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Yong Ge

Publications and source records attributed to Yong Ge.

36 records · Page 2Linked to original sources

Observation of roton-like dispersion relations in acoustic metamaterials

Roton dispersion relations, displaying a pronounced "roton" minimum at finite momentum, were firstly predicted by Landau and have been extensively explored in correlated quantum systems at low temperatures. Recently, the roton-like dispersion relations were theoretically extended to classical acoustics, which, however, have remained elusive in reality. Here, we report the experimental observation of roton-like dispersions in acoustic metamaterials with beyond-nearest-neighbour interactions at ambient temperatures. The resulting metamaterial supports multiple coexisting modes with different wavevectors and group velocities at the same frequency and broadband backward waves, analogous to the "return flow" termed by Feynman in the context of rotons. Moreover, by increasing the order of long-range interaction, we observe multiple rotons on a single dispersion band, which have never appeared in Landau's prediction or any other condensed matter study. The realization of roton-like dispersions in metamaterials could pave the way to explore novel physics and applications on quantum-inspired phenomena in classical systems.

physics.app-ph↗

Observation of dislocation-induced topological modes in a three-dimensional acoustic topological insulator

The interplay between real-space topological lattice defects and the reciprocal-space topology of energy bands can give rise to novel phenomena, such as one-dimensional topological modes bound to screw dislocations in three-dimensional topological insulators. We obtain direct experimental observations of dislocation-induced helical modes in an acoustic analog of a weak three-dimensional topological insulator. The spatial distribution of the helical modes is found through spin-resolved field mapping, and verified numerically by tight-binding and finite-element calculations. These one-dimensional helical channels can serve as robust waveguides in three-dimensional media. Our experiment paves the way to studying novel physical modes and functionalities enabled by topological lattice defects in three-dimensional classical topological materials.

cond-mat.mes-hall↗

Vortex states in an acoustic Weyl crystal with a topological lattice defect

We design and implement a three dimensional acoustic Weyl metamaterial hosting robust modes bound to a one-dimensional topological lattice defect. The modes are related to topological features of the bulk bands, and carry nonzero orbital angular momentum locked to the direction of propagation. They span a range of axial wavenumbers defined by the projections of two bulk Weyl points to a one-dimensional subspace, in a manner analogous to the formation of Fermi arc surface states. We use acoustic experiments to probe their dispersion relation, orbital angular momentum locked waveguiding, and ability to emit acoustic vortices into free space. These results point to new possibilities for creating and exploiting topological modes in three-dimensional structures through the interplay between band topology in momentum space and topological lattice defects in real space.

cond-mat.mes-hall↗

Demonstration of negative refraction induced by synthetic gauge fields

The phenomenon of negative refraction generally requires negative refractive indices or phase discontinuities, which can be realized using metamaterials or metasurfaces. Recent theories have proposed a novel mechanism for negative refraction based on synthetic gauge fields, which affect classical waves as if they were charged particles in electromagnetic fields, but this has not hitherto been demonstrated in experiment. Here, we report on the experimental demonstration of gauge-field-induced negative refraction in a twisted bilayer acoustic metamaterial. The bilayer twisting produces a synthetic gauge field for sound waves propagating within a projected two-dimensional geometry, with the magnitude of the gauge field parameterized by the choice of wavenumber along the third dimension. Waveguiding with backward propagating modes is also demonstrated in a trilayer configuration that implements strong gauge fields. These results provide an alternative route to achieving negative refraction in synthetic materials.

physics.app-ph↗

DiffNet++: A Neural Influence and Interest Diffusion Network for Social Recommendation

Social recommendation has emerged to leverage social connections among users for predicting users' unknown preferences, which could alleviate the data sparsity issue in collaborative filtering based recommendation. Early approaches relied on utilizing each user's first-order social neighbors' interests for better user modeling and failed to model the social influence diffusion process from the global social network structure. Recently, we propose a preliminary work of a neural influence diffusion network (i.e., DiffNet) for social recommendation (Diffnet), which models the recursive social diffusion process to capture the higher-order relationships for each user. However, we argue that, as users play a central role in both user-user social network and user-item interest network, only modeling the influence diffusion process in the social network would neglect the users' latent collaborative interests in the user-item interest network. In this paper, we propose DiffNet++, an improved algorithm of DiffNet that models the neural influence diffusion and interest diffusion in a unified framework. By reformulating the social recommendation as a heterogeneous graph with social network and interest network as input, DiffNet++ advances DiffNet by injecting these two network information for user embedding learning at the same time. This is achieved by iteratively aggregating each user's embedding from three aspects: the user's previous embedding, the influence aggregation of social neighbors from the social network, and the interest aggregation of item neighbors from the user-item interest network. Furthermore, we design a multi-level attention network that learns how to attentively aggregate user embeddings from these three aspects. Finally, extensive experimental results on two real-world datasets clearly show the effectiveness of our proposed model.

cs.SI↗

Offline Meta-level Model-based Reinforcement Learning Approach for Cold-Start Recommendation

Reinforcement learning (RL) has shown great promise in optimizing long-term user interest in recommender systems. However, existing RL-based recommendation methods need a large number of interactions for each user to learn a robust recommendation policy. The challenge becomes more critical when recommending to new users who have a limited number of interactions. To that end, in this paper, we address the cold-start challenge in the RL-based recommender systems by proposing a meta-level model-based reinforcement learning approach for fast user adaptation. In our approach, we learn to infer each user's preference with a user context variable that enables recommendation systems to better adapt to new users with few interactions. To improve adaptation efficiency, we learn to recover the user policy and reward from only a few interactions via an inverse reinforcement learning method to assist a meta-level recommendation agent. Moreover, we model the interaction relationship between the user model and recommendation agent from an information-theoretic perspective. Empirical results show the effectiveness of the proposed method when adapting to new users with only a single interaction sequence. We further provide a theoretical analysis of the recommendation performance bound.

cs.LG↗

Interactive Reinforcement Learning for Feature Selection with Decision Tree in the Loop

We study the problem of balancing effectiveness and efficiency in automated feature selection. After exploring many feature selection methods, we observe a computational dilemma: 1) traditional feature selection is mostly efficient, but difficult to identify the best subset; 2) the emerging reinforced feature selection automatically navigates to the best subset, but is usually inefficient. Can we bridge the gap between effectiveness and efficiency under automation? Motivated by this dilemma, we aim to develop a novel feature space navigation method. In our preliminary work, we leveraged interactive reinforcement learning to accelerate feature selection by external trainer-agent interaction. In this journal version, we propose a novel interactive and closed-loop architecture to simultaneously model interactive reinforcement learning (IRL) and decision tree feedback (DTF). Specifically, IRL is to create an interactive feature selection loop and DTF is to feed structured feature knowledge back to the loop. First, the tree-structured feature hierarchy from decision tree is leveraged to improve state representation. In particular, we represent the selected feature subset as an undirected graph of feature-feature correlations and a directed tree of decision features. We propose a new embedding method capable of empowering graph convolutional network to jointly learn state representation from both the graph and the tree. Second, the tree-structured feature hierarchy is exploited to develop a new reward scheme. In particular, we personalize reward assignment of agents based on decision tree feature importance. In addition, observing agents' actions can be feedback, we devise another reward scheme, to weigh and assign reward based on the feature selected frequency ratio in historical action records. Finally, we present extensive experiments on real-world datasets to show the improved performance.

cs.LG↗

AutoFS: Automated Feature Selection via Diversity-aware Interactive Reinforcement Learning

In this paper, we study the problem of balancing effectiveness and efficiency in automated feature selection. Feature selection is a fundamental intelligence for machine learning and predictive analysis. After exploring many feature selection methods, we observe a computational dilemma: 1) traditional feature selection methods (e.g., mRMR) are mostly efficient, but difficult to identify the best subset; 2) the emerging reinforced feature selection methods automatically navigate feature space to explore the best subset, but are usually inefficient. Are automation and efficiency always apart from each other? Can we bridge the gap between effectiveness and efficiency under automation? Motivated by such a computational dilemma, this study is to develop a novel feature space navigation method. To that end, we propose an Interactive Reinforced Feature Selection (IRFS) framework that guides agents by not just self-exploration experience, but also diverse external skilled trainers to accelerate learning for feature exploration. Specifically, we formulate the feature selection problem into an interactive reinforcement learning framework. In this framework, we first model two trainers skilled at different searching strategies: (1) KBest based trainer; (2) Decision Tree based trainer. We then develop two strategies: (1) to identify assertive and hesitant agents to diversify agent training, and (2) to enable the two trainers to take the teaching role in different stages to fuse the experiences of the trainers and diversify teaching process. Such a hybrid teaching strategy can help agents to learn broader knowledge, and, thereafter, be more effective. Finally, we present extensive experiments on real-world datasets to demonstrate the improved performances of our method: more efficient than existing reinforced selection and more effective than classic selection.

cs.LG↗

Explainable Recommender Systems via Resolving Learning Representations

Recommender systems play a fundamental role in web applications in filtering massive information and matching user interests. While many efforts have been devoted to developing more effective models in various scenarios, the exploration on the explainability of recommender systems is running behind. Explanations could help improve user experience and discover system defects. In this paper, after formally introducing the elements that are related to model explainability, we propose a novel explainable recommendation model through improving the transparency of the representation learning process. Specifically, to overcome the representation entangling problem in traditional models, we revise traditional graph convolution to discriminate information from different layers. Also, each representation vector is factorized into several segments, where each segment relates to one semantic aspect in data. Different from previous work, in our model, factor discovery and representation learning are simultaneously conducted, and we are able to handle extra attribute information and knowledge. In this way, the proposed model can learn interpretable and meaningful representations for users and items. Unlike traditional methods that need to make a trade-off between explainability and effectiveness, the performance of our proposed explainable model is not negatively affected after considering explainability. Finally, comprehensive experiments are conducted to validate the performance of our model as well as explanation faithfulness.

cs.LG↗

Developing Multi-Task Recommendations with Long-Term Rewards via Policy Distilled Reinforcement Learning

With the explosive growth of online products and content, recommendation techniques have been considered as an effective tool to overcome information overload, improve user experience, and boost business revenue. In recent years, we have observed a new desideratum of considering long-term rewards of multiple related recommendation tasks simultaneously. The consideration of long-term rewards is strongly tied to business revenue and growth. Learning multiple tasks simultaneously could generally improve the performance of individual task due to knowledge sharing in multi-task learning. While a few existing works have studied long-term rewards in recommendations, they mainly focus on a single recommendation task. In this paper, we propose {\it PoDiRe}: a \underline{po}licy \underline{di}stilled \underline{re}commender that can address long-term rewards of recommendations and simultaneously handle multiple recommendation tasks. This novel recommendation solution is based on a marriage of deep reinforcement learning and knowledge distillation techniques, which is able to establish knowledge sharing among different tasks and reduce the size of a learning model. The resulting model is expected to attain better performance and lower response latency for real-time recommendation services. In collaboration with Samsung Game Launcher, one of the world's largest commercial mobile game platforms, we conduct a comprehensive experimental study on large-scale real data with hundreds of millions of events and show that our solution outperforms many state-of-the-art methods in terms of several standard evaluation metrics.

cs.LG↗

Personalized Multimedia Item and Key Frame Recommendation

When recommending or advertising items to users, an emerging trend is to present each multimedia item with a key frame image (e.g., the poster of a movie). As each multimedia item can be represented as multiple fine-grained visual images (e.g., related images of the movie), personalized key frame recommendation is necessary in these applications to attract users' unique visual preferences. However, previous personalized key frame recommendation models relied on users' fine-grained image behavior of multimedia items (e.g., user-image interaction behavior), which is often not available in real scenarios. In this paper, we study the general problem of joint multimedia item and key frame recommendation in the absence of the fine-grained user-image behavior. We argue that the key challenge of this problem lies in discovering users' visual profiles for key frame recommendation, as most recommendation models would fail without any users' fine-grained image behavior. To tackle this challenge, we leverage users' item behavior by projecting users (items) in two latent spaces: a collaborative latent space and a visual latent space. We further design a model to discern both the collaborative and visual dimensions of users, and model how users make decisive item preferences from these two spaces. As a result, the learned user visual profiles could be directly applied for key frame recommendation. Finally, experimental results on a real-world dataset clearly show the effectiveness of our proposed model on the two recommendation tasks.

cs.IR↗

Binarized Collaborative Filtering with Distilling Graph Convolutional Networks

The efficiency of top-K item recommendation based on implicit feedback are vital to recommender systems in real world, but it is very challenging due to the lack of negative samples and the large number of candidate items. To address the challenges, we firstly introduce an improved Graph Convolutional Network~(GCN) model with high-order feature interaction considered. Then we distill the ranking information derived from GCN into binarized collaborative filtering, which makes use of binary representation to improve the efficiency of online recommendation. However, binary codes are not only hard to be optimized but also likely to incur the loss of information during the training processing. Therefore, we propose a novel framework to convert the binary constrained optimization problem into an equivalent continuous optimization problem with a stochastic penalty. The binarized collaborative filtering model is then easily optimized by many popular solvers like SGD and Adam. The proposed algorithm is finally evaluated on three real-world datasets and shown the superiority to the competing baselines.

cs.IR↗

Micro- and Macro-Level Churn Analysis of Large-Scale Mobile Games

As mobile devices become more and more popular, mobile gaming has emerged as a promising market with billion-dollar revenues. A variety of mobile game platforms and services have been developed around the world. A critical challenge for these platforms and services is to understand the churn behavior in mobile games, which usually involves churn at micro level (between an app and a specific user) and macro level (between an app and all its users). Accurate micro-level churn prediction and macro-level churn ranking will benefit many stakeholders such as game developers, advertisers, and platform operators. In this paper, we present the first large-scale churn analysis for mobile games that supports both micro-level churn prediction and macro-level churn ranking. For micro-level churn prediction, in view of the common limitations of the state-of-the-art methods built upon traditional machine learning models, we devise a novel semi-supervised and inductive embedding model that jointly learns the prediction function and the embedding function for user-app relationships. We model these two functions by deep neural networks with a unique edge embedding technique that is able to capture both contextual information and relationship dynamics. We also design a novel attributed random walk technique that takes into consideration both topological adjacency and attribute similarities. To address macro-level churn ranking, we propose to construct a relationship graph with estimated micro-level churn probabilities as edge weights and adapt link analysis algorithms on the graph. We devise a simple algorithm SimSum and adapt two more advanced algorithms PageRank and HITS. The performance of our solutions for the two-level churn analysis problems is evaluated on real-world data collected from the Samsung Game Launcher platform.

cs.LG↗

Topological triply-degenerate point with double Fermi arcs

Unconventional chiral particles have recently been predicted to appear in certain three dimensional (3D) crystal structures containing three- or more-fold linear band degeneracy points (BDPs). These BDPs carry topological charges, but are distinct from the standard twofold Weyl points or fourfold Dirac points, and cannot be described in terms of an emergent relativistic field theory. Here, we report on the experimental observation of a topological threefold BDP in a 3D phononic crystal. Using direct acoustic field mapping, we demonstrate the existence of the threefold BDP in the bulk bandstructure, as well as doubled Fermi arcs of surface states consistent with a topological charge of 2. Another novel BDP, similar to a Dirac point but carrying nonzero topological charge, is connected to the threefold BDP via the doubled Fermi arcs. These findings pave the way to using these unconventional particles for exploring new emergent physical phenomena.

cond-mat.other↗

A Semi-Supervised and Inductive Embedding Model for Churn Prediction of Large-Scale Mobile Games

Mobile gaming has emerged as a promising market with billion-dollar revenues. A variety of mobile game platforms and services have been developed around the world. One critical challenge for these platforms and services is to understand user churn behavior in mobile games. Accurate churn prediction will benefit many stakeholders such as game developers, advertisers, and platform operators. In this paper, we present the first large-scale churn prediction solution for mobile games. In view of the common limitations of the state-of-the-art methods built upon traditional machine learning models, we devise a novel semi-supervised and inductive embedding model that jointly learns the prediction function and the embedding function for user-app relationships. We model these two functions by deep neural networks with a unique edge embedding technique that is able to capture both contextual information and relationship dynamics. We also design a novel attributed random walk technique that takes into consideration both topological adjacency and attribute similarities. To evaluate the performance of our solution, we collect real-world data from the Samsung Game Launcher platform that includes tens of thousands of games and hundreds of millions of user-app interactions. The experimental results with this data demonstrate the superiority of our proposed model against existing state-of-the-art methods.

cs.LG↗

A Context-aware Attention Network for Interactive Question Answering

Neural network based sequence-to-sequence models in an encoder-decoder framework have been successfully applied to solve Question Answering (QA) problems, predicting answers from statements and questions. However, almost all previous models have failed to consider detailed context information and unknown states under which systems do not have enough information to answer given questions. These scenarios with incomplete or ambiguous information are very common in the setting of Interactive Question Answering (IQA). To address this challenge, we develop a novel model, employing context-dependent word-level attention for more accurate statement representations and question-guided sentence-level attention for better context modeling. We also generate unique IQA datasets to test our model, which will be made publicly available. Employing these attention mechanisms, our model accurately understands when it can output an answer or when it requires generating a supplementary question for additional input depending on different contexts. When available, user's feedback is encoded and directly applied to update sentence-level attention to infer an answer. Extensive experiments on QA and IQA datasets quantitatively demonstrate the effectiveness of our model with significant improvement over state-of-the-art conventional QA models.

cs.CL↗

Information Coverage Maximization in Social Networks

Social networks, due to their popularity, have been studied extensively these years. A rich body of these studies is related to influence maximization, which aims to select a set of seed nodes for maximizing the expected number of active nodes at the end of the process. However, the set of active nodes can not fully represent the true coverage of information propagation. A node may be informed of the information when any of its neighbours become active and try to activate it, though this node (namely informed node) is still inactive. Therefore, we need to consider both active nodes and informed nodes that are aware of the information when we study the coverage of information propagation in a network. Along this line, in this paper we propose a new problem called Information Coverage Maximization that aims to maximize the expected number of both active nodes and informed ones. After we prove that this problem is NP-hard and submodular in the independent cascade model and the linear threshold model, we design two algorithms to solve it. Extensive experiments on three real-world data sets demonstrate the performance of the proposed algorithms.

cs.SI↗

Heterogeneous Metric Learning with Content-based Regularization for Software Artifact Retrieval

The problem of software artifact retrieval has the goal to effectively locate software artifacts, such as a piece of source code, in a large code repository. This problem has been traditionally addressed through the textual query. In other words, information retrieval techniques will be exploited based on the textual similarity between queries and textual representation of software artifacts, which is generated by collecting words from comments, identifiers, and descriptions of programs. However, in addition to these semantic information, there are rich information embedded in source codes themselves. These source codes, if analyzed properly, can be a rich source for enhancing the efforts of software artifact retrieval. To this end, in this paper, we develop a feature extraction method on source codes. Specifically, this method can capture both the inherent information in the source codes and the semantic information hidden in the comments, descriptions, and identifiers of the source codes. Moreover, we design a heterogeneous metric learning approach, which allows to integrate code features and text features into the same latent semantic space. This, in turn, can help to measure the artifact similarity by exploiting the joint power of both code and text features. Finally, extensive experiments on real-world data show that the proposed method can help to improve the performances of software artifact retrieval with a significant margin.

cs.LG↗