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Intent learning, which aims to learn users' intents for user understanding and item recommendation, has become a hot research spot in recent years. However, the existing methods suffer from complex and cumbersome alternating optimization, limiting the performance and scalability. To this end, we propose a novel intent learning method termed \underline{ELCRec}, by unifying behavior representation learning into an \underline{E}nd-to-end \underline{L}earnable \underline{C}lustering framework, for effective and efficient \underline{Rec}ommendation. Concretely, we encode users' behavior sequences and initialize the cluster centers (latent intents) as learnable neurons. Then, we design a novel learnable clustering module to separate different cluster centers, thus decoupling users' complex intents. Meanwhile, it guides the network to learn intents from behaviors by forcing behavior embeddings close to cluster centers. This allows simultaneous optimization of recommendation and clustering via mini-batch data. Moreover, we propose intent-assisted contrastive learning by using cluster centers as self-supervision signals, further enhancing mutual promotion. Both experimental results and theoretical analyses demonstrate the superiority of ELCRec from six perspectives. Compared to the runner-up, ELCRec improves NDCG@5 by 8.9\% and reduces computational costs by 22.5\% on Beauty dataset. Furthermore, due to the scalability and universal applicability, we deploy this method on the industrial recommendation system with 130 million page views and achieve promising results.

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Reinforcement learning (RL) requires either manually specifying a reward function, which is often infeasible, or learning a reward model from a large amount of human feedback, which is often very expensive. We study a more sample-efficient alternative: using pretrained vision-language models (VLMs) as zero-shot reward models (RMs) to specify tasks via natural language. We propose a natural and general approach to using VLMs as reward models, which we call VLM-RMs. We use VLM-RMs based on CLIP to train a MuJoCo humanoid to learn complex tasks without a manually specified reward function, such as kneeling, doing the splits, and sitting in a lotus position. For each of these tasks, we only provide a single sentence text prompt describing the desired task with minimal prompt engineering. We provide videos of the trained agents at: //sites.google.com/view/vlm-rm. We can improve performance by providing a second "baseline" prompt and projecting out parts of the CLIP embedding space irrelevant to distinguish between goal and baseline. Further, we find a strong scaling effect for VLM-RMs: larger VLMs trained with more compute and data are better reward models. The failure modes of VLM-RMs we encountered are all related to known capability limitations of current VLMs, such as limited spatial reasoning ability or visually unrealistic environments that are far off-distribution for the VLM. We find that VLM-RMs are remarkably robust as long as the VLM is large enough. This suggests that future VLMs will become more and more useful reward models for a wide range of RL applications.

Distributional reinforcement learning (DRL) has achieved empirical success in various domains. One of the core tasks in the field of DRL is distributional policy evaluation, which involves estimating the return distribution $\eta^\pi$ for a given policy $\pi$. The distributional temporal difference (TD) algorithm has been accordingly proposed, which is an extension of the temporal difference algorithm in the classic RL literature. In the tabular case, \citet{rowland2018analysis} and \citet{rowland2023analysis} proved the asymptotic convergence of two instances of distributional TD, namely categorical temporal difference algorithm (CTD) and quantile temporal difference algorithm (QTD), respectively. In this paper, we go a step further and analyze the finite-sample performance of distributional TD. To facilitate theoretical analysis, we propose a non-parametric distributional TD algorithm (NTD). For a $\gamma$-discounted infinite-horizon tabular Markov decision process, we show that for NTD we need $\tilde{O}\left(\frac{1}{\varepsilon^{2p}(1-\gamma)^{2p+1}}\right)$ iterations to achieve an $\varepsilon$-optimal estimator with high probability, when the estimation error is measured by the $p$-Wasserstein distance. This sample complexity bound is minimax optimal (up to logarithmic factors) in the case of the $1$-Wasserstein distance. To achieve this, we establish a novel Freedman's inequality in Hilbert spaces, which would be of independent interest. In addition, we revisit CTD, showing that the same non-asymptotic convergence bounds hold for CTD in the case of the $p$-Wasserstein distance.

The effectiveness of clarification question models in engaging users within search systems is currently constrained, casting doubt on their overall usefulness. To improve the performance of these models, it is crucial to employ assessment approaches that encompass both real-time feedback from users (online evaluation) and the characteristics of clarification questions evaluated through human assessment (offline evaluation). However, the relationship between online and offline evaluations has been debated in information retrieval. This study aims to investigate how this discordance holds in search clarification. We use user engagement as ground truth and employ several offline labels to investigate to what extent the offline ranked lists of clarification resemble the ideal ranked lists based on online user engagement.

To evaluate how developers perform differently in solving programming tasks, i.e., which actions and behaviours are more beneficial to them than others and if there are any specific strategies and behaviours that may indicate good versus poor understanding of the task and program given to them, we used the MIMESIS plug-in to record developers' interactions with the IDE. In a series of three studies we investigated the specific behaviour of developers solving a specific programming task. We focused on which source code files they visited, how they related pieces of code and knowledge to others and when and how successful they performed code edits. To cope with the variety of behaviours due to interpersonal differences such as different level of knowledge, development style or problem solving stratiegies, we used an abstraction of the observed behaviour, which enables for a better comparison between different individual attributes such as skill, speed and used stratiegies and also facilitates later automatic evaluation of behaviours, i.e. by using a software to react to.

Recently, sign-aware graph recommendation has drawn much attention as it will learn users' negative preferences besides positive ones from both positive and negative interactions (i.e., links in a graph) with items. To accommodate the different semantics of negative and positive links, existing works utilize two independent encoders to model users' positive and negative preferences, respectively. However, these approaches cannot learn the negative preferences from high-order heterogeneous interactions between users and items formed by multiple links with different signs, resulting in inaccurate and incomplete negative user preferences. To cope with these intractable issues, we propose a novel \textbf{L}ight \textbf{S}igned \textbf{G}raph Convolution Network specifically for \textbf{Rec}ommendation (\textbf{LSGRec}), which adopts a unified modeling approach to simultaneously model high-order users' positive and negative preferences on a signed user-item interaction graph. Specifically, for the negative preferences within high-order heterogeneous interactions, first-order negative preferences are captured by the negative links, while high-order negative preferences are propagated along positive edges. Then, recommendation results are generated based on positive preferences and optimized with negative ones. Finally, we train representations of users and items through different auxiliary tasks. Extensive experiments on three real-world datasets demonstrate that our method outperforms existing baselines regarding performance and computational efficiency. Our code is available at \url{//anonymous.4open.science/r/LSGRec-BB95}.

Various factors influence the degree of cybersickness a user can suffer in an immersive virtual environment, some of which can be controlled without adapting the virtual environment itself. When using HMDs, one example is the size of the field of view. However, the degree to which factors like this can be manipulated without affecting the user negatively in other ways is limited. Another prominent characteristic of cybersickness is that it affects individuals very differently. Therefore, to account for both the possible disruptive nature of alleviating factors and the high interpersonal variance, a promising approach may be to intervene only in cases where users experience discomfort symptoms, and only as much as necessary. Thus, we conducted a first experiment, where the field of view was decreased when people feel uncomfortable, to evaluate the possible positive impact on sickness and negative influence on presence. While we found no significant evidence for any of these possible effects, interesting further results and observations were made.

While deep reinforcement learning (RL) has fueled multiple high-profile successes in machine learning, it is held back from more widespread adoption by its often poor data efficiency and the limited generality of the policies it produces. A promising approach for alleviating these limitations is to cast the development of better RL algorithms as a machine learning problem itself in a process called meta-RL. Meta-RL is most commonly studied in a problem setting where, given a distribution of tasks, the goal is to learn a policy that is capable of adapting to any new task from the task distribution with as little data as possible. In this survey, we describe the meta-RL problem setting in detail as well as its major variations. We discuss how, at a high level, meta-RL research can be clustered based on the presence of a task distribution and the learning budget available for each individual task. Using these clusters, we then survey meta-RL algorithms and applications. We conclude by presenting the open problems on the path to making meta-RL part of the standard toolbox for a deep RL practitioner.

Existing recommender systems extract the user preference based on learning the correlation in data, such as behavioral correlation in collaborative filtering, feature-feature, or feature-behavior correlation in click-through rate prediction. However, regretfully, the real world is driven by causality rather than correlation, and correlation does not imply causation. For example, the recommender systems can recommend a battery charger to a user after buying a phone, in which the latter can serve as the cause of the former, and such a causal relation cannot be reversed. Recently, to address it, researchers in recommender systems have begun to utilize causal inference to extract causality, enhancing the recommender system. In this survey, we comprehensively review the literature on causal inference-based recommendation. At first, we present the fundamental concepts of both recommendation and causal inference as the basis of later content. We raise the typical issues that the non-causality recommendation is faced. Afterward, we comprehensively review the existing work of causal inference-based recommendation, based on a taxonomy of what kind of problem causal inference addresses. Last, we discuss the open problems in this important research area, along with interesting future works.

Despite the recent progress in deep learning, most approaches still go for a silo-like solution, focusing on learning each task in isolation: training a separate neural network for each individual task. Many real-world problems, however, call for a multi-modal approach and, therefore, for multi-tasking models. Multi-task learning (MTL) aims to leverage useful information across tasks to improve the generalization capability of a model. This thesis is concerned with multi-task learning in the context of computer vision. First, we review existing approaches for MTL. Next, we propose several methods that tackle important aspects of multi-task learning. The proposed methods are evaluated on various benchmarks. The results show several advances in the state-of-the-art of multi-task learning. Finally, we discuss several possibilities for future work.

Federated learning (FL) is a machine learning setting where many clients (e.g. mobile devices or whole organizations) collaboratively train a model under the orchestration of a central server (e.g. service provider), while keeping the training data decentralized. FL embodies the principles of focused data collection and minimization, and can mitigate many of the systemic privacy risks and costs resulting from traditional, centralized machine learning and data science approaches. Motivated by the explosive growth in FL research, this paper discusses recent advances and presents an extensive collection of open problems and challenges.

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