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Apr 15

Event-driven Real-time Retrieval in Web Search

Information retrieval in real-time search presents unique challenges distinct from those encountered in classical web search. These challenges are particularly pronounced due to the rapid change of user search intent, which is influenced by the occurrence and evolution of breaking news events, such as earthquakes, elections, and wars. Previous dense retrieval methods, which primarily focused on static semantic representation, lack the capacity to capture immediate search intent, leading to inferior performance in retrieving the most recent event-related documents in time-sensitive scenarios. To address this issue, this paper expands the query with event information that represents real-time search intent. The Event information is then integrated with the query through a cross-attention mechanism, resulting in a time-context query representation. We further enhance the model's capacity for event representation through multi-task training. Since publicly available datasets such as MS-MARCO do not contain any event information on the query side and have few time-sensitive queries, we design an automatic data collection and annotation pipeline to address this issue, which includes ModelZoo-based Coarse Annotation and LLM-driven Fine Annotation processes. In addition, we share the training tricks such as two-stage training and hard negative sampling. Finally, we conduct a set of offline experiments on a million-scale production dataset to evaluate our approach and deploy an A/B testing in a real online system to verify the performance. Extensive experimental results demonstrate that our proposed approach significantly outperforms existing state-of-the-art baseline methods.

  • 7 authors
·
Dec 1, 2023

AdSEE: Investigating the Impact of Image Style Editing on Advertisement Attractiveness

Online advertisements are important elements in e-commerce sites, social media platforms, and search engines. With the increasing popularity of mobile browsing, many online ads are displayed with visual information in the form of a cover image in addition to text descriptions to grab the attention of users. Various recent studies have focused on predicting the click rates of online advertisements aware of visual features or composing optimal advertisement elements to enhance visibility. In this paper, we propose Advertisement Style Editing and Attractiveness Enhancement (AdSEE), which explores whether semantic editing to ads images can affect or alter the popularity of online advertisements. We introduce StyleGAN-based facial semantic editing and inversion to ads images and train a click rate predictor attributing GAN-based face latent representations in addition to traditional visual and textual features to click rates. Through a large collected dataset named QQ-AD, containing 20,527 online ads, we perform extensive offline tests to study how different semantic directions and their edit coefficients may impact click rates. We further design a Genetic Advertisement Editor to efficiently search for the optimal edit directions and intensity given an input ad cover image to enhance its projected click rates. Online A/B tests performed over a period of 5 days have verified the increased click-through rates of AdSEE-edited samples as compared to a control group of original ads, verifying the relation between image styles and ad popularity. We open source the code for AdSEE research at https://github.com/LiyaoJiang1998/adsee.

  • 8 authors
·
Sep 15, 2023

Evaluating Podcast Recommendations with Profile-Aware LLM-as-a-Judge

Evaluating personalized recommendations remains a central challenge, especially in long-form audio domains like podcasts, where traditional offline metrics suffer from exposure bias and online methods such as A/B testing are costly and operationally constrained. In this paper, we propose a novel framework that leverages Large Language Models (LLMs) as offline judges to assess the quality of podcast recommendations in a scalable and interpretable manner. Our two-stage profile-aware approach first constructs natural-language user profiles distilled from 90 days of listening history. These profiles summarize both topical interests and behavioral patterns, serving as compact, interpretable representations of user preferences. Rather than prompting the LLM with raw data, we use these profiles to provide high-level, semantically rich context-enabling the LLM to reason more effectively about alignment between a user's interests and recommended episodes. This reduces input complexity and improves interpretability. The LLM is then prompted to deliver fine-grained pointwise and pairwise judgments based on the profile-episode match. In a controlled study with 47 participants, our profile-aware judge matched human judgments with high fidelity and outperformed or matched a variant using raw listening histories. The framework enables efficient, profile-aware evaluation for iterative testing and model selection in recommender systems.

  • 10 authors
·
Aug 12, 2025 2

Who Would be Interested in Services? An Entity Graph Learning System for User Targeting

With the growing popularity of various mobile devices, user targeting has received a growing amount of attention, which aims at effectively and efficiently locating target users that are interested in specific services. Most pioneering works for user targeting tasks commonly perform similarity-based expansion with a few active users as seeds, suffering from the following major issues: the unavailability of seed users for newcoming services and the unfriendliness of black-box procedures towards marketers. In this paper, we design an Entity Graph Learning (EGL) system to provide explainable user targeting ability meanwhile applicable to addressing the cold-start issue. EGL System follows the hybrid online-offline architecture to satisfy the requirements of scalability and timeliness. Specifically, in the offline stage, the system focuses on the heavyweight entity graph construction and user entity preference learning, in which we propose a Three-stage Relation Mining Procedure (TRMP), breaking loose from the expensive seed users. At the online stage, the system offers the ability of user targeting in real-time based on the entity graph from the offline stage. Since the user targeting process is based on graph reasoning, the whole process is transparent and operation-friendly to marketers. Finally, extensive offline experiments and online A/B testing demonstrate the superior performance of the proposed EGL System.

  • 7 authors
·
May 30, 2023

Supervised Learning-enhanced Multi-Group Actor Critic for Live Stream Allocation in Feed

In the context of a short video & live stream mixed recommendation scenario, the live stream recommendation system (RS) decides whether to allocate at most one live stream into the video feed for each user request. To maximize long-term user engagement, it is crucial to determine an optimal live stream policy for accurate live stream allocation. The inappropriate live stream allocation policy can significantly affect the duration of the usage app and user retention, which ignores the long-term negative impact of live stream allocation. Recently, reinforcement learning (RL) has been widely applied in recommendation systems to capture long-term user engagement. However, traditional RL algorithms often face divergence and instability problems, which restricts the application and deployment in the large-scale industrial recommendation systems, especially in the aforementioned challenging scenario. To address these challenges, we propose a novel Supervised Learning-enhanced Multi-Group Actor Critic algorithm (SL-MGAC). Specifically, we introduce a supervised learning-enhanced actor-critic framework that incorporates variance reduction techniques, where multi-task reward learning helps restrict bootstrapping error accumulation during critic learning. Additionally, we design a multi-group state decomposition module for both actor and critic networks to reduce prediction variance and improve model stability. We also propose a novel reward function to prevent overly greedy live stream allocation. Empirically, we evaluate the SL-MGAC algorithm using offline policy evaluation (OPE) and online A/B testing. Experimental results demonstrate that the proposed method not only outperforms baseline methods under the platform-level constraints but also exhibits enhanced stability in online recommendation scenarios.

Pseudo-online framework for BCI evaluation: A MOABB perspective

Objective: BCI (Brain-Computer Interface) technology operates in three modes: online, offline, and pseudo-online. In the online mode, real-time EEG data is constantly analyzed. In offline mode, the signal is acquired and processed afterwards. The pseudo-online mode processes collected data as if they were received in real-time. The main difference is that the offline mode often analyzes the whole data, while the online and pseudo-online modes only analyze data in short time windows. Offline analysis is usually done with asynchronous BCIs, which restricts analysis to predefined time windows. Asynchronous BCI, compatible with online and pseudo-online modes, allows flexible mental activity duration. Offline processing tends to be more accurate, while online analysis is better for therapeutic applications. Pseudo-online implementation approximates online processing without real-time constraints. Many BCI studies being offline introduce biases compared to real-life scenarios, impacting classification algorithm performance. Approach: The objective of this research paper is therefore to extend the current MOABB framework, operating in offline mode, so as to allow a comparison of different algorithms in a pseudo-online setting with the use of a technology based on overlapping sliding windows. To do this will require the introduction of a idle state event in the dataset that takes into account all different possibilities that are not task thinking. To validate the performance of the algorithms we will use the normalized Matthews Correlation Coefficient (nMCC) and the Information Transfer Rate (ITR). Main results: We analyzed the state-of-the-art algorithms of the last 15 years over several Motor Imagery (MI) datasets composed by several subjects, showing the differences between the two approaches from a statistical point of view. Significance: The ability to analyze the performance of different algorithms in offline and pseudo-online modes will allow the BCI community to obtain more accurate and comprehensive reports regarding the performance of classification algorithms.

  • 2 authors
·
Aug 21, 2023

A Workflow for Offline Model-Free Robotic Reinforcement Learning

Offline reinforcement learning (RL) enables learning control policies by utilizing only prior experience, without any online interaction. This can allow robots to acquire generalizable skills from large and diverse datasets, without any costly or unsafe online data collection. Despite recent algorithmic advances in offline RL, applying these methods to real-world problems has proven challenging. Although offline RL methods can learn from prior data, there is no clear and well-understood process for making various design choices, from model architecture to algorithm hyperparameters, without actually evaluating the learned policies online. In this paper, our aim is to develop a practical workflow for using offline RL analogous to the relatively well-understood workflows for supervised learning problems. To this end, we devise a set of metrics and conditions that can be tracked over the course of offline training, and can inform the practitioner about how the algorithm and model architecture should be adjusted to improve final performance. Our workflow is derived from a conceptual understanding of the behavior of conservative offline RL algorithms and cross-validation in supervised learning. We demonstrate the efficacy of this workflow in producing effective policies without any online tuning, both in several simulated robotic learning scenarios and for three tasks on two distinct real robots, focusing on learning manipulation skills with raw image observations with sparse binary rewards. Explanatory video and additional results can be found at sites.google.com/view/offline-rl-workflow

  • 5 authors
·
Sep 22, 2021

NeoRL-2: Near Real-World Benchmarks for Offline Reinforcement Learning with Extended Realistic Scenarios

Offline reinforcement learning (RL) aims to learn from historical data without requiring (costly) access to the environment. To facilitate offline RL research, we previously introduced NeoRL, which highlighted that datasets from real-world tasks are often conservative and limited. With years of experience applying offline RL to various domains, we have identified additional real-world challenges. These include extremely conservative data distributions produced by deployed control systems, delayed action effects caused by high-latency transitions, external factors arising from the uncontrollable variance of transitions, and global safety constraints that are difficult to evaluate during the decision-making process. These challenges are underrepresented in previous benchmarks but frequently occur in real-world tasks. To address this, we constructed the extended Near Real-World Offline RL Benchmark (NeoRL-2), which consists of 7 datasets from 7 simulated tasks along with their corresponding evaluation simulators. Benchmarking results from state-of-the-art offline RL approaches demonstrate that current methods often struggle to outperform the data-collection behavior policy, highlighting the need for more effective methods. We hope NeoRL-2 will accelerate the development of reinforcement learning algorithms for real-world applications. The benchmark project page is available at https://github.com/polixir/NeoRL2.

  • 6 authors
·
Mar 24, 2025

The Generalization Gap in Offline Reinforcement Learning

Despite recent progress in offline learning, these methods are still trained and tested on the same environment. In this paper, we compare the generalization abilities of widely used online and offline learning methods such as online reinforcement learning (RL), offline RL, sequence modeling, and behavioral cloning. Our experiments show that offline learning algorithms perform worse on new environments than online learning ones. We also introduce the first benchmark for evaluating generalization in offline learning, collecting datasets of varying sizes and skill-levels from Procgen (2D video games) and WebShop (e-commerce websites). The datasets contain trajectories for a limited number of game levels or natural language instructions and at test time, the agent has to generalize to new levels or instructions. Our experiments reveal that existing offline learning algorithms struggle to match the performance of online RL on both train and test environments. Behavioral cloning is a strong baseline, outperforming state-of-the-art offline RL and sequence modeling approaches when trained on data from multiple environments and tested on new ones. Finally, we find that increasing the diversity of the data, rather than its size, improves performance on new environments for all offline learning algorithms. Our study demonstrates the limited generalization of current offline learning algorithms highlighting the need for more research in this area.

  • 4 authors
·
Dec 9, 2023

Offline Data Enhanced On-Policy Policy Gradient with Provable Guarantees

Hybrid RL is the setting where an RL agent has access to both offline data and online data by interacting with the real-world environment. In this work, we propose a new hybrid RL algorithm that combines an on-policy actor-critic method with offline data. On-policy methods such as policy gradient and natural policy gradient (NPG) have shown to be more robust to model misspecification, though sometimes it may not be as sample efficient as methods that rely on off-policy learning. On the other hand, offline methods that depend on off-policy training often require strong assumptions in theory and are less stable to train in practice. Our new approach integrates a procedure of off-policy training on the offline data into an on-policy NPG framework. We show that our approach, in theory, can obtain a best-of-both-worlds type of result -- it achieves the state-of-art theoretical guarantees of offline RL when offline RL-specific assumptions hold, while at the same time maintaining the theoretical guarantees of on-policy NPG regardless of the offline RL assumptions' validity. Experimentally, in challenging rich-observation environments, we show that our approach outperforms a state-of-the-art hybrid RL baseline which only relies on off-policy policy optimization, demonstrating the empirical benefit of combining on-policy and off-policy learning. Our code is publicly available at https://github.com/YifeiZhou02/HNPG.

  • 4 authors
·
Nov 14, 2023

Uni-O4: Unifying Online and Offline Deep Reinforcement Learning with Multi-Step On-Policy Optimization

Combining offline and online reinforcement learning (RL) is crucial for efficient and safe learning. However, previous approaches treat offline and online learning as separate procedures, resulting in redundant designs and limited performance. We ask: Can we achieve straightforward yet effective offline and online learning without introducing extra conservatism or regularization? In this study, we propose Uni-o4, which utilizes an on-policy objective for both offline and online learning. Owning to the alignment of objectives in two phases, the RL agent can transfer between offline and online learning seamlessly. This property enhances the flexibility of the learning paradigm, allowing for arbitrary combinations of pretraining, fine-tuning, offline, and online learning. In the offline phase, specifically, Uni-o4 leverages diverse ensemble policies to address the mismatch issues between the estimated behavior policy and the offline dataset. Through a simple offline policy evaluation (OPE) approach, Uni-o4 can achieve multi-step policy improvement safely. We demonstrate that by employing the method above, the fusion of these two paradigms can yield superior offline initialization as well as stable and rapid online fine-tuning capabilities. Through real-world robot tasks, we highlight the benefits of this paradigm for rapid deployment in challenging, previously unseen real-world environments. Additionally, through comprehensive evaluations using numerous simulated benchmarks, we substantiate that our method achieves state-of-the-art performance in both offline and offline-to-online fine-tuning learning. Our website: https://lei-kun.github.io/uni-o4/ .

  • 6 authors
·
Nov 6, 2023

PETS: A Principled Framework Towards Optimal Trajectory Allocation for Efficient Test-Time Self-Consistency

Test-time scaling can improve model performance by aggregating stochastic reasoning trajectories. However, achieving sample-efficient test-time self-consistency under a limited budget remains an open challenge. We introduce PETS (Principled and Efficient Test-TimeSelf-Consistency), which initiates a principled study of trajectory allocation through an optimization framework. Central to our approach is the self-consistency rate, a new measure defined as agreement with the infinite-budget majority vote. This formulation makes sample-efficient test-time allocation theoretically grounded and amenable to rigorous analysis. We study both offline and online settings. In the offline regime, where all questions are known in advance, we connect trajectory allocation to crowdsourcing, a classic and well-developed area, by modeling reasoning traces as workers. This perspective allows us to leverage rich existing theory, yielding theoretical guarantees and an efficient majority-voting-based allocation algorithm. In the online streaming regime, where questions arrive sequentially and allocations must be made on the fly, we propose a novel method inspired by the offline framework. Our approach adapts budgets to question difficulty while preserving strong theoretical guarantees and computational efficiency. Experiments show that PETS consistently outperforms uniform allocation. On GPQA, PETS achieves perfect self-consistency in both settings while reducing the sampling budget by up to 75% (offline) and 55% (online) relative to uniform allocation. Code is available at https://github.com/ZDCSlab/PETS.

Incorporating Surrogate Gradient Norm to Improve Offline Optimization Techniques

Offline optimization has recently emerged as an increasingly popular approach to mitigate the prohibitively expensive cost of online experimentation. The key idea is to learn a surrogate of the black-box function that underlines the target experiment using a static (offline) dataset of its previous input-output queries. Such an approach is, however, fraught with an out-of-distribution issue where the learned surrogate becomes inaccurate outside the offline data regimes. To mitigate this, existing offline optimizers have proposed numerous conditioning techniques to prevent the learned surrogate from being too erratic. Nonetheless, such conditioning strategies are often specific to particular surrogate or search models, which might not generalize to a different model choice. This motivates us to develop a model-agnostic approach instead, which incorporates a notion of model sharpness into the training loss of the surrogate as a regularizer. Our approach is supported by a new theoretical analysis demonstrating that reducing surrogate sharpness on the offline dataset provably reduces its generalized sharpness on unseen data. Our analysis extends existing theories from bounding generalized prediction loss (on unseen data) with loss sharpness to bounding the worst-case generalized surrogate sharpness with its empirical estimate on training data, providing a new perspective on sharpness regularization. Our extensive experimentation on a diverse range of optimization tasks also shows that reducing surrogate sharpness often leads to significant improvement, marking (up to) a noticeable 9.6% performance boost. Our code is publicly available at https://github.com/cuong-dm/IGNITE

  • 4 authors
·
Mar 6, 2025

D4RL: Datasets for Deep Data-Driven Reinforcement Learning

The offline reinforcement learning (RL) setting (also known as full batch RL), where a policy is learned from a static dataset, is compelling as progress enables RL methods to take advantage of large, previously-collected datasets, much like how the rise of large datasets has fueled results in supervised learning. However, existing online RL benchmarks are not tailored towards the offline setting and existing offline RL benchmarks are restricted to data generated by partially-trained agents, making progress in offline RL difficult to measure. In this work, we introduce benchmarks specifically designed for the offline setting, guided by key properties of datasets relevant to real-world applications of offline RL. With a focus on dataset collection, examples of such properties include: datasets generated via hand-designed controllers and human demonstrators, multitask datasets where an agent performs different tasks in the same environment, and datasets collected with mixtures of policies. By moving beyond simple benchmark tasks and data collected by partially-trained RL agents, we reveal important and unappreciated deficiencies of existing algorithms. To facilitate research, we have released our benchmark tasks and datasets with a comprehensive evaluation of existing algorithms, an evaluation protocol, and open-source examples. This serves as a common starting point for the community to identify shortcomings in existing offline RL methods and a collaborative route for progress in this emerging area.

  • 5 authors
·
Apr 15, 2020

OpenResearcher: A Fully Open Pipeline for Long-Horizon Deep Research Trajectory Synthesis

Training deep research agents requires long-horizon trajectories that interleave search, evidence aggregation, and multi-step reasoning. However, existing data collection pipelines typically rely on proprietary web APIs, making large-scale trajectory synthesis costly, unstable, and difficult to reproduce. We present OpenResearcher, a reproducible pipeline that decouples one-time corpus bootstrapping from multi-turn trajectory synthesis and executes the search-and-browse loop entirely offline using three explicit browser primitives: search, open, and find, over a 15M-document corpus. Using GPT-OSS-120B as the teacher model, we synthesize over 97K trajectories, including a substantial long-horizon tail with 100+ tool calls. Supervised fine-tuning a 30B-A3B backbone on these trajectories achieves 54.8\% accuracy on BrowseComp-Plus, a +34.0 point improvement over the base model, while remaining competitive on BrowseComp, GAIA, and xbench-DeepSearch. Because the environment is offline and fully instrumented, it also enables controlled analysis, where our study reveals practical insights into deep research pipeline design, including data filtering strategies, agent configuration choices, and how retrieval success relates to final answer accuracy. We release the pipeline, synthesized trajectories, model checkpoints, and the offline search environment at https://github.com/TIGER-AI-Lab/OpenResearcher.

TIGER-Lab TIGER-Lab
·
Mar 17 2

How Discriminative Are Your Qrels? How To Study the Statistical Significance of Document Adjudication Methods

Creating test collections for offline retrieval evaluation requires human effort to judge documents' relevance. This expensive activity motivated much work in developing methods for constructing benchmarks with fewer assessment costs. In this respect, adjudication methods actively decide both which documents and the order in which experts review them, in order to better exploit the assessment budget or to lower it. Researchers evaluate the quality of those methods by measuring the correlation between the known gold ranking of systems under the full collection and the observed ranking of systems under the lower-cost one. This traditional analysis ignores whether and how the low-cost judgements impact on the statistically significant differences among systems with respect to the full collection. We fill this void by proposing a novel methodology to evaluate how the low-cost adjudication methods preserve the pairwise significant differences between systems as the full collection. In other terms, while traditional approaches look for stability in answering the question "is system A better than system B?", our proposed approach looks for stability in answering the question "is system A significantly better than system B?", which is the ultimate questions researchers need to answer to guarantee the generalisability of their results. Among other results, we found that the best methods in terms of ranking of systems correlation do not always match those preserving statistical significance.

  • 3 authors
·
Aug 18, 2023

Leveraging Offline Data in Online Reinforcement Learning

Two central paradigms have emerged in the reinforcement learning (RL) community: online RL and offline RL. In the online RL setting, the agent has no prior knowledge of the environment, and must interact with it in order to find an epsilon-optimal policy. In the offline RL setting, the learner instead has access to a fixed dataset to learn from, but is unable to otherwise interact with the environment, and must obtain the best policy it can from this offline data. Practical scenarios often motivate an intermediate setting: if we have some set of offline data and, in addition, may also interact with the environment, how can we best use the offline data to minimize the number of online interactions necessary to learn an epsilon-optimal policy? In this work, we consider this setting, which we call the FineTuneRL setting, for MDPs with linear structure. We characterize the necessary number of online samples needed in this setting given access to some offline dataset, and develop an algorithm, FTPedel, which is provably optimal. We show through an explicit example that combining offline data with online interactions can lead to a provable improvement over either purely offline or purely online RL. Finally, our results illustrate the distinction between verifiable learning, the typical setting considered in online RL, and unverifiable learning, the setting often considered in offline RL, and show that there is a formal separation between these regimes.

  • 2 authors
·
Nov 9, 2022

Guided Data Augmentation for Offline Reinforcement Learning and Imitation Learning

In offline reinforcement learning (RL), an RL agent learns to solve a task using only a fixed dataset of previously collected data. While offline RL has been successful in learning real-world robot control policies, it typically requires large amounts of expert-quality data to learn effective policies that generalize to out-of-distribution states. Unfortunately, such data is often difficult and expensive to acquire in real-world tasks. Several recent works have leveraged data augmentation (DA) to inexpensively generate additional data, but most DA works apply augmentations in a random fashion and ultimately produce highly suboptimal augmented experience. In this work, we propose Guided Data Augmentation (GuDA), a human-guided DA framework that generates expert-quality augmented data. The key insight behind GuDA is that while it may be difficult to demonstrate the sequence of actions required to produce expert data, a user can often easily characterize when an augmented trajectory segment represents progress toward task completion. Thus, a user can restrict the space of possible augmentations to automatically reject suboptimal augmented data. To extract a policy from GuDA, we use off-the-shelf offline reinforcement learning and behavior cloning algorithms. We evaluate GuDA on a physical robot soccer task as well as simulated D4RL navigation tasks, a simulated autonomous driving task, and a simulated soccer task. Empirically, GuDA enables learning given a small initial dataset of potentially suboptimal experience and outperforms a random DA strategy as well as a model-based DA strategy.

  • 5 authors
·
Oct 27, 2023

Unleashing the Power of Pre-trained Language Models for Offline Reinforcement Learning

Offline reinforcement learning (RL) aims to find a near-optimal policy using pre-collected datasets. In real-world scenarios, data collection could be costly and risky; therefore, offline RL becomes particularly challenging when the in-domain data is limited. Given recent advances in Large Language Models (LLMs) and their few-shot learning prowess, this paper introduces Language Models for Motion Control (LaMo), a general framework based on Decision Transformers to effectively use pre-trained Language Models (LMs) for offline RL. Our framework highlights four crucial components: (1) Initializing Decision Transformers with sequentially pre-trained LMs, (2) employing the LoRA fine-tuning method, in contrast to full-weight fine-tuning, to combine the pre-trained knowledge from LMs and in-domain knowledge effectively, (3) using the non-linear MLP transformation instead of linear projections, to generate embeddings, and (4) integrating an auxiliary language prediction loss during fine-tuning to stabilize the LMs and retain their original abilities on languages. Empirical results indicate LaMo achieves state-of-the-art performance in sparse-reward tasks and closes the gap between value-based offline RL methods and decision transformers in dense-reward tasks. In particular, our method demonstrates superior performance in scenarios with limited data samples. Our project website is https://lamo2023.github.io

  • 5 authors
·
Oct 31, 2023 1

OneSearch: A Preliminary Exploration of the Unified End-to-End Generative Framework for E-commerce Search

Traditional e-commerce search systems employ multi-stage cascading architectures (MCA) that progressively filter items through recall, pre-ranking, and ranking stages. While effective at balancing computational efficiency with business conversion, these systems suffer from fragmented computation and optimization objective collisions across stages, which ultimately limit their performance ceiling. To address these, we propose OneSearch, the first industrial-deployed end-to-end generative framework for e-commerce search. This framework introduces three key innovations: (1) a Keyword-enhanced Hierarchical Quantization Encoding (KHQE) module, to preserve both hierarchical semantics and distinctive item attributes while maintaining strong query-item relevance constraints; (2) a multi-view user behavior sequence injection strategy that constructs behavior-driven user IDs and incorporates both explicit short-term and implicit long-term sequences to model user preferences comprehensively; and (3) a Preference-Aware Reward System (PARS) featuring multi-stage supervised fine-tuning and adaptive reward-weighted ranking to capture fine-grained user preferences. Extensive offline evaluations on large-scale industry datasets demonstrate OneSearch's superior performance for high-quality recall and ranking. The rigorous online A/B tests confirm its ability to enhance relevance in the same exposure position, achieving statistically significant improvements: +1.67% item CTR, +2.40% buyer, and +3.22% order volume. Furthermore, OneSearch reduces operational expenditure by 75.40% and improves Model FLOPs Utilization from 3.26% to 27.32%. The system has been successfully deployed across multiple search scenarios in Kuaishou, serving millions of users, generating tens of millions of PVs daily.

  • 28 authors
·
Sep 3, 2025

D5RL: Diverse Datasets for Data-Driven Deep Reinforcement Learning

Offline reinforcement learning algorithms hold the promise of enabling data-driven RL methods that do not require costly or dangerous real-world exploration and benefit from large pre-collected datasets. This in turn can facilitate real-world applications, as well as a more standardized approach to RL research. Furthermore, offline RL methods can provide effective initializations for online finetuning to overcome challenges with exploration. However, evaluating progress on offline RL algorithms requires effective and challenging benchmarks that capture properties of real-world tasks, provide a range of task difficulties, and cover a range of challenges both in terms of the parameters of the domain (e.g., length of the horizon, sparsity of rewards) and the parameters of the data (e.g., narrow demonstration data or broad exploratory data). While considerable progress in offline RL in recent years has been enabled by simpler benchmark tasks, the most widely used datasets are increasingly saturating in performance and may fail to reflect properties of realistic tasks. We propose a new benchmark for offline RL that focuses on realistic simulations of robotic manipulation and locomotion environments, based on models of real-world robotic systems, and comprising a variety of data sources, including scripted data, play-style data collected by human teleoperators, and other data sources. Our proposed benchmark covers state-based and image-based domains, and supports both offline RL and online fine-tuning evaluation, with some of the tasks specifically designed to require both pre-training and fine-tuning. We hope that our proposed benchmark will facilitate further progress on both offline RL and fine-tuning algorithms. Website with code, examples, tasks, and data is available at https://sites.google.com/view/d5rl/

  • 12 authors
·
Aug 15, 2024 2