We present Variational Bayesian Network (VBN) - a novel Bayesian entity representation learning model that utilizes hierarchical and relational side information and is particularly useful for modeling entities in the ``long-tail'', where the data is scarce. VBN provides better modeling for long-tail entities via two complementary mechanisms: First, VBN employs informative hierarchical priors that enable information propagation between entities sharing common ancestors. Additionally, VBN models explicit relations between entities that enforce complementary structure and consistency, guiding the learned representations towards a more meaningful arrangement in space. Second, VBN represents entities by densities (rather than vectors), hence modeling uncertainty that plays a complementary role in coping with data scarcity. Finally, we propose a scalable Variational Bayes optimization algorithm that enables fast approximate Bayesian inference. We evaluate the effectiveness of VBN on linguistic, recommendations, and medical inference tasks. Our findings show that VBN outperforms other existing methods across multiple datasets, and especially in the long-tail.
We present a novel method for populating 3D indoor scenes with virtual humans that can navigate in the environment and interact with objects in a realistic manner. Existing approaches rely on training sequences that contain captured human motions and the 3D scenes they interact with. However, such interaction data are costly, difficult to capture, and can hardly cover all plausible human-scene interactions in complex environments. To address these challenges, we propose a reinforcement learning-based approach that enables virtual humans to navigate in 3D scenes and interact with objects realistically and autonomously, driven by learned motion control policies. The motion control policies employ latent motion action spaces, which correspond to realistic motion primitives and are learned from large-scale motion capture data using a powerful generative motion model. For navigation in a 3D environment, we propose a scene-aware policy with novel state and reward designs for collision avoidance. Combined with navigation mesh-based path-finding algorithms to generate intermediate waypoints, our approach enables the synthesis of diverse human motions navigating in 3D indoor scenes and avoiding obstacles. To generate fine-grained human-object interactions, we carefully curate interaction goal guidance using a marker-based body representation and leverage features based on the signed distance field (SDF) to encode human-scene proximity relations. Our method can synthesize realistic and diverse human-object interactions (e.g.,~sitting on a chair and then getting up) even for out-of-distribution test scenarios with different object shapes, orientations, starting body positions, and poses. Experimental results demonstrate that our approach outperforms state-of-the-art methods in terms of both motion naturalness and diversity. Code and video results are available at: //zkf1997.github.io/DIMOS.
This study introduces multi-task pseudo-label (MPL) learning for a non-intrusive speech quality assessment model. MPL consists of two stages which are obtaining pseudo-label scores from a pretrained model and performing multi-task learning. The 3QUEST metrics, namely Speech-MOS (S-MOS), Noise-MOS (N-MOS), and General-MOS (G-MOS) are selected as the primary ground-truth labels. Additionally, the pretrained MOSA-Net model is utilized to estimate three pseudo-labels: perceptual evaluation of speech quality (PESQ), short-time objective intelligibility (STOI), and speech distortion index (SDI). Multi-task learning stage of MPL is then employed to train the MTQ-Net model (multi-target speech quality assessment network). The model is optimized by incorporating Loss supervision (derived from the difference between the estimated score and the real ground-truth labels) and Loss semi-supervision (derived from the difference between the estimated score and pseudo-labels), where Huber loss is employed to calculate the loss function. Experimental results first demonstrate the advantages of MPL compared to training the model from scratch and using knowledge transfer mechanisms. Secondly, the benefits of Huber Loss in improving the prediction model of MTQ-Net are verified. Finally, the MTQ-Net with the MPL approach exhibits higher overall prediction capabilities when compared to other SSL-based speech assessment models.
We propose a general stochastic framework for modelling repeated auctions in the Real Time Bidding (RTB) ecosystem using point processes. The flexibility of the framework allows a variety of auction scenarios including configuration of information provided to player, determination of auction winner and quantification of utility gained from each auctions. We propose theoretical results on how this formulation of process can be approximated to a Poisson point process, which enables the analyzer to take advantage of well-established properties. Under this framework, we specify the player's optimal strategy under various scenarios. We also emphasize that it is critical to consider the joint distribution of utility and market condition instead of estimating the marginal distributions independently.
The study of approximate matching in the Massively Parallel Computations (MPC) model has recently seen a burst of breakthroughs. Despite this progress, however, we still have a far more limited understanding of maximal matching which is one of the central problems of parallel and distributed computing. All known MPC algorithms for maximal matching either take polylogarithmic time which is considered inefficient, or require a strictly super-linear space of $n^{1+\Omega(1)}$ per machine. In this work, we close this gap by providing a novel analysis of an extremely simple algorithm a variant of which was conjectured to work by Czumaj et al. [STOC'18]. The algorithm edge-samples the graph, randomly partitions the vertices, and finds a random greedy maximal matching within each partition. We show that this algorithm drastically reduces the vertex degrees. This, among some other results, leads to an $O(\log \log \Delta)$ round algorithm for maximal matching with $O(n)$ space (or even mildly sublinear in $n$ using standard techniques). As an immediate corollary, we get a $2$ approximate minimum vertex cover in essentially the same rounds and space. This is the best possible approximation factor under standard assumptions, culminating a long line of research. It also leads to an improved $O(\log\log \Delta)$ round algorithm for $1 + \varepsilon$ approximate matching. All these results can also be implemented in the congested clique model within the same number of rounds.
We present an online post-hoc calibration method, called Online Platt Scaling (OPS), which combines the Platt scaling technique with online logistic regression. We demonstrate that OPS smoothly adapts between i.i.d. and non-i.i.d. settings with distribution drift. Further, in scenarios where the best Platt scaling model is itself miscalibrated, we enhance OPS by incorporating a recently developed technique called calibeating to make it more robust. Theoretically, our resulting OPS+calibeating method is guaranteed to be calibrated for adversarial outcome sequences. Empirically, it is effective on a range of synthetic and real-world datasets, with and without distribution drifts, achieving superior performance without hyperparameter tuning. Finally, we extend all OPS ideas to the beta scaling method.
With the rapid development of deep learning, training Big Models (BMs) for multiple downstream tasks becomes a popular paradigm. Researchers have achieved various outcomes in the construction of BMs and the BM application in many fields. At present, there is a lack of research work that sorts out the overall progress of BMs and guides the follow-up research. In this paper, we cover not only the BM technologies themselves but also the prerequisites for BM training and applications with BMs, dividing the BM review into four parts: Resource, Models, Key Technologies and Application. We introduce 16 specific BM-related topics in those four parts, they are Data, Knowledge, Computing System, Parallel Training System, Language Model, Vision Model, Multi-modal Model, Theory&Interpretability, Commonsense Reasoning, Reliability&Security, Governance, Evaluation, Machine Translation, Text Generation, Dialogue and Protein Research. In each topic, we summarize clearly the current studies and propose some future research directions. At the end of this paper, we conclude the further development of BMs in a more general view.
Graph Convolutional Network (GCN) has achieved extraordinary success in learning effective task-specific representations of nodes in graphs. However, regarding Heterogeneous Information Network (HIN), existing HIN-oriented GCN methods still suffer from two deficiencies: (1) they cannot flexibly explore all possible meta-paths and extract the most useful ones for a target object, which hinders both effectiveness and interpretability; (2) they often need to generate intermediate meta-path based dense graphs, which leads to high computational complexity. To address the above issues, we propose an interpretable and efficient Heterogeneous Graph Convolutional Network (ie-HGCN) to learn the representations of objects in HINs. It is designed as a hierarchical aggregation architecture, i.e., object-level aggregation first, followed by type-level aggregation. The novel architecture can automatically extract useful meta-paths for each object from all possible meta-paths (within a length limit), which brings good model interpretability. It can also reduce the computational cost by avoiding intermediate HIN transformation and neighborhood attention. We provide theoretical analysis about the proposed ie-HGCN in terms of evaluating the usefulness of all possible meta-paths, its connection to the spectral graph convolution on HINs, and its quasi-linear time complexity. Extensive experiments on three real network datasets demonstrate the superiority of ie-HGCN over the state-of-the-art methods.
Recent contrastive representation learning methods rely on estimating mutual information (MI) between multiple views of an underlying context. E.g., we can derive multiple views of a given image by applying data augmentation, or we can split a sequence into views comprising the past and future of some step in the sequence. Contrastive lower bounds on MI are easy to optimize, but have a strong underestimation bias when estimating large amounts of MI. We propose decomposing the full MI estimation problem into a sum of smaller estimation problems by splitting one of the views into progressively more informed subviews and by applying the chain rule on MI between the decomposed views. This expression contains a sum of unconditional and conditional MI terms, each measuring modest chunks of the total MI, which facilitates approximation via contrastive bounds. To maximize the sum, we formulate a contrastive lower bound on the conditional MI which can be approximated efficiently. We refer to our general approach as Decomposed Estimation of Mutual Information (DEMI). We show that DEMI can capture a larger amount of MI than standard non-decomposed contrastive bounds in a synthetic setting, and learns better representations in a vision domain and for dialogue generation.
Graph Neural Networks (GNN) is an emerging field for learning on non-Euclidean data. Recently, there has been increased interest in designing GNN that scales to large graphs. Most existing methods use "graph sampling" or "layer-wise sampling" techniques to reduce training time. However, these methods still suffer from degrading performance and scalability problems when applying to graphs with billions of edges. This paper presents GBP, a scalable GNN that utilizes a localized bidirectional propagation process from both the feature vectors and the training/testing nodes. Theoretical analysis shows that GBP is the first method that achieves sub-linear time complexity for both the precomputation and the training phases. An extensive empirical study demonstrates that GBP achieves state-of-the-art performance with significantly less training/testing time. Most notably, GBP can deliver superior performance on a graph with over 60 million nodes and 1.8 billion edges in less than half an hour on a single machine.
Graph Convolutional Networks (GCNs) have recently become the primary choice for learning from graph-structured data, superseding hash fingerprints in representing chemical compounds. However, GCNs lack the ability to take into account the ordering of node neighbors, even when there is a geometric interpretation of the graph vertices that provides an order based on their spatial positions. To remedy this issue, we propose Geometric Graph Convolutional Network (geo-GCN) which uses spatial features to efficiently learn from graphs that can be naturally located in space. Our contribution is threefold: we propose a GCN-inspired architecture which (i) leverages node positions, (ii) is a proper generalisation of both GCNs and Convolutional Neural Networks (CNNs), (iii) benefits from augmentation which further improves the performance and assures invariance with respect to the desired properties. Empirically, geo-GCN outperforms state-of-the-art graph-based methods on image classification and chemical tasks.