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Hyokun Yun

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Published work

9 published item(s)

preprint2026arXiv

Synthetic Users, Real Differences: an Evaluation Framework for User Simulation in Multi-Turn Conversations

There is growing interest in exploring user simulation as an alternative to gathering and scoring real user-chatbot interactions for AI chatbot evaluation. For this purpose, it is important to ensure the realism of the simulation, i.e., the extent to which simulated dialogues reflect real dialogues users have with chatbots. Most existing methods evaluating simulation realism produce coarse quality signal and remain solely at the level of individual dialogues. To support more rigorous evaluation in this area, we propose realsim, an evaluation framework that enables practitioners to take a distributional view of real vs. simulated dialogues along 8 dimensions, covering attributes related to the communicative functions of the interaction, user states, and the surface form of user messages. We then instantiate the framework with a curated dataset of 1K multi-turn task-focused real user-chatbot dialogues that cover 16 domains of chatbot applications. Overall, we find that simulated users tend to struggle at capturing communication frictions that real users introduce to interactions, which could make evaluations based on such simulations overly optimistic. We also observe variability in performance across different domains, which may indicate a need for domain-specific user simulators.

preprint2020arXiv

Tiering as a Stochastic Submodular Optimization Problem

Tiering is an essential technique for building large-scale information retrieval systems. While the selection of documents for high priority tiers critically impacts the efficiency of tiering, past work focuses on optimizing it with respect to a static set of queries in the history, and generalizes poorly to the future traffic. Instead, we formulate the optimal tiering as a stochastic optimization problem, and follow the methodology of regularized empirical risk minimization to maximize the \emph{generalization performance} of the system. We also show that the optimization problem can be cast as a stochastic submodular optimization problem with a submodular knapsack constraint, and we develop efficient optimization algorithms by leveraging this connection.

preprint2016arXiv

WordRank: Learning Word Embeddings via Robust Ranking

Embedding words in a vector space has gained a lot of attention in recent years. While state-of-the-art methods provide efficient computation of word similarities via a low-dimensional matrix embedding, their motivation is often left unclear. In this paper, we argue that word embedding can be naturally viewed as a ranking problem due to the ranking nature of the evaluation metrics. Then, based on this insight, we propose a novel framework WordRank that efficiently estimates word representations via robust ranking, in which the attention mechanism and robustness to noise are readily achieved via the DCG-like ranking losses. The performance of WordRank is measured in word similarity and word analogy benchmarks, and the results are compared to the state-of-the-art word embedding techniques. Our algorithm is very competitive to the state-of-the- arts on large corpora, while outperforms them by a significant margin when the training set is limited (i.e., sparse and noisy). With 17 million tokens, WordRank performs almost as well as existing methods using 7.2 billion tokens on a popular word similarity benchmark. Our multi-node distributed implementation of WordRank is publicly available for general usage.

preprint2014arXiv

A Scalable Asynchronous Distributed Algorithm for Topic Modeling

Learning meaningful topic models with massive document collections which contain millions of documents and billions of tokens is challenging because of two reasons: First, one needs to deal with a large number of topics (typically in the order of thousands). Second, one needs a scalable and efficient way of distributing the computation across multiple machines. In this paper we present a novel algorithm F+Nomad LDA which simultaneously tackles both these problems. In order to handle large number of topics we use an appropriately modified Fenwick tree. This data structure allows us to sample from a multinomial distribution over $T$ items in $O(\log T)$ time. Moreover, when topic counts change the data structure can be updated in $O(\log T)$ time. In order to distribute the computation across multiple processor we present a novel asynchronous framework inspired by the Nomad algorithm of \cite{YunYuHsietal13}. We show that F+Nomad LDA significantly outperform state-of-the-art on massive problems which involve millions of documents, billions of words, and thousands of topics.

preprint2014arXiv

NOMAD: Non-locking, stOchastic Multi-machine algorithm for Asynchronous and Decentralized matrix completion

We develop an efficient parallel distributed algorithm for matrix completion, named NOMAD (Non-locking, stOchastic Multi-machine algorithm for Asynchronous and Decentralized matrix completion). NOMAD is a decentralized algorithm with non-blocking communication between processors. One of the key features of NOMAD is that the ownership of a variable is asynchronously transferred between processors in a decentralized fashion. As a consequence it is a lock-free parallel algorithm. In spite of being an asynchronous algorithm, the variable updates of NOMAD are serializable, that is, there is an equivalent update ordering in a serial implementation. NOMAD outperforms synchronous algorithms which require explicit bulk synchronization after every iteration: our extensive empirical evaluation shows that not only does our algorithm perform well in distributed setting on commodity hardware, but also outperforms state-of-the-art algorithms on a HPC cluster both in multi-core and distributed memory settings.

preprint2014arXiv

Ranking via Robust Binary Classification and Parallel Parameter Estimation in Large-Scale Data

We propose RoBiRank, a ranking algorithm that is motivated by observing a close connection between evaluation metrics for learning to rank and loss functions for robust classification. The algorithm shows a very competitive performance on standard benchmark datasets against other representative algorithms in the literature. On the other hand, in large scale problems where explicit feature vectors and scores are not given, our algorithm can be efficiently parallelized across a large number of machines; for a task that requires 386,133 x 49,824,519 pairwise interactions between items to be ranked, our algorithm finds solutions that are of dramatically higher quality than that can be found by a state-of-the-art competitor algorithm, given the same amount of wall-clock time for computation.

preprint2012arXiv

Efficiently Sampling Multiplicative Attribute Graphs Using a Ball-Dropping Process

We introduce a novel and efficient sampling algorithm for the Multiplicative Attribute Graph Model (MAGM - Kim and Leskovec (2010)}). Our algorithm is \emph{strictly} more efficient than the algorithm proposed by Yun and Vishwanathan (2012), in the sense that our method extends the \emph{best} time complexity guarantee of their algorithm to a larger fraction of parameter space. Both in theory and in empirical evaluation on sparse graphs, our new algorithm outperforms the previous one. To design our algorithm, we first define a stochastic \emph{ball-dropping process} (BDP). Although a special case of this process was introduced as an efficient approximate sampling algorithm for the Kronecker Product Graph Model (KPGM - Leskovec et al. (2010)}), neither \emph{why} such an approximation works nor \emph{what} is the actual distribution this process is sampling from has been addressed so far to the best of our knowledge. Our rigorous treatment of the BDP enables us to clarify the rational behind a BDP approximation of KPGM, and design an efficient sampling algorithm for the MAGM.

preprint2012arXiv

Quilting Stochastic Kronecker Product Graphs to Generate Multiplicative Attribute Graphs

We describe the first sub-quadratic sampling algorithm for the Multiplicative Attribute Graph Model (MAGM) of Kim and Leskovec (2010). We exploit the close connection between MAGM and the Kronecker Product Graph Model (KPGM) of Leskovec et al. (2010), and show that to sample a graph from a MAGM it suffices to sample small number of KPGM graphs and \emph{quilt} them together. Under a restricted set of technical conditions our algorithm runs in $O((\log_2(n))^3 |E|)$ time, where $n$ is the number of nodes and $|E|$ is the number of edges in the sampled graph. We demonstrate the scalability of our algorithm via extensive empirical evaluation; we can sample a MAGM graph with 8 million nodes and 20 billion edges in under 6 hours.

preprint2011arXiv

Using Logistic Regression to Analyze the Balance of a Game: The Case of StarCraft II

Recently, the market size of online game has been increasing astonishingly fast, and so does the importance of good game design. In online games, usually a human user competes with others, so the fairness of the game system to all users is of great importance not to lose interests of users on the game. Furthermore, the emergence and success of electronic sports (e-sports) and professional gaming which specially talented gamers compete with others draws more attention on whether they are competing in the fair environment. No matter how fierce the debates are in the game-design community, it is rarely the case that one employs statistical analysis to answer this question seriously. But considering the fact that we can easily gather large amount of user behavior data on games, it seems potentially beneficial to make use of this data to aid making decisions on design problems of games. Actually, modern games do not aim to perfectly design the game at once: rather, they first release the game, and then monitor users' behavior to better balance the game. In such a scenario, statistical analysis can be particularly helpful. Specifically, we chose to analyze the balance of StarCraft II, which is a very successful recently-released real-time strategy (RTS) game. It is a central icon in current e-Sports and professional gaming community: from April 1st to 15th, there were 18 tournaments of StarCraft II. However, there is endless debate on whether the winner of the tournament is actually superior to others, or it is largely due to certain design flaws of the game. In this paper, we aim to answer such a question using traditional statistical tool, logistic regression.