While recommender systems have significantly benefited from implicit feedback, they have often missed the nuances of multi-behavior interactions between users and items. Historically, these systems either amalgamated all behaviors, such as \textit{impression} (formerly \textit{view}), \textit{add-to-cart}, and \textit{buy}, under a singular 'interaction' label, or prioritized only the target behavior, often the \textit{buy} action, discarding valuable auxiliary signals. Although recent advancements tried addressing this simplification, they primarily gravitated towards optimizing the target behavior alone, battling with data scarcity. Additionally, they tended to bypass the nuanced hierarchy intrinsic to behaviors. To bridge these gaps, we introduce the \textbf{H}ierarchical \textbf{M}ulti-behavior \textbf{G}raph Attention \textbf{N}etwork (HMGN). This pioneering framework leverages attention mechanisms to discern information from both inter and intra-behaviors while employing a multi-task Hierarchical Bayesian Personalized Ranking (HBPR) for optimization. Recognizing the need for scalability, our approach integrates a specialized multi-behavior sub-graph sampling technique. Moreover, the adaptability of HMGN allows for the seamless inclusion of knowledge metadata and time-series data. Empirical results attest to our model's prowess, registering a notable performance boost of up to 64\% in NDCG@100 metrics over conventional graph neural network methods.
With the availability of large-scale video datasets and the advances of diffusion models, text-driven video generation has achieved substantial progress. However, existing video generation models are typically trained on a limited number of frames, resulting in the inability to generate high-fidelity long videos during inference. Furthermore, these models only support single-text conditions, whereas real-life scenarios often require multi-text conditions as the video content changes over time. To tackle these challenges, this study explores the potential of extending the text-driven capability to generate longer videos conditioned on multiple texts. 1) We first analyze the impact of initial noise in video diffusion models. Then building upon the observation of noise, we propose FreeNoise, a tuning-free and time-efficient paradigm to enhance the generative capabilities of pretrained video diffusion models while preserving content consistency. Specifically, instead of initializing noises for all frames, we reschedule a sequence of noises for long-range correlation and perform temporal attention over them by window-based function. 2) Additionally, we design a novel motion injection method to support the generation of videos conditioned on multiple text prompts. Extensive experiments validate the superiority of our paradigm in extending the generative capabilities of video diffusion models. It is noteworthy that compared with the previous best-performing method which brought about 255% extra time cost, our method incurs only negligible time cost of approximately 17%. Generated video samples are available at our website: //haonanqiu.com/projects/FreeNoise.html.
Quantum networks serve as the means to transmit information, encoded in quantum bits or qubits, between quantum processors that are physically separated. Given the instability of qubits, the design of such networks is challenging, necessitating a careful balance between reliability and efficiency. Typically, quantum networks fall into two categories: those utilize quantum entanglements for quantum teleportation, and those directly transfer quantum message. In this paper, we present SurfaceNet, a quantum network in the second category that employs surface codes as logical qubits for preserving and transferring message. Our approach of using surface codes can fault-tolerantly correct both operational and photon loss errors within the network. We propose a novel one-way quantum communication procedure, designed to better integrate surface codes into our network architecture. We also propose an efficient routing protocol that optimizes resource utilization for our communication procedure. Simulation results demonstrate that SurfaceNet significantly enhances the overall communication fidelity.
Neural image classifiers are known to undergo severe performance degradation when exposed to inputs that exhibit covariate shifts with respect to the training distribution. A general interventional data augmentation (IDA)mechanism that simulates arbitrary interventions over spurious variables has often been conjectured as a theoretical solution to this problem and approximated to varying degrees of success. In this work, we study how well modern Text-to-Image (T2I) generators and associated image editing techniques can solve the problem of IDA. We experiment across a diverse collection of benchmarks in domain generalization, ablating across key dimensions of T2I generation, including interventional prompts, conditioning mechanisms, and post-hoc filtering, showing that it substantially outperforms previously state-of-the-art image augmentation techniques independently of how each dimension is configured. We discuss the comparative advantages of using T2I for image editing versus synthesis, also finding that a simple retrieval baseline presents a surprisingly effective alternative, which raises interesting questions about how generative models should be evaluated in the context of domain generalization.
Recent instruction-finetuned large language models (LMs) have achieved notable performances in various tasks, such as question-answering (QA). However, despite their ability to memorize a vast amount of general knowledge across diverse tasks, they might be suboptimal on specific tasks due to their limited capacity to transfer and adapt knowledge to target tasks. Moreover, further finetuning LMs with labeled datasets is often infeasible due to their absence, but it is also questionable if we can transfer smaller LMs having limited knowledge only with unlabeled test data. In this work, we show and investigate the capabilities of smaller self-adaptive LMs, only with unlabeled test data. In particular, we first stochastically generate multiple answers, and then ensemble them while filtering out low-quality samples to mitigate noise from inaccurate labels. Our proposed self-adaption strategy demonstrates significant performance improvements on benchmark QA datasets with higher robustness across diverse prompts, enabling LMs to stay stable. Code is available at: //github.com/starsuzi/T-SAS.
3D perceptual representations are well suited for robot manipulation as they easily encode occlusions and simplify spatial reasoning. Many manipulation tasks require high spatial precision in end-effector pose prediction, which typically demands high-resolution 3D feature grids that are computationally expensive to process. As a result, most manipulation policies operate directly in 2D, foregoing 3D inductive biases. In this paper, we introduce Act3D, a manipulation policy transformer that represents the robot's workspace using a 3D feature field with adaptive resolutions dependent on the task at hand. The model lifts 2D pre-trained features to 3D using sensed depth, and attends to them to compute features for sampled 3D points. It samples 3D point grids in a coarse to fine manner, featurizes them using relative-position attention, and selects where to focus the next round of point sampling. In this way, it efficiently computes 3D action maps of high spatial resolution. Act3D sets a new state-of-the-art in RL-Bench, an established manipulation benchmark, where it achieves 10% absolute improvement over the previous SOTA 2D multi-view policy on 74 RLBench tasks and 22% absolute improvement with 3x less compute over the previous SOTA 3D policy. We quantify the importance of relative spatial attention, large-scale vision-language pre-trained 2D backbones, and weight tying across coarse-to-fine attentions in ablative experiments. Code and videos are available on our project website: //act3d.github.io/.
Diffusion-based methods have achieved prominent success in generating 2D media. However, accomplishing similar proficiencies for scene-level mesh texturing in 3D spatial applications, e.g., XR/VR, remains constrained, primarily due to the intricate nature of 3D geometry and the necessity for immersive free-viewpoint rendering. In this paper, we propose a novel indoor scene texturing framework, which delivers text-driven texture generation with enchanting details and authentic spatial coherence. The key insight is to first imagine a stylized 360{\deg} panoramic texture from the central viewpoint of the scene, and then propagate it to the rest areas with inpainting and imitating techniques. To ensure meaningful and aligned textures to the scene, we develop a novel coarse-to-fine panoramic texture generation approach with dual texture alignment, which both considers the geometry and texture cues of the captured scenes. To survive from cluttered geometries during texture propagation, we design a separated strategy, which conducts texture inpainting in confidential regions and then learns an implicit imitating network to synthesize textures in occluded and tiny structural areas. Extensive experiments and the immersive VR application on real-world indoor scenes demonstrate the high quality of the generated textures and the engaging experience on VR headsets. Project webpage: //ybbbbt.com/publication/dreamspace
Reinforcement Learning (RL)-based recommender systems (RSs) have garnered considerable attention due to their ability to learn optimal recommendation policies and maximize long-term user rewards. However, deploying RL models directly in online environments and generating authentic data through A/B tests can pose challenges and require substantial resources. Simulators offer an alternative approach by providing training and evaluation environments for RS models, reducing reliance on real-world data. Existing simulators have shown promising results but also have limitations such as simplified user feedback, lacking consistency with real-world data, the challenge of simulator evaluation, and difficulties in migration and expansion across RSs. To address these challenges, we propose KuaiSim, a comprehensive user environment that provides user feedback with multi-behavior and cross-session responses. The resulting simulator can support three levels of recommendation problems: the request level list-wise recommendation task, the whole-session level sequential recommendation task, and the cross-session level retention optimization task. For each task, KuaiSim also provides evaluation protocols and baseline recommendation algorithms that further serve as benchmarks for future research. We also restructure existing competitive simulators on the KuaiRand Dataset and compare them against KuaiSim to future assess their performance and behavioral differences. Furthermore, to showcase KuaiSim's flexibility in accommodating different datasets, we demonstrate its versatility and robustness when deploying it on the ML-1m dataset.
Deep learning have achieved promising results on a wide spectrum of AI applications. Larger datasets and models consistently yield better performance. However, we generally spend longer training time on more computation and communication. In this survey, we aim to provide a clear sketch about the optimizations for large-scale deep learning with regard to the model accuracy and model efficiency. We investigate algorithms that are most commonly used for optimizing, elaborate the debatable topic of generalization gap arises in large-batch training, and review the SOTA strategies in addressing the communication overhead and reducing the memory footprints.
Generative commonsense reasoning which aims to empower machines to generate sentences with the capacity of reasoning over a set of concepts is a critical bottleneck for text generation. Even the state-of-the-art pre-trained language generation models struggle at this task and often produce implausible and anomalous sentences. One reason is that they rarely consider incorporating the knowledge graph which can provide rich relational information among the commonsense concepts. To promote the ability of commonsense reasoning for text generation, we propose a novel knowledge graph augmented pre-trained language generation model KG-BART, which encompasses the complex relations of concepts through the knowledge graph and produces more logical and natural sentences as output. Moreover, KG-BART can leverage the graph attention to aggregate the rich concept semantics that enhances the model generalization on unseen concept sets. Experiments on benchmark CommonGen dataset verify the effectiveness of our proposed approach by comparing with several strong pre-trained language generation models, particularly KG-BART outperforms BART by 5.80, 4.60, in terms of BLEU-3, 4. Moreover, we also show that the generated context by our model can work as background scenarios to benefit downstream commonsense QA tasks.
Distant supervision can effectively label data for relation extraction, but suffers from the noise labeling problem. Recent works mainly perform soft bag-level noise reduction strategies to find the relatively better samples in a sentence bag, which is suboptimal compared with making a hard decision of false positive samples in sentence level. In this paper, we introduce an adversarial learning framework, which we named DSGAN, to learn a sentence-level true-positive generator. Inspired by Generative Adversarial Networks, we regard the positive samples generated by the generator as the negative samples to train the discriminator. The optimal generator is obtained until the discrimination ability of the discriminator has the greatest decline. We adopt the generator to filter distant supervision training dataset and redistribute the false positive instances into the negative set, in which way to provide a cleaned dataset for relation classification. The experimental results show that the proposed strategy significantly improves the performance of distant supervision relation extraction comparing to state-of-the-art systems.