Weiming Liu 0004

dblp:00/105-4 · DBLP profile ↗
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12ranked-venue papers
4as first author
9since 2021 · last 2025
0000-0002-4262-639XORCID · verified

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Artificial intelligence and machine learning · 11 · 4 first-author · 9 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1Applied, interdisciplinary, general and emerging computing · 1
YearPublicationVenuePosition
2025 Diverse Policies Recovering via Pointwise Mutual Information Weighted Imitation Learning
abstract
Recovering a spectrum of diverse policies from a set of expert trajectories is an important research topic in imitation learning. After determining a latent style for a trajectory, previous diverse polices recovering methods usually employ a vanilla behavioral cloning learning objective conditioned on the latent style, treating each state-action pair in the trajectory with equal importance. Based on an observation that in many scenarios, behavioral styles are often highly relevant with only a subset of state-action pairs, this paper presents a new principled method in diverse polices recovering. In particular, after inferring or assigning a latent style for a trajectory, we enhance the vanilla behavioral cloning by incorporating a weighting mechanism based on pointwise mutual information. This additional weighting reflects the significance of each state-action pair's contribution to learning the style, thus allowing our method to focus on state-action pairs most representative of that style. We provide theoretical justifications for our new objective, and extensive empirical evaluations confirm the effectiveness of our method in recovering diverse polices from expert data.
Jian Yao 0008, Weiming Liu 0004, Hanmin Qin, Hansheng Kong, Kirk Tang, Jiechao Xiong, Chao Yu 0004, Kai Li 0022, Junliang Xing, Hongwu Chen, Juchao Zhuo, Qiang Fu 0016, Haobo Fu
ICLR3
2025 Towards Provably Efficient Learning of Imperfect Information Extensive-Form Games with Linear Function Approximation
abstract
Despite significant advances in learning imperfect information extensive-form games (IIEFGs), most existing theoretical guarantees are limited to IIEFGs in the tabular case. To permit efficient learning of large-scale IIEFGs, we take the first step in studying two-player zero-sum IIEFGs with linear function approximation. In particular, we consider linear IIEFGs in the formulation of partially observable Markov games (POMGs) with linearly parameterized rewards. To address the challenge that the underlying function approximation structure is difficult to directly apply due to the imperfect information of states, we construct the composite "feature vectors" for information set-action pairs. Based on this, we further propose a "least-squares loss estimator", which we call the *fictitious* least-squares loss estimator. Through integrating this estimator with the follow-the-regularized-leader (FTRL) framework, we propose the *fictitious* least-squares follow-the-regularized-leader ($\text{F}^2\text{TRL}$) algorithm, which achieves a provable $\widetilde{\mathcal{O}}(\lambda\sqrt{d H^2 T})$ regret guarantee in the large $T$ regime, where $d$ is the ambient dimension of the feature mapping, $H$ is the horizon length, $\lambda$ is a "balance coefficient" and $T$ is the number of episodes. At the core of the analysis of $\text{F}^2\text{TRL}$ is the leverage of our proposed new "balanced transition" over information set-action space. Additionally, we complement our results with an $\Omega(\sqrt{d\min(d,H)T})$ regret lower bound for this problem and conduct empirical evaluations across various environments, which corroborate the effectiveness of our algorithm.
Canzhe Zhao, Shuze Chen, Weiming Liu 0004, Haobo Fu, Qiang Fu 0016, Shuai Li 0010
UAI3
2023 Opponent-Limited Online Search for Imperfect Information Games
abstract
In recent years, online search has been playing an increasingly important role in imperfect information games (IIGs). Previous online search is known as common-knowledge subgame solving, which has to consider all the states in a common-knowledge closure. This is only computationally tolerable for medium size games, such as poker. To handle larger games, order-1 Knowledge-Limited Subgame Solving (1-KLSS) only considers the states in a knowledge-limited closure, which results in a much smaller subgame. However, 1-KLSS is unsafe. In this paper, we first extend 1-KLSS to Safe-1-KLSS and prove its safeness. To make Safe-1-KLSS applicable to even larger games, we propose Opponent-Limited Subgame Solving (OLSS) to limit how the opponent reaches a subgame and how it acts in the subgame. Limiting the opponent's strategy dramatically reduces the subgame size and improves the efficiency of subgame solving while still preserving some safety in the limit. Experiments in medium size poker show that Safe-1-KLSS and OLSS are orders of magnitude faster than previous common-knowledge subgame solving. Also, OLSS significantly improves the online performance in a two-player Mahjong game, whose game size prohibits the use of previous common-knowledge subgame-solving methods.
Weiming Liu 0004, Haobo Fu, Qiang Fu 0016, Wei Yang 0032
ICML1
2023 Policy Space Diversity for Non-Transitive Games
abstract
Policy-Space Response Oracles (PSRO) is an influential algorithm framework for approximating a Nash Equilibrium (NE) in multi-agent non-transitive games. Many previous studies have been trying to promote policy diversity in PSRO. A major weakness with existing diversity metrics is that a more diverse (according to their diversity metrics) population does not necessarily mean (as we proved in the paper) a better approximation to a NE. To alleviate this problem, we propose a new diversity metric, the improvement of which guarantees a better approximation to a NE. Meanwhile, we develop a practical and well-justified method to optimize our diversity metric using only state-action samples. By incorporating our diversity regularization into the best response solving of PSRO, we obtain a new PSRO variant, \textit{Policy Space Diversity} PSRO (PSD-PSRO). We present the convergence property of PSD-PSRO. Empirically, extensive experiments on single-state games, Leduc, and Goofspiel demonstrate that PSD-PSRO is more effective in producing significantly less exploitable policies than state-of-the-art PSRO variants.
Jian Yao 0008, Weiming Liu 0004, Haobo Fu, Yaodong Yang 0001, Stephen McAleer, Qiang Fu 0016, Wei Yang 0032
NeurIPS2
2023 Model-Free Neural Counterfactual Regret Minimization With Bootstrap Learning
abstract
Counterfactual regret minimization (CFR) has achieved many fascinating results in solving large-scale imperfect information games (IIGs). Neural network approximation CFR (neural CFR) is one of the promising techniques that can reduce computation and memory consumption by generalizing decision information between similar states. Current neural CFR algorithms have to approximate cumulative regrets. However, efficient and accurate approximation in a large-scale IIG is still a tough challenge. In this article, a new CFR variant, recursive CFR (ReCFR), is proposed. In ReCFR, recursive substitute values (RSVs) are learned and used to replace cumulative regrets. It is proven that ReCFR can converge to a Nash equilibrium at a rate of$O({1}/{\sqrt{T}})$. Based on ReCFR, a new model-free neural CFR with bootstrap learning, neural ReCFR-B, is proposed. Due to the recursive and noncumulative nature of RSVs, neural ReCFR-B has lower variance training targets than other neural CFRs. Experimental results show that neural ReCFR-B is competitive with the state-of-the-art neural CFR algorithms at a much lower training cost.
Weiming Liu 0004, Bin Li 0025, Julian Togelius
IEEE Trans. Games1
2022 Actor-Critic Policy Optimization in a Large-Scale Imperfect-Information Game
Haobo Fu, Weiming Liu 0004, Kai Li 0022, Junliang Xing, Bin Li 0025, Qiang Fu 0016, Wei Yang 0032
ICLR2
2022 Equivalence Analysis between Counterfactual Regret Minimization and Online Mirror Descent
abstract
Follow-the-Regularized-Leader (FTRL) and Online Mirror Descent (OMD) are regret minimization algorithms for Online Convex Optimization (OCO), they are mathematically elegant but less practical in solving Extensive-Form Games (EFGs). Counterfactual Regret Minimization (CFR) is a technique for approximating Nash equilibria in EFGs. CFR and its variants have a fast convergence rate in practice, but their theoretical results are not satisfactory. In recent years, researchers have been trying to link CFRs with OCO algorithms, which may provide new theoretical results and inspire new algorithms. However, existing analysis is restricted to local decision points. In this paper, we show that CFRs with Regret Matching and Regret Matching+ are equivalent to special cases of FTRL and OMD, respectively. According to these equivalences, a new FTRL and a new OMD algorithm, which can be considered as extensions of vanilla CFR and CFR+, are derived. The experimental results show that the two variants converge faster than conventional FTRL and OMD, even faster than vanilla CFR and CFR+ in some EFGs.
Weiming Liu 0004, Huacong Jiang, Bin Li 0025, Houqiang Li
ICML1
2022 Greedy when Sure and Conservative when Uncertain about the Opponents
abstract
We develop a new approach, named Greedy when Sure and Conservative when Uncertain (GSCU), to competing online against unknown and nonstationary opponents. GSCU improves in four aspects: 1) introduces a novel way of learning opponent policy embeddings offline; 2) trains offline a single best response (conditional additionally on our opponent policy embedding) instead of a finite set of separate best responses against any opponent; 3) computes online a posterior of the current opponent policy embedding, without making the discrete and ineffective decision which type the current opponent belongs to; and 4) selects online between a real-time greedy policy and a fixed conservative policy via an adversarial bandit algorithm, gaining a theoretically better regret than adhering to either. Experimental studies on popular benchmarks demonstrate GSCU’s superiority over the state-of-the-art methods. The code is available online at \url{https://github.com/YeTianJHU/GSCU}.
Haobo Fu, Hongxiang Yu, Weiming Liu 0004, Jiechao Xiong, Ying Wen 0001, Kai Li 0022, Junliang Xing, Qiang Fu 0016, Wei Yang 0032
ICML4
2022 Faster Optimistic Online Mirror Descent for Extensive-Form Games
Huacong Jiang, Weiming Liu 0004, Bin Li 0025
PRICAI (1)2
2019 Cooperative Co-evolution with Soft Grouping for Large Scale Global Optimization
abstract
Cooperative Co-evolution (CC) is a promising framework to scale up conventional evolutionary algorithms for large scale global optimization (LSGO) problems. However, how to group decision variables is still a problem while there is no prior knowledge about the dependence relationship between variables. In this paper, a new kind of CC algorithm called Soft Grouping Cooperative Co-evolution (SGCC) is proposed to tackle the problem. Instead of explicitly dividing variables into multiple groups, the algorithm softly assigns variables into multiple groups by controlling the degree of membership of variables to the groups. In this work, the degree of membership is controlled by a probability distribution function. The experimental investigation shows that Soft Grouping CC is better than the explicit grouping CC on partially separable and non-separable problems.
Weiming Liu 0004, Yinda Zhou, Bin Li 0025, Ke Tang 0001
CEC1
2019 Enhancing Rolling Horizon Evolution with Policy and Value Networks
abstract
Rolling Horizon Evolutionary Algorithm (RHEA) is an online planning method for real-time game playing; its performance is closely related to the planning horizon and the search cost allowed. In this paper, we propose to learn a prior for RHEA in an offline manner by training a value network and a policy network. The value network is used to reduce the planning horizon by providing an estimation of future rewards, and the policy network is used to initialize the population, which helps to narrow down the search scope. The proposed algorithm, named prior-based RHEA (p-RHEA), trains policy and value networks by performing planning and learning iteratively. In the planning stage, the horizon-limited search is performed to improve the policies and collect training samples with the help of the learned networks. In the learning stage, the policy network and value network are trained with the collected samples to learn better prior knowledge. Experimental results on OpenAI MuJoCo tasks show that the performance of the proposed p- RHEA is significantly improved compared to that of RHEA.
Weiming Liu 0004, Bin Li 0025
CoG2
2019 Efficient Online Hyperparameter Adaptation for Deep Reinforcement Learning
Yinda Zhou, Weiming Liu 0004, Bin Li 0025
EvoApplications2