Graph Contrastive Learning (GCL), learning the node representations by augmenting graphs, has attracted considerable attentions. Despite the proliferation of various graph augmentation strategies, some fundamental questions still remain unclear: what information is essentially encoded into the learned representations by GCL? Are there some general graph augmentation rules behind different augmentations? If so, what are they and what insights can they bring? In this paper, we answer these questions by establishing the connection between GCL and graph spectrum. By an experimental investigation in spectral domain, we firstly find the General grAph augMEntation (GAME) rule for GCL, i.e., the difference of the high-frequency parts between two augmented graphs should be larger than that of low-frequency parts. This rule reveals the fundamental principle to revisit the current graph augmentations and design new effective graph augmentations. Then we theoretically prove that GCL is able to learn the invariance information by contrastive invariance theorem, together with our GAME rule, for the first time, we uncover that the learned representations by GCL essentially encode the low-frequency information, which explains why GCL works. Guided by this rule, we propose a spectral graph contrastive learning module (SpCo), which is a general and GCL-friendly plug-in. We combine it with different existing GCL models, and extensive experiments well demonstrate that it can further improve the performances of a wide variety of different GCL methods.
翻译:对比图形学习( GCL), 通过增加图形来学习节点表达方式, 吸引了相当多的注意力。 尽管各种图形增强战略激增, 一些基本问题仍然不清楚: 哪些信息基本上被编入GCL 的学术表述方式中? 不同增强方式背后是否有一般的图形增强规则? 如果是这样, 它们是什么以及它们能带来什么洞察力? 在本文件中, 我们通过建立GCL 和图形频谱之间的联系来回答这些问题。 通过在光谱域的实验性调查, 我们首先发现了通用GARAph Augmuntation (GAME) 规则, 即两个高频部分在GAL 中的差异应该大于低频部分的表达方式。 这一规则揭示了重新审视当前图形增强方式和设计新的有效图形增强方式的基本原则。 然后我们理论上证明GCL能够通过对比性表达变化的信息, 以及我们的GAME规则, 我们发现, GCL 所学的GL 基本上将低频谱信息编码化为低频谱信息, 并且我们用 GGCL 的模型来演示一个不同的模型, 。