5,064 research outputs found
Explainable Reasoning over Knowledge Graphs for Recommendation
Incorporating knowledge graph into recommender systems has attracted
increasing attention in recent years. By exploring the interlinks within a
knowledge graph, the connectivity between users and items can be discovered as
paths, which provide rich and complementary information to user-item
interactions. Such connectivity not only reveals the semantics of entities and
relations, but also helps to comprehend a user's interest. However, existing
efforts have not fully explored this connectivity to infer user preferences,
especially in terms of modeling the sequential dependencies within and holistic
semantics of a path. In this paper, we contribute a new model named
Knowledge-aware Path Recurrent Network (KPRN) to exploit knowledge graph for
recommendation. KPRN can generate path representations by composing the
semantics of both entities and relations. By leveraging the sequential
dependencies within a path, we allow effective reasoning on paths to infer the
underlying rationale of a user-item interaction. Furthermore, we design a new
weighted pooling operation to discriminate the strengths of different paths in
connecting a user with an item, endowing our model with a certain level of
explainability. We conduct extensive experiments on two datasets about movie
and music, demonstrating significant improvements over state-of-the-art
solutions Collaborative Knowledge Base Embedding and Neural Factorization
Machine.Comment: 8 pages, 5 figures, AAAI-201
Interacting Attention-gated Recurrent Networks for Recommendation
Capturing the temporal dynamics of user preferences over items is important
for recommendation. Existing methods mainly assume that all time steps in
user-item interaction history are equally relevant to recommendation, which
however does not apply in real-world scenarios where user-item interactions can
often happen accidentally. More importantly, they learn user and item dynamics
separately, thus failing to capture their joint effects on user-item
interactions. To better model user and item dynamics, we present the
Interacting Attention-gated Recurrent Network (IARN) which adopts the attention
model to measure the relevance of each time step. In particular, we propose a
novel attention scheme to learn the attention scores of user and item history
in an interacting way, thus to account for the dependencies between user and
item dynamics in shaping user-item interactions. By doing so, IARN can
selectively memorize different time steps of a user's history when predicting
her preferences over different items. Our model can therefore provide
meaningful interpretations for recommendation results, which could be further
enhanced by auxiliary features. Extensive validation on real-world datasets
shows that IARN consistently outperforms state-of-the-art methods.Comment: Accepted by ACM International Conference on Information and Knowledge
Management (CIKM), 201
Tensorized Self-Attention: Efficiently Modeling Pairwise and Global Dependencies Together
Neural networks equipped with self-attention have parallelizable computation,
light-weight structure, and the ability to capture both long-range and local
dependencies. Further, their expressive power and performance can be boosted by
using a vector to measure pairwise dependency, but this requires to expand the
alignment matrix to a tensor, which results in memory and computation
bottlenecks. In this paper, we propose a novel attention mechanism called
"Multi-mask Tensorized Self-Attention" (MTSA), which is as fast and as
memory-efficient as a CNN, but significantly outperforms previous
CNN-/RNN-/attention-based models. MTSA 1) captures both pairwise (token2token)
and global (source2token) dependencies by a novel compatibility function
composed of dot-product and additive attentions, 2) uses a tensor to represent
the feature-wise alignment scores for better expressive power but only requires
parallelizable matrix multiplications, and 3) combines multi-head with
multi-dimensional attentions, and applies a distinct positional mask to each
head (subspace), so the memory and computation can be distributed to multiple
heads, each with sequential information encoded independently. The experiments
show that a CNN/RNN-free model based on MTSA achieves state-of-the-art or
competitive performance on nine NLP benchmarks with compelling memory- and
time-efficiency
Text-based Adventures of the Golovin AI Agent
The domain of text-based adventure games has been recently established as a
new challenge of creating the agent that is both able to understand natural
language, and acts intelligently in text-described environments.
In this paper, we present our approach to tackle the problem. Our agent,
named Golovin, takes advantage of the limited game domain. We use genre-related
corpora (including fantasy books and decompiled games) to create language
models suitable to this domain. Moreover, we embed mechanisms that allow us to
specify, and separately handle, important tasks as fighting opponents, managing
inventory, and navigating on the game map.
We validated usefulness of these mechanisms, measuring agent's performance on
the set of 50 interactive fiction games. Finally, we show that our agent plays
on a level comparable to the winner of the last year Text-Based Adventure AI
Competition
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