Dehghani 2021 - Rigging the Lottery - RecSys and ALE

Summary

Where no canonical benchmark or protocol exists, or many protocols coexist, researchers can unknowingly or knowingly “make their own luck” by choosing the setup that suits their model. Recommender systems lack canonical splits, metrics and datasets, so the same methods reverse rank across metrics. The Arcade Learning Environment is used by hundreds of papers under diverging protocols (episode termination, frame skip, evaluation interval, game count, stochasticity, summary statistics).

Overview

Section 6 considers “the exact opposite” of canonical-benchmark bias: a lack of consensus. Causes: young problems, no unification effort, high compute cost of proper evaluation (reporting variance over seeds), and behaviour: researchers showcase what their methods shine at, and unsuccessful experiments “although performed, are simply not reported.” The result “hinders progress in the field, while possibly creating an illusion of progress.”

Rigging the lottery

Fitting benchmarks and experimental setups to models, rather than models to benchmarks, enabled by inconsistent or missing community standards. It need not be intentional.

Main Content

Recommender systems (Sec. 6.1)

  • No well-established evaluation setups or canonical ranked lists. The Netflix Prize data is not widely used for benchmarking; MovieLens (Harper and Konstan, 2015) and Amazon Reviews (He and McAuley, 2016) “generally do not have a canonical test split, metric or evaluation method.” Model comparisons are hard to interpret (Dacrema et al., 2019).
  • Why evaluation is hard: (i) different platforms solve different problems (retrieval, ranking, multitask) needing their own setups; (ii) offline logs create an off-policy evaluation problem (Swaminathan et al., 2016); (iii) real systems train on billions of users and items, so a complete interaction dataset is impossible.
  • Inconsistent tweaks to the same datasets give contradictory results (Rendle et al., 2020; Zheng et al., 2019): some papers use Hit Ratio and NDCG (He et al., 2017), others Recall@K, and “the same methods reverse their performance when a different metric is used.” Holdouts differ: random split (Beutel et al., 2017) vs out-of-time split (Zhang et al., 2020).

Table 4 (App. F): popular offline recommender datasets

DatasetNumber of examplesUsersItemsSparsity
MovieLens 1M1,000,2093,7066,04095.53%
MovieLens 20M13,501,622138,15916,95499.42%
Amazon Product Review (Movies and TV)505K22,147178,08699.98%
Amazon Product Review (Video Games)46K2,67047,06399.96%
Yahoo Movies221,3677,64211,91599.76%
Pinterest1.5M9,91655,18799.73%
Xing1,450,30065,34720,77899.89%
Taobao100M968K4M99.98%
Last.FM42,3461,8723,84699.41%
Book-Crossing172,57619,67620,00399.96%

Transcription note: values are as printed. For MovieLens 1M the printed Users and Items columns look swapped relative to the standard dataset (6,040 users, 3,706 items); this remark is from the note author’s background knowledge, not the paper.

Arcade Learning Environment (Sec. 6.2)

Hundreds of papers use ALE (Atari 2600) under distinct protocols (Machado et al., 2018):

Axis of divergenceVariants cited
Episode terminationGame over (Bellemare et al. 2013 etc.) vs loss of a life during training for some games (Mnih et al. 2016; Wang et al. 2016; van Hasselt et al. 2016)
Frame skipNon-default skipframe in baselines (Mnih et al. 2015)
Evaluation frequencyEvery frames (Pritzel et al. 2017) vs every frames (Mnih et al. 2013, 2016)
Number of games49 (Mnih et al. 2015) vs 57 (van Hasselt et al. 2016; Wang et al. 2016)
Hyperparameter tuningEntire suite as validation (Bellemare et al. 2013) vs per-game tuning (Jaderberg et al. 2016)
Summary statisticsAverage and best run with no variance or standard error (Bellemare et al. 2013); seed variance can create statistically different distributions (Henderson et al. 2018)
StochasticityALE is deterministic, so an open-loop action sequence can be memorised; various incompatible schemes inject stochasticity

Examples

Metric reversal (constructed illustration)

Setup. Two recommenders, X and Y. X places the single true item at rank 1 for 40% of users and outside the top 20 otherwise; Y places it at rank 3 for 90% of users. Recall@5. X = 0.40, Y = 0.90. NDCG@5 (single relevant item, ). X = 0.40·1 = 0.40; Y = 0.90·0.5 = 0.45. Both favour Y here, but if the cutoff were 1, Recall@1 is X = 0.40, Y = 0, and X wins. Interpretation. The ranking depends on the metric cutoff; without a canonical protocol, a team can choose the metric that favours its model. The paper’s point is that this has actually produced reversals between published papers.

Connections

See Also