Phanideep Gampa

IR
6papers
87citations
Novelty46%
AI Score25

6 Papers

IRSep 25, 2023
Multi-Task Learning For Reduced Popularity Bias In Multi-Territory Video Recommendations

Phanideep Gampa, Farnoosh Javadi, Belhassen Bayar et al.

Various data imbalances that naturally arise in a multi-territory personalized recommender system can lead to a significant item bias for globally prevalent items. A locally popular item can be overshadowed by a globally prevalent item. Moreover, users' viewership patterns/statistics can drastically change from one geographic location to another which may suggest to learn specific user embeddings. In this paper, we propose a multi-task learning (MTL) technique, along with an adaptive upsampling method to reduce popularity bias in multi-territory recommendations. Our proposed framework is designed to enrich training examples with active users representation through upsampling, and capable of learning geographic-based user embeddings by leveraging MTL. Through experiments, we demonstrate the effectiveness of our framework in multiple territories compared to a baseline not incorporating our proposed techniques.~Noticeably, we show improved relative gain of up to $65.27\%$ in PR-AUC metric. A case study is presented to demonstrate the advantages of our methods in attenuating the popularity bias of global items.

IRSep 24, 2023
Design Principles of Robust Multi-Armed Bandit Framework in Video Recommendations

Belhassen Bayar, Phanideep Gampa, Ainur Yessenalina et al.

Current multi-armed bandit approaches in recommender systems (RS) have focused more on devising effective exploration techniques, while not adequately addressing common exploitation challenges related to distributional changes and item cannibalization. Little work exists to guide the design of robust bandit frameworks that can address these frequent challenges in RS. In this paper, we propose a new design principles to (i) make bandit models robust to time-variant metadata signals, (ii) less prone to item cannibalization, and (iii) prevent their weights fluctuating due to data sparsity. Through a series of experiments, we systematically examine the influence of several important bandit design choices. We demonstrate the advantage of our proposed design principles at making bandit models robust to dynamic behavioral changes through in-depth analyses. Noticeably, we show improved relative gain compared to a baseline bandit model not incorporating our design choices of up to $11.88\%$ and $44.85\%$, respectively in ROC-AUC and PR-AUC. Case studies about fairness in recommending specific popular and unpopular titles are presented, to demonstrate the robustness of our proposed design at addressing popularity biases.

LGNov 1, 2021
Dynamics of Local Elasticity During Training of Neural Nets

Soham Dan, Anirbit Mukherjee, Avirup Das et al.

In the recent past, a property of neural training trajectories in weight-space had been isolated, that of "local elasticity" (denoted as $S_{\rm rel}$). Local elasticity attempts to quantify the propagation of the influence of a sampled data point on the prediction at another data. In this work, we embark on a comprehensive study of the existing notion of $S_{\rm rel}$ and also propose a new definition that addresses the limitations that we point out for the original definition in the classification setting. On various state-of-the-art neural network training on SVHN, CIFAR-10 and CIFAR-100 we demonstrate how our new proposal of $S_{\rm rel}$, as opposed to the original definition, much more sharply detects the property of the weight updates preferring to make prediction changes within the same class as the sampled data. In neural regression experiments we demonstrate that the original $S_{\rm rel}$ reveals a $2-$phase behavior -- that the training proceeds via an initial elastic phase when $S_{\rm rel}$ changes rapidly and an eventual inelastic phase when $S_{\rm rel}$ remains large. We show that some of these properties can be analytically reproduced in various instances of doing regression via gradient flows on model predictor classes.

LGJun 29, 2020
Object Files and Schemata: Factorizing Declarative and Procedural Knowledge in Dynamical Systems

Anirudh Goyal, Alex Lamb, Phanideep Gampa et al.

Modeling a structured, dynamic environment like a video game requires keeping track of the objects and their states declarative knowledge) as well as predicting how objects behave (procedural knowledge). Black-box models with a monolithic hidden state often fail to apply procedural knowledge consistently and uniformly, i.e., they lack systematicity. For example, in a video game, correct prediction of one enemy's trajectory does not ensure correct prediction of another's. We address this issue via an architecture that factorizes declarative and procedural knowledge and that imposes modularity within each form of knowledge. The architecture consists of active modules called object files that maintain the state of a single object and invoke passive external knowledge sources called schemata that prescribe state updates. To use a video game as an illustration, two enemies of the same type will share schemata but will have separate object files to encode their distinct state (e.g., health, position). We propose to use attention to determine which object files to update, the selection of schemata, and the propagation of information between object files. The resulting architecture is a drop-in replacement conforming to the same input-output interface as normal recurrent networks (e.g., LSTM, GRU) yet achieves substantially better generalization on environments that have multiple object tokens of the same type, including a challenging intuitive physics benchmark.

IROct 23, 2019
BanditRank: Learning to Rank Using Contextual Bandits

Phanideep Gampa, Sumio Fujita

We propose an extensible deep learning method that uses reinforcement learning to train neural networks for offline ranking in information retrieval (IR). We call our method BanditRank as it treats ranking as a contextual bandit problem. In the domain of learning to rank for IR, current deep learning models are trained on objective functions different from the measures they are evaluated on. Since most evaluation measures are discrete quantities, they cannot be leveraged by directly using gradient descent algorithms without an approximation. BanditRank bridges this gap by directly optimizing a task-specific measure, such as mean average precision (MAP), using gradient descent. Specifically, a contextual bandit whose action is to rank input documents is trained using a policy gradient algorithm to directly maximize the reward. The reward can be a single measure, such as MAP, or a combination of several measures. The notion of ranking is also inherent in BanditRank, similar to the current \textit{listwise} approaches. To evaluate the effectiveness of BanditRank, we conducted a series of experiments on datasets related to three different tasks, i.e., web search, community, and factoid question answering. We found that it performs better than state-of-the-art methods when applied on the question answering datasets. On the web search dataset, we found that BanditRank performed better than four strong listwise baselines including LambdaMART, AdaRank, ListNet and Coordinate Ascent.

LGJun 26, 2019
A Tractable Algorithm For Finite-Horizon Continuous Reinforcement Learning

Phanideep Gampa, Sairam Satwik Kondamudi, Lakshmanan Kailasam

We consider the finite horizon continuous reinforcement learning problem. Our contribution is three-fold. First,we give a tractable algorithm based on optimistic value iteration for the problem. Next,we give a lower bound on regret of order $Ω(T^{2/3})$ for any algorithm discretizes the state space, improving the previous regret bound of $Ω(T^{1/2})$ of Ortner and Ryabko \cite{contrl} for the same problem. Next,under the assumption that the rewards and transitions are Hölder Continuous we show that the upper bound on the discretization error is $const.Ln^{-α}T$. Finally,we give some simple experiments to validate our propositions.