Abstract:Graphs are ubiquitous in real-world applications, ranging from social networks to biological systems, and have inspired the development of Graph Neural Networks (GNNs) for learning expressive representations. While most research has centered on static graphs, many real-world scenarios involve dynamic, temporally evolving graphs, motivating the need for Continuous-Time Dynamic Graph (CTDG) models. This paper provides a comprehensive review of Graph Representation Learning (GRL) on CTDGs with a focus on Self-Supervised Representation Learning (SSRL). We introduce a novel theoretical framework that analyzes the expressivity of CTDG models through an Information-Flow (IF) lens, quantifying their ability to propagate and encode temporal and structural information. Leveraging this framework, we categorize existing CTDG methods based on their suitability for different graph types and application scenarios. Within the same scope, we examine the design of SSRL methods tailored to CTDGs, such as predictive and contrastive approaches, highlighting their potential to mitigate the reliance on labeled data. Empirical evaluations on synthetic and real-world datasets validate our theoretical insights, demonstrating the strengths and limitations of various methods across long-range, bi-partite and community-based graphs. This work offers both a theoretical foundation and practical guidance for selecting and developing CTDG models, advancing the understanding of GRL in dynamic settings.
Abstract:This pilot study explores the application of language models (LMs) to model game event sequences, treating them as a customized natural language. We investigate a popular mobile game, transforming raw event data into textual sequences and pretraining a Longformer model on this data. Our approach captures the rich and nuanced interactions within game sessions, effectively identifying meaningful player segments. The results demonstrate the potential of self-supervised LMs in enhancing game design and personalization without relying on ground-truth labels.
Abstract:In this paper, we introduce the Behavior Structformer, a method for modeling user behavior using structured tokenization within a Transformer-based architecture. By converting tracking events into dense tokens, this approach enhances model training efficiency and effectiveness. We demonstrate its superior performance through ablation studies and benchmarking against traditional tabular and semi-structured baselines. The results indicate that structured tokenization with sequential processing significantly improves behavior modeling.
Abstract:In this technical report, we present three novel datasets of Kotlin code: KStack, KStack-clean, and KExercises. We also describe the results of fine-tuning CodeLlama and DeepSeek models on this data. Additionally, we present a version of the HumanEval benchmark rewritten by human experts into Kotlin - both the solutions and the tests. Our results demonstrate that small, high-quality datasets (KStack-clean and KExercises) can significantly improve model performance on code generation tasks, achieving up to a 16-point increase in pass rate on the HumanEval benchmark. Lastly, we discuss potential future work in the field of improving language modeling for Kotlin, including the use of static analysis tools in the learning process and the introduction of more intricate and realistic benchmarks.
Abstract:Methods for learning latent user representations from historical behavior logs have gained traction for recommendation tasks in e-commerce, content streaming, and other settings. However, this area still remains relatively underexplored in video and mobile gaming contexts. In this work, we present a novel method for overcoming this limitation by extending a long-range Transformer model from the natural language processing domain to player behavior data. We discuss specifics of behavior tracking in games and propose preprocessing and tokenization approaches by viewing in-game events in an analogous way to words in sentences, thus enabling learning player representations in a self-supervised manner in the absence of ground-truth annotations. We experimentally demonstrate the efficacy of the proposed approach in fitting the distribution of behavior events by evaluating intrinsic language modeling metrics. Furthermore, we qualitatively analyze the emerging structure of the learned embedding space and show its value for generating insights into behavior patterns to inform downstream applications.
Abstract:In this paper, we introduce a new dataset of room interior pictures with overlaying and scene text, totalling to 4836 annotated images in 25 product categories. We provide details on the collection and annotation process of our dataset, and analyze its statistics. Furthermore, we propose a baseline method for overlaying text detection, that leverages the character region-aware text detection framework to guide the classification model. We validate our approach and show its efficiency in terms of binary classification metrics, reaching the final performance of 0.95 F1 score, with false positive and false negative rates of 0.02 and 0.06 correspondingly.
Abstract:The adoption of neural networks and deep learning in non-Euclidean domains has been hindered until recently by the lack of scalable and efficient learning frameworks. Existing toolboxes in this space were mainly motivated by research and education use cases, whereas practical aspects, such as deploying and maintaining machine learning models, were often overlooked. We attempt to bridge this gap by proposing TensorFlow ManOpt, a Python library for optimization on Riemannian manifolds in TensorFlow. The library is designed with the aim for a seamless integration with the TensorFlow ecosystem, targeting not only research, but also streamlining production machine learning pipelines.
Abstract:We present Montblanc, a GPU implementation of the Radio interferometer measurement equation (RIME) in support of the Bayesian inference for radio observations (BIRO) technique. BIRO uses Bayesian inference to select sky models that best match the visibilities observed by a radio interferometer. To accomplish this, BIRO evaluates the RIME multiple times, varying sky model parameters to produce multiple model visibilities. Chi-squared values computed from the model and observed visibilities are used as likelihood values to drive the Bayesian sampling process and select the best sky model. As most of the elements of the RIME and chi-squared calculation are independent of one another, they are highly amenable to parallel computation. Additionally, Montblanc caters for iterative RIME evaluation to produce multiple chi-squared values. Modified model parameters are transferred to the GPU between each iteration. We implemented Montblanc as a Python package based upon NVIDIA's CUDA architecture. As such, it is easy to extend and implement different pipelines. At present, Montblanc supports point and Gaussian morphologies, but is designed for easy addition of new source profiles. Montblanc's RIME implementation is performant: On an NVIDIA K40, it is approximately 250 times faster than MeqTrees on a dual hexacore Intel E5-2620v2 CPU. Compared to the OSKAR simulator's GPU-implemented RIME components it is 7.7 and 12 times faster on the same K40 for single and double-precision floating point respectively. However, OSKAR's RIME implementation is more general than Montblanc's BIRO-tailored RIME. Theoretical analysis of Montblanc's dominant CUDA kernel suggests that it is memory bound. In practice, profiling shows that is balanced between compute and memory, as much of the data required by the problem is retained in L1 and L2 cache.