Abstract:More and more research works fuse the LiDAR and camera information to improve the 3D object detection of the autonomous driving system. Recently, a simple yet effective fusion framework has achieved an excellent detection performance, fusing the LiDAR and camera features in a unified bird's-eye-view (BEV) space. In this paper, we propose a LiDAR-camera fusion framework, named SimpleBEV, for accurate 3D object detection, which follows the BEV-based fusion framework and improves the camera and LiDAR encoders, respectively. Specifically, we perform the camera-based depth estimation using a cascade network and rectify the depth results with the depth information derived from the LiDAR points. Meanwhile, an auxiliary branch that implements the 3D object detection using only the camera-BEV features is introduced to exploit the camera information during the training phase. Besides, we improve the LiDAR feature extractor by fusing the multi-scaled sparse convolutional features. Experimental results demonstrate the effectiveness of our proposed method. Our method achieves 77.6\% NDS accuracy on the nuScenes dataset, showcasing superior performance in the 3D object detection track.
Abstract:Recommender systems (RSs) play a pervasive role in today's online services, yet their closed-loop nature constrains their access to open-world knowledge. Recently, large language models (LLMs) have shown promise in bridging this gap. However, previous attempts to directly implement LLMs as recommenders fall short in meeting the requirements of industrial RSs, particularly in terms of online inference latency and offline resource efficiency. Thus, we propose REKI to acquire two types of external knowledge about users and items from LLMs. Specifically, we introduce factorization prompting to elicit accurate knowledge reasoning on user preferences and items. We develop individual knowledge extraction and collective knowledge extraction tailored for different scales of scenarios, effectively reducing offline resource consumption. Subsequently, generated knowledge undergoes efficient transformation and condensation into augmented vectors through a hybridized expert-integrated network, ensuring compatibility. The obtained vectors can then be used to enhance any conventional recommendation model. We also ensure efficient inference by preprocessing and prestoring the knowledge from LLMs. Experiments demonstrate that REKI outperforms state-of-the-art baselines and is compatible with lots of recommendation algorithms and tasks. Now, REKI has been deployed to Huawei's news and music recommendation platforms and gained a 7% and 1.99% improvement during the online A/B test.
Abstract:Many fields could benefit from the rapid development of the large language models (LLMs). The end-to-end autonomous driving (e2eAD) is one of the typically fields facing new opportunities as the LLMs have supported more and more modalities. Here, by utilizing vision-language model (VLM), we proposed an e2eAD method called SimpleLLM4AD. In our method, the e2eAD task are divided into four stages, which are perception, prediction, planning, and behavior. Each stage consists of several visual question answering (VQA) pairs and VQA pairs interconnect with each other constructing a graph called Graph VQA (GVQA). By reasoning each VQA pair in the GVQA through VLM stage by stage, our method could achieve e2e driving with language. In our method, vision transformers (ViT) models are employed to process nuScenes visual data, while VLM are utilized to interpret and reason about the information extracted from the visual inputs. In the perception stage, the system identifies and classifies objects from the driving environment. The prediction stage involves forecasting the potential movements of these objects. The planning stage utilizes the gathered information to develop a driving strategy, ensuring the safety and efficiency of the autonomous vehicle. Finally, the behavior stage translates the planned actions into executable commands for the vehicle. Our experiments demonstrate that SimpleLLM4AD achieves competitive performance in complex driving scenarios.
Abstract:In the scenario-based evaluation of machine learning models, a key problem is how to construct test datasets that represent various scenarios. The methodology proposed in this paper is to construct a benchmark and attach metadata to each test case. Then a test system can be constructed with test morphisms that filter the test cases based on metadata to form a dataset. The paper demonstrates this methodology with large language models for code generation. A benchmark called ScenEval is constructed from problems in textbooks, an online tutorial website and Stack Overflow. Filtering by scenario is demonstrated and the test sets are used to evaluate ChatGPT for Java code generation. Our experiments found that the performance of ChatGPT decreases with the complexity of the coding task. It is weakest for advanced topics like multi-threading, data structure algorithms and recursive methods. The Java code generated by ChatGPT tends to be much shorter than reference solution in terms of number of lines, while it is more likely to be more complex in both cyclomatic and cognitive complexity metrics, if the generated code is correct. However, the generated code is more likely to be less complex than the reference solution if the code is incorrect.
Abstract:With the rapid development of Large Language Models (LLMs), a large number of machine learning models have been developed to assist programming tasks including the generation of program code from natural language input. However, how to evaluate such LLMs for this task is still an open problem despite of the great amount of research efforts that have been made and reported to evaluate and compare them. This paper provides a critical review of the existing work on the testing and evaluation of these tools with a focus on two key aspects: the benchmarks and the metrics used in the evaluations. Based on the review, further research directions are discussed.
Abstract:The training paradigm integrating large language models (LLM) is gradually reshaping sequential recommender systems (SRS) and has shown promising results. However, most existing LLM-enhanced methods rely on rich textual information on the item side and instance-level supervised fine-tuning (SFT) to inject collaborative information into LLM, which is inefficient and limited in many applications. To alleviate these problems, this paper proposes a novel practice-friendly two-stage LLM-enhanced paradigm (TSLRec) for SRS. Specifically, in the information reconstruction stage, we design a new user-level SFT task for collaborative information injection with the assistance of a pre-trained SRS model, which is more efficient and compatible with limited text information. We aim to let LLM try to infer the latent category of each item and reconstruct the corresponding user's preference distribution for all categories from the user's interaction sequence. In the information augmentation stage, we feed each item into LLM to obtain a set of enhanced embeddings that combine collaborative information and LLM inference capabilities. These embeddings can then be used to help train various future SRS models. Finally, we verify the effectiveness and efficiency of our TSLRec on three SRS benchmark datasets.
Abstract:With the surge in mobile gaming, accurately predicting user spending on newly downloaded games has become paramount for maximizing revenue. However, the inherently unpredictable nature of user behavior poses significant challenges in this endeavor. To address this, we propose a robust model training and evaluation framework aimed at standardizing spending data to mitigate label variance and extremes, ensuring stability in the modeling process. Within this framework, we introduce a collaborative-enhanced model designed to predict user game spending without relying on user IDs, thus ensuring user privacy and enabling seamless online training. Our model adopts a unique approach by separately representing user preferences and game features before merging them as input to the spending prediction module. Through rigorous experimentation, our approach demonstrates notable improvements over production models, achieving a remarkable \textbf{17.11}\% enhancement on offline data and an impressive \textbf{50.65}\% boost in an online A/B test. In summary, our contributions underscore the importance of stable model training frameworks and the efficacy of collaborative-enhanced models in predicting user spending behavior in mobile gaming.
Abstract:This paper addresses the challenge of achieving reliable and robust positioning of a mobile agent, such as a radio device carried by a person, in scenarios where direct line-of-sight (LOS) links are obstructed or unavailable. The human body is considered as an extended object that scatters, attenuates and blocks the radio signals. We propose a novel particle-based sum-product algorithm (SPA) that fuses active measurements between the agent and anchors with passive measurements from pairs of anchors reflected off the body. We first formulate radio signal models for both active and passive measurements. Then, a joint tracking algorithm that utilizes both active and passive measurements is developed for the extended object. The algorithm exploits the probabilistic data association (PDA) for multiple object-related measurements. The results demonstrate superior accuracy during and after the obstructed line-of-sight (OLOS) situation, outperforming conventional methods that solely rely on active measurements. The proposed joint estimation approach significantly enhances the localization robustness via radio sensing.
Abstract:Accurately predicting the probabilities of user feedback, such as clicks and conversions, is critical for ad ranking and bidding. However, there often exist unwanted mismatches between predicted probabilities and true likelihoods due to the shift of data distributions and intrinsic model biases. Calibration aims to address this issue by post-processing model predictions, and field-aware calibration can adjust model output on different feature field values to satisfy fine-grained advertising demands. Unfortunately, the observed samples corresponding to certain field values can be too limited to make confident calibrations, which may yield bias amplification and online disturbance. In this paper, we propose a confidence-aware multi-field calibration method, which adaptively adjusts the calibration intensity based on the confidence levels derived from sample statistics. It also utilizes multiple feature fields for joint model calibration with awareness of their importance to mitigate the data sparsity effect of a single field. Extensive offline and online experiments show the superiority of our method in boosting advertising performance and reducing prediction deviations.
Abstract:This paper reports an evaluation of ChatGPT's capability of generating R programming language code from natural language input. A dataset specially designed for generating R program code was constructed with metadata to support scenario-based testing and evaluation of code generation capabilities in various usage scenarios of different levels of difficulty and different types of programs. The evaluation takes a multiple attempt process in which the tester tries to complete the code generation task through a number of attempts until a satisfactory solution is obtained or gives up after a fixed number of maximal attempts. In each attempt the tester formulates a natural language input to ChatGPT based on the previous results and the task to be completed. In addition to the metrics of average numbers of attempts and average amount of time taken to complete the tasks, the final generated solutions are then assessed on a number of quality attributes, including accuracy, completeness, conciseness, readability, well structuredness, logic clarity, depth of ex-planation, and coverage of parameters. Our experiments demonstrated that ChatGPT is in general highly capable of generating high quality R program code as well as textual explanations although it may fail on hard programming tasks. The experiment data also shows that human developers can hardly learn from experiences naturally to improve the skill of using ChatGPT to generate code.