5,064 research outputs found

    Explainable Reasoning over Knowledge Graphs for Recommendation

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    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

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    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

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    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

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    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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