provides superior performance in terms of platform revenue and user experience in the task of city-wide hybrid order dispatching and fleet management over strong baselines.

cs.MA↗