AIJul 31, 2024
The Llama 3 Herd of ModelsAaron Grattafiori, Abhimanyu Dubey, Abhinav Jauhri et al. · allen-ai, berkeley
Modern artificial intelligence (AI) systems are powered by foundation models. This paper presents a new set of foundation models, called Llama 3. It is a herd of language models that natively support multilinguality, coding, reasoning, and tool usage. Our largest model is a dense Transformer with 405B parameters and a context window of up to 128K tokens. This paper presents an extensive empirical evaluation of Llama 3. We find that Llama 3 delivers comparable quality to leading language models such as GPT-4 on a plethora of tasks. We publicly release Llama 3, including pre-trained and post-trained versions of the 405B parameter language model and our Llama Guard 3 model for input and output safety. The paper also presents the results of experiments in which we integrate image, video, and speech capabilities into Llama 3 via a compositional approach. We observe this approach performs competitively with the state-of-the-art on image, video, and speech recognition tasks. The resulting models are not yet being broadly released as they are still under development.
IRJul 14, 2022Code
NASRec: Weight Sharing Neural Architecture Search for Recommender SystemsTunhou Zhang, Dehua Cheng, Yuchen He et al.
The rise of deep neural networks offers new opportunities in optimizing recommender systems. However, optimizing recommender systems using deep neural networks requires delicate architecture fabrication. We propose NASRec, a paradigm that trains a single supernet and efficiently produces abundant models/sub-architectures by weight sharing. To overcome the data multi-modality and architecture heterogeneity challenges in the recommendation domain, NASRec establishes a large supernet (i.e., search space) to search the full architectures. The supernet incorporates versatile choice of operators and dense connectivity to minimize human efforts for finding priors. The scale and heterogeneity in NASRec impose several challenges, such as training inefficiency, operator-imbalance, and degraded rank correlation. We tackle these challenges by proposing single-operator any-connection sampling, operator-balancing interaction modules, and post-training fine-tuning. Our crafted models, NASRecNet, show promising results on three Click-Through Rates (CTR) prediction benchmarks, indicating that NASRec outperforms both manually designed models and existing NAS methods with state-of-the-art performance. Our work is publicly available at https://github.com/facebookresearch/NasRec.
AISep 30, 2024
Law of the Weakest Link: Cross Capabilities of Large Language ModelsMing Zhong, Aston Zhang, Xuewei Wang et al. · meta-ai
The development and evaluation of Large Language Models (LLMs) have largely focused on individual capabilities. However, this overlooks the intersection of multiple abilities across different types of expertise that are often required for real-world tasks, which we term cross capabilities. To systematically explore this concept, we first define seven core individual capabilities and then pair them to form seven common cross capabilities, each supported by a manually constructed taxonomy. Building on these definitions, we introduce CrossEval, a benchmark comprising 1,400 human-annotated prompts, with 100 prompts for each individual and cross capability. To ensure reliable evaluation, we involve expert annotators to assess 4,200 model responses, gathering 8,400 human ratings with detailed explanations to serve as reference examples. Our findings reveal that, in both static evaluations and attempts to enhance specific abilities, current LLMs consistently exhibit the "Law of the Weakest Link," where cross-capability performance is significantly constrained by the weakest component. Specifically, across 58 cross-capability scores from 17 models, 38 scores are lower than all individual capabilities, while 20 fall between strong and weak, but closer to the weaker ability. These results highlight the under-performance of LLMs in cross-capability tasks, making the identification and improvement of the weakest capabilities a critical priority for future research to optimize performance in complex, multi-dimensional scenarios.
SEApr 16
Scaling Test-Time Compute for Agentic CodingJoongwon Kim, Wannan Yang, Kelvin Niu et al.
Test-time scaling has become a powerful way to improve large language models. However, existing methods are best suited to short, bounded outputs that can be directly compared, ranked or refined. Long-horizon coding agents violate this premise: each attempt produces an extended trajectory of actions, observations, errors, and partial progress taken by the agent. In this setting, the main challenge is no longer generating more attempts, but representing prior experience in a form that can be effectively selected from and reused. We propose a test-time scaling framework for agentic coding based on compact representations of rollout trajectories. Our framework converts each rollout into a structured summary that preserves its salient hypotheses, progress, and failure modes while discarding low-signal trace details. This representation enables two complementary forms of inference-time scaling. For parallel scaling, we introduce Recursive Tournament Voting (RTV), which recursively narrows a population of rollout summaries through small-group comparisons. For sequential scaling, we adapt Parallel-Distill-Refine (PDR) to the agentic setting by conditioning new rollouts on summaries distilled from prior attempts. Our method consistently improves the performance of frontier coding agents across SWE-Bench Verified and Terminal-Bench v2.0. For example, by using our method Claude-4.5-Opus improves from 70.9% to 77.6% on SWE-Bench Verified (mini-SWE-agent) and 46.9% to 59.1% on Terminal-Bench v2.0 (Terminus 1). Our results suggest that test-time scaling for long-horizon agents is fundamentally a problem of representation, selection, and reuse.
IRNov 16, 2023
Scaling User Modeling: Large-scale Online User Representations for Ads Personalization in MetaWei Zhang, Dai Li, Chen Liang et al.
Effective user representations are pivotal in personalized advertising. However, stringent constraints on training throughput, serving latency, and memory, often limit the complexity and input feature set of online ads ranking models. This challenge is magnified in extensive systems like Meta's, which encompass hundreds of models with diverse specifications, rendering the tailoring of user representation learning for each model impractical. To address these challenges, we present Scaling User Modeling (SUM), a framework widely deployed in Meta's ads ranking system, designed to facilitate efficient and scalable sharing of online user representation across hundreds of ads models. SUM leverages a few designated upstream user models to synthesize user embeddings from massive amounts of user features with advanced modeling techniques. These embeddings then serve as inputs to downstream online ads ranking models, promoting efficient representation sharing. To adapt to the dynamic nature of user features and ensure embedding freshness, we designed SUM Online Asynchronous Platform (SOAP), a latency free online serving system complemented with model freshness and embedding stabilization, which enables frequent user model updates and online inference of user embeddings upon each user request. We share our hands-on deployment experiences for the SUM framework and validate its superiority through comprehensive experiments. To date, SUM has been launched to hundreds of ads ranking models in Meta, processing hundreds of billions of user requests daily, yielding significant online metric gains and improved infrastructure efficiency.
LGNov 14, 2023
Rankitect: Ranking Architecture Search Battling World-class Engineers at Meta ScaleWei Wen, Kuang-Hung Liu, Igor Fedorov et al.
Neural Architecture Search (NAS) has demonstrated its efficacy in computer vision and potential for ranking systems. However, prior work focused on academic problems, which are evaluated at small scale under well-controlled fixed baselines. In industry system, such as ranking system in Meta, it is unclear whether NAS algorithms from the literature can outperform production baselines because of: (1) scale - Meta ranking systems serve billions of users, (2) strong baselines - the baselines are production models optimized by hundreds to thousands of world-class engineers for years since the rise of deep learning, (3) dynamic baselines - engineers may have established new and stronger baselines during NAS search, and (4) efficiency - the search pipeline must yield results quickly in alignment with the productionization life cycle. In this paper, we present Rankitect, a NAS software framework for ranking systems at Meta. Rankitect seeks to build brand new architectures by composing low level building blocks from scratch. Rankitect implements and improves state-of-the-art (SOTA) NAS methods for comprehensive and fair comparison under the same search space, including sampling-based NAS, one-shot NAS, and Differentiable NAS (DNAS). We evaluate Rankitect by comparing to multiple production ranking models at Meta. We find that Rankitect can discover new models from scratch achieving competitive tradeoff between Normalized Entropy loss and FLOPs. When utilizing search space designed by engineers, Rankitect can generate better models than engineers, achieving positive offline evaluation and online A/B test at Meta scale.
AIMar 12
Examining Reasoning LLMs-as-Judges in Non-Verifiable LLM Post-TrainingYixin Liu, Yue Yu, DiJia Su et al.
Reasoning LLMs-as-Judges, which can benefit from inference-time scaling, provide a promising path for extending the success of reasoning models to non-verifiable domains where the output correctness/quality cannot be directly checked. However, while reasoning judges have shown better performance on static evaluation benchmarks, their effectiveness in actual policy training has not been systematically examined. Therefore, we conduct a rigorous study to investigate the actual impact of non-reasoning and reasoning judges in reinforcement-learning-based LLM alignment. Our controlled synthetic setting, where a "gold-standard" judge (gpt-oss-120b) provides preference annotations to train smaller judges, reveals key differences between non-reasoning and reasoning judges: non-reasoning judges lead to reward hacking easily, while reasoning judges can lead to policies that achieve strong performance when evaluated by the gold-standard judge. Interestingly, we find that the reasoning-judge-trained policies achieve such strong performance by learning to generate highly effective adversarial outputs that can also score well on popular benchmarks such as Arena-Hard by deceiving other LLM-judges. Combined with our further analysis, our study highlights both important findings and room for improvements for applying (reasoning) LLM-judges in non-verifiable LLM post-training.
IRNov 14, 2023
AutoML for Large Capacity Modeling of Meta's Ranking SystemsHang Yin, Kuang-Hung Liu, Mengying Sun et al.
Web-scale ranking systems at Meta serving billions of users is complex. Improving ranking models is essential but engineering heavy. Automated Machine Learning (AutoML) can release engineers from labor intensive work of tuning ranking models; however, it is unknown if AutoML is efficient enough to meet tight production timeline in real-world and, at the same time, bring additional improvements to the strong baselines. Moreover, to achieve higher ranking performance, there is an ever-increasing demand to scale up ranking models to even larger capacity, which imposes more challenges on the efficiency. The large scale of models and tight production schedule requires AutoML to outperform human baselines by only using a small number of model evaluation trials (around 100). We presents a sampling-based AutoML method, focusing on neural architecture search and hyperparameter optimization, addressing these challenges in Meta-scale production when building large capacity models. Our approach efficiently handles large-scale data demands. It leverages a lightweight predictor-based searcher and reinforcement learning to explore vast search spaces, significantly reducing the number of model evaluations. Through experiments in large capacity modeling for CTR and CVR applications, we show that our method achieves outstanding Return on Investment (ROI) versus human tuned baselines, with up to 0.09% Normalized Entropy (NE) loss reduction or $25\%$ Query per Second (QPS) increase by only sampling one hundred models on average from a curated search space. The proposed AutoML method has already made real-world impact where a discovered Instagram CTR model with up to -0.36% NE gain (over existing production baseline) was selected for large-scale online A/B test and show statistically significant gain. These production results proved AutoML efficacy and accelerated its adoption in ranking systems at Meta.
LGMar 11, 2022
Personalized Execution Time Optimization for the Scheduled JobsYang Liu, Juan Wang, Zhengxing Chen et al.
Scheduled batch jobs have been widely used on the asynchronous computing platforms to execute various enterprise applications, including the scheduled notifications and the candidate pre-computation for the modern recommender systems. It is important to deliver or update the information to the users at the right time to maintain the user experience and the execution impact. However, it is challenging to provide a versatile execution time optimization solution for the user-basis scheduled jobs to satisfy various product scenarios while maintaining reasonable infrastructure resource consumption. In this paper, we describe how we apply a learning-to-rank approach plus a "best time policy" in the best time selection. In addition, we propose an ensemble learner to minimize the ranking loss by efficiently leveraging multiple streams of user activity signals in our scheduling decisions of the execution time. Especially, we observe the cannibalization cross use cases to compete the user's peak time slot and introduce a coordination system to mitigate the problem. Our optimization approach has been successfully tested with production traffic that serves billions of users per day, with statistically significant improvements in various product metrics, including the notifications and content candidate generation. To the best of our knowledge, our study represents the first ML-based multi-tenant solution of the execution time optimization problem for the scheduled jobs at a large industrial scale cross different product domains.
LGNov 1, 2018Code
Horizon: Facebook's Open Source Applied Reinforcement Learning PlatformJason Gauci, Edoardo Conti, Yitao Liang et al.
In this paper we present Horizon, Facebook's open source applied reinforcement learning (RL) platform. Horizon is an end-to-end platform designed to solve industry applied RL problems where datasets are large (millions to billions of observations), the feedback loop is slow (vs. a simulator), and experiments must be done with care because they don't run in a simulator. Unlike other RL platforms, which are often designed for fast prototyping and experimentation, Horizon is designed with production use cases as top of mind. The platform contains workflows to train popular deep RL algorithms and includes data preprocessing, feature transformation, distributed training, counterfactual policy evaluation, optimized serving, and a model-based data understanding tool. We also showcase and describe real examples where reinforcement learning models trained with Horizon significantly outperformed and replaced supervised learning systems at Facebook.
CLNov 25, 2024
Self-Generated Critiques Boost Reward Modeling for Language ModelsYue Yu, Zhengxing Chen, Aston Zhang et al. · allen-ai
Reward modeling is crucial for aligning large language models (LLMs) with human preferences, especially in reinforcement learning from human feedback (RLHF). However, current reward models mainly produce scalar scores and struggle to incorporate critiques in a natural language format. We hypothesize that predicting both critiques and the scalar reward would improve reward modeling ability. Motivated by this, we propose Critic-RM, a framework that improves reward models using self-generated critiques without extra supervision. Critic-RM employs a two-stage process: generating and filtering high-quality critiques, followed by joint fine-tuning on reward prediction and critique generation. Experiments across benchmarks show that Critic-RM improves reward modeling accuracy by 3.7%-7.3% compared to standard reward models and LLM judges, demonstrating strong performance and data efficiency. Additional studies further validate the effectiveness of generated critiques in rectifying flawed reasoning steps with 2.5%-3.2% gains in improving reasoning accuracy.
LGMay 29, 2025
LlamaRL: A Distributed Asynchronous Reinforcement Learning Framework for Efficient Large-scale LLM TrainingBo Wu, Sid Wang, Yunhao Tang et al.
Reinforcement Learning (RL) has become the most effective post-training approach for improving the capabilities of Large Language Models (LLMs). In practice, because of the high demands on latency and memory, it is particularly challenging to develop an efficient RL framework that reliably manages policy models with hundreds to thousands of billions of parameters. In this paper, we present LlamaRL, a fully distributed, asynchronous RL framework optimized for efficient training of large-scale LLMs with various model sizes (8B, 70B, and 405B parameters) on GPU clusters ranging from a handful to thousands of devices. LlamaRL introduces a streamlined, single-controller architecture built entirely on native PyTorch, enabling modularity, ease of use, and seamless scalability to thousands of GPUs. We also provide a theoretical analysis of LlamaRL's efficiency, including a formal proof that its asynchronous design leads to strict RL speed-up. Empirically during the Llama 3 post-training, by leveraging best practices such as colocated model offloading, asynchronous off-policy training, and distributed direct memory access for weight synchronization, LlamaRL achieves significant efficiency gains -- up to 10.7x speed-up compared to DeepSpeed-Chat-like systems on a 405B-parameter policy model. Furthermore, the efficiency advantage continues to grow with increasing model scale, demonstrating the framework's suitability for future large-scale RL training.
LGDec 10, 2021
A Validation Tool for Designing Reinforcement Learning EnvironmentsRuiyang Xu, Zhengxing Chen
Reinforcement learning (RL) has gained increasing attraction in the academia and tech industry with launches to a variety of impactful applications and products. Although research is being actively conducted on many fronts (e.g., offline RL, performance, etc.), many RL practitioners face a challenge that has been largely ignored: determine whether a designed Markov Decision Process (MDP) is valid and meaningful. This study proposes a heuristic-based feature analysis method to validate whether an MDP is well formulated. We believe an MDP suitable for applying RL should contain a set of state features that are both sensitive to actions and predictive in rewards. We tested our method in constructed environments showing that our approach can identify certain invalid environment formulations. As far as we know, performing validity analysis for RL problem formulation is a novel direction. We envision that our tool will serve as a motivational example to help practitioners apply RL in real-world problems more easily.
LGDec 20, 2020
Reinforcement Learning-based Product Delivery Frequency ControlYang Liu, Zhengxing Chen, Kittipat Virochsiri et al.
Frequency control is an important problem in modern recommender systems. It dictates the delivery frequency of recommendations to maintain product quality and efficiency. For example, the frequency of delivering promotional notifications impacts daily metrics as well as the infrastructure resource consumption (e.g. CPU and memory usage). There remain open questions on what objective we should optimize to represent business values in the long term best, and how we should balance between daily metrics and resource consumption in a dynamically fluctuating environment. We propose a personalized methodology for the frequency control problem, which combines long-term value optimization using reinforcement learning (RL) with a robust volume control technique we termed "Effective Factor". We demonstrate statistically significant improvement in daily metrics and resource efficiency by our method in several notification applications at a scale of billions of users. To our best knowledge, our study represents the first deep RL application on the frequency control problem at such an industrial scale.
LGJun 19, 2020
Band-limited Soft Actor Critic ModelMiguel Campo, Zhengxing Chen, Luke Kung et al.
Soft Actor Critic (SAC) algorithms show remarkable performance in complex simulated environments. A key element of SAC networks is entropy regularization, which prevents the SAC actor from optimizing against fine grained features, oftentimes transient, of the state-action value function. This results in better sample efficiency during early training. We take this idea one step further by artificially bandlimiting the target critic spatial resolution through the addition of a convolutional filter. We derive the closed form solution in the linear case and show that bandlimiting reduces the interdependency between the low and high frequency components of the state-action value approximation, allowing the critic to learn faster. In experiments, the bandlimited SAC outperformed the classic twin-critic SAC in a number of Gym environments, and displayed more stability in returns. We derive novel insights about SAC by adding a stochastic noise disturbance, a technique that is increasingly being used to learn robust policies that transfer well to the real world counterparts.
AIJun 26, 2018
The Art of Drafting: A Team-Oriented Hero Recommendation System for Multiplayer Online Battle Arena GamesZhengxing Chen, Truong-Huy D Nguyen, Yuyu Xu et al.
Multiplayer Online Battle Arena (MOBA) games have received increasing popularity recently. In a match of such games, players compete in two teams of five, each controlling an in-game avatars, known as heroes, selected from a roster of more than 100. The selection of heroes, also known as pick or draft, takes place before the match starts and alternates between the two teams until each player has selected one hero. Heroes are designed with different strengths and weaknesses to promote team cooperation in a game. Intuitively, heroes in a strong team should complement each other's strengths and suppressing those of opponents. Hero drafting is therefore a challenging problem due to the complex hero-to-hero relationships to consider. In this paper, we propose a novel hero recommendation system that suggests heroes to add to an existing team while maximizing the team's prospect for victory. To that end, we model the drafting between two teams as a combinatorial game and use Monte Carlo Tree Search (MCTS) for estimating the values of hero combinations. Our empirical evaluation shows that hero teams drafted by our recommendation algorithm have significantly higher win rate against teams constructed by other baseline and state-of-the-art strategies.
AIJun 26, 2018
Q-DeckRec: A Fast Deck Recommendation System for Collectible Card GamesZhengxing Chen, Chris Amato, Truong-Huy Nguyen et al.
Deck building is a crucial component in playing Collectible Card Games (CCGs). The goal of deck building is to choose a fixed-sized subset of cards from a large card pool, so that they work well together in-game against specific opponents. Existing methods either lack flexibility to adapt to different opponents or require large computational resources, still making them unsuitable for any real-time or large-scale application. We propose a new deck recommendation system, named Q-DeckRec, which learns a deck search policy during a training phase and uses it to solve deck building problem instances. Our experimental results demonstrate Q-DeckRec requires less computational resources to build winning-effective decks after a training phase compared to several baseline methods.
SIMar 28, 2018
Modeling Game Avatar Synergy and Opposition through Embedding in Multiplayer Online Battle Arena GamesZhengxing Chen, Yuyu Xu, Truong-Huy D. Nguyen et al.
Multiplayer Online Battle Arena (MOBA) games have received increasing worldwide popularity recently. In such games, players compete in teams against each other by controlling selected game avatars, each of which is designed with different strengths and weaknesses. Intuitively, putting together game avatars that complement each other (synergy) and suppress those of opponents (opposition) would result in a stronger team. In-depth understanding of synergy and opposition relationships among game avatars benefits player in making decisions in game avatar drafting and gaining better prediction of match events. However, due to intricate design and complex interactions between game avatars, thorough understanding of their relationships is not a trivial task. In this paper, we propose a latent variable model, namely Game Avatar Embedding (GAE), to learn avatars' numerical representations which encode synergy and opposition relationships between pairs of avatars. The merits of our model are twofold: (1) the captured synergy and opposition relationships are sensible to experienced human players' perception; (2) the learned numerical representations of game avatars allow many important downstream tasks, such as similar avatar search, match outcome prediction, and avatar pick recommender. To our best knowledge, no previous model is able to simultaneously support both features. Our quantitative and qualitative evaluations on real match data from three commercial MOBA games illustrate the benefits of our model.
SIFeb 22, 2017
EOMM: An Engagement Optimized Matchmaking FrameworkZhengxing Chen, Su Xue, John Kolen et al.
Matchmaking connects multiple players to participate in online player-versus-player games. Current matchmaking systems depend on a single core strategy: create fair games at all times. These systems pair similarly skilled players on the assumption that a fair game is best player experience. We will demonstrate, however, that this intuitive assumption sometimes fails and that matchmaking based on fairness is not optimal for engagement. In this paper, we propose an Engagement Optimized Matchmaking (EOMM) framework that maximizes overall player engagement. We prove that equal-skill based matchmaking is a special case of EOMM on a highly simplified assumption that rarely holds in reality. Our simulation on real data from a popular game made by Electronic Arts, Inc. (EA) supports our theoretical results, showing significant improvement in enhancing player engagement compared to existing matchmaking methods.
SIFeb 21, 2017
Player Skill Decomposition in Multiplayer Online Battle ArenasZhengxing Chen, Yizhou Sun, Magy Seif El-nasr et al.
Successful analysis of player skills in video games has important impacts on the process of enhancing player experience without undermining their continuous skill development. Moreover, player skill analysis becomes more intriguing in team-based video games because such form of study can help discover useful factors in effective team formation. In this paper, we consider the problem of skill decomposition in MOBA (MultiPlayer Online Battle Arena) games, with the goal to understand what player skill factors are essential for the outcome of a game match. To understand the construct of MOBA player skills, we utilize various skill-based predictive models to decompose player skills into interpretative parts, the impact of which are assessed in statistical terms. We apply this analysis approach on two widely known MOBAs, namely League of Legends (LoL) and Defense of the Ancients 2 (DOTA2). The finding is that base skills of in-game avatars, base skills of players, and players' champion-specific skills are three prominent skill components influencing LoL's match outcomes, while those of DOTA2 are mainly impacted by in-game avatars' base skills but not much by the other two.