Baoxiang Wang 0001

dblp:145/9873 · DBLP profile ↗
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42ranked-venue papers
3as first author
34since 2021 · last 2025
0000-0002-2997-0970ORCID · conflict

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 38 · 3 first-author · 32 since 2021Graphics, computer vision, multimedia, augmented reality and games · 10 · 1 first-author · 7 since 2021Databases, data management, data science and information retrieval · 3 · 3 since 2021Software engineering, systems software and programming languages · 1Theory of computation · 1Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2025 Last-iterate Convergence in Regularized Graphon Mean Field Game
abstract
To model complex real-world systems, such as traders in stock markets, or the dissemination of contagious diseases, graphon mean-field games (GMFG) have been proposed to model many agents. Despite the empirical success, our understanding of GMFG is limited. Popular algorithms such as mirror descent are deployed but remain unknown for their convergence properties. In this work, we give the first last-iterate convergence rate of mirror descent in regularized monotone GMFG. In tabular monotone GMFG with finite state and action spaces and under bandit feedback, we show a last-iterate convergence rate of O(T^{-1/4}). Moreover, when exact knowledge of costs and transitions is available, we improve this convergence rate to O(T^{-1}), matching the existing convergence rate observed in strongly convex games. In linear GMFG, our algorithm achieves a last-iterate convergence rate of O(T^{-1/5}). Finally, we verify the performance of the studied algorithms by empirically testing them against fictitious play in a variety of tasks.
Jing Dong 0008, Baoxiang Wang 0001, Yaoliang Yu
AAAI2
2025 Logarithmic Regret for Linear Markov Decision Processes with Adversarial Corruptions
Canzhe Zhao, Xiangcheng Zhang, Baoxiang Wang 0001, Shuai Li 0010
AAAI3
2025 Multi-Agent Credit Assignment with Pretrained Language Models
abstract
The difficulty of appropriately assigning credit is particularly heightened in cooperative MARL with sparse reward, due to the concurrent time and structural scales involved. Automatic subgoal generation (ASG) has recently emerged as a viable MARL approach inspired by utilizing subgoals in intrinsically motivated reinforcement learning. However, end-to-end learning of complex task planning from sparse rewards without prior knowledge, undoubtedly requires massive training samples. Moreover, the diversity-promoting nature of existing ASG methods can lead to the "over-representation" of subgoals, generating numerous spurious subgoals of limited relevance to the actual task reward and thus decreasing the sample efficiency of the algorithm. To address this problem and inspired by the disentangled representation learning, we propose a novel "disentangled" decision-making method, Semantically Aligned task decomposition in MARL (SAMA), that prompts pretrained language models with chain-of-thought that can suggest potential goals, provide suitable goal decomposition and subgoal allocation as well as self-reflection-based replanning. Additionally, SAMA incorporates language-grounded MARL to train each agent’s subgoal-conditioned policy. SAMA demonstrates considerable advantages in sample efficiency compared to state-of-the-art ASG methods, as evidenced by its performance on two challenging sparse-reward tasks, Overcooked and MiniRTS. The code is available at \url{https://anonymous.4open.science/r/SAMA/.}
Wenhao Li 0001, Baoxiang Wang 0001, Xiangfeng Wang 0001, Hao Shen 0002, Bo Jin 0003, Hongyuan Zha
AISTATS3
2025 Learning to Negotiate via Voluntary Commitment
abstract
The partial alignment and conflict of autonomous agents lead to mixed-motive scenarios in many real-world applications. However, agents may fail to cooperate in practice even when cooperation yields a better outcome. One well known reason for this failure comes from non-credible commitments. To facilitate commitments among agents for better cooperation, we define Markov Commitment Games (MCGs), a variant of commitment games, where agents can voluntarily commit to their proposed future plans. Based on MCGs, we propose a learnable commitment protocol via policy gradients. We further propose incentive-compatible learning to accelerate convergence to equilibria with better social welfare. Experimental results in challenging mixed-motive tasks demonstrate faster empirical convergence and higher returns for our method compared with its counterparts. Our code is available at \url{https://github.com/shuhui-zhu/DCL.}
Shuhui Zhu, Baoxiang Wang 0001, Sriram Ganapathi Subramanian, Pascal Poupart
AISTATS2
2025 Learning to Communicate Through Implicit Communication Channels
abstract
Effective communication is an essential component in collaborative multi-agent systems. Situations where explicit messaging is not feasible have been common in human society throughout history, which motivate the study of implicit communication. Previous works on learning implicit communication mostly rely on theory of mind (ToM), where agents infer the mental states and intentions of others by interpreting their actions. However, ToM-based methods become less effective in making accurate inferences in complex tasks. In this work, we propose the Implicit Channel Protocol (ICP) framework, which allows agents to communicate through implicit communication channels similar to the explicit ones. ICP leverages a subset of actions, denoted as the scouting actions, and a mapping between information and these scouting actions that encodes and decodes the messages. We propose training algorithms for agents to message and act, including learning with a randomly initialized information map and with a delayed information map. The efficacy of ICP has been tested on the tasks of Guessing Numbers, Revealing Goals, and Hanabi, where ICP significantly outperforms baseline methods through more efficient information transmission.
Binbin Chen 0005, Tieying Zhang, Baoxiang Wang 0001
ICLR4
2025 Tackling Data Corruption in Offline Reinforcement Learning via Sequence Modeling
abstract
Learning policy from offline datasets through offline reinforcement learning (RL) holds promise for scaling data-driven decision-making while avoiding unsafe and costly online interactions. However, real-world data collected from sensors or humans often contains noise and errors, posing a significant challenge for existing offline RL methods, particularly when the real-world data is limited. Our study reveals that prior research focusing on adapting predominant offline RL methods based on temporal difference learning still falls short under data corruption when the dataset is limited. In contrast, we discover that vanilla sequence modeling methods, such as Decision Transformer, exhibit robustness against data corruption, even without specialized modifications. To unlock the full potential of sequence modeling, we propose **R**obust **D**ecision **T**ransformer (**RDT**) by incorporating three simple yet effective robust techniques: embedding dropout to improve the model's robustness against erroneous inputs, Gaussian weighted learning to mitigate the effects of corrupted labels, and iterative data correction to eliminate corrupted data from the source. Extensive experiments on MuJoCo, Kitchen, and Adroit tasks demonstrate RDT's superior performance under various data corruption scenarios compared to prior methods. Furthermore, RDT exhibits remarkable robustness in a more challenging setting that combines training-time data corruption with test-time observation perturbations. These results highlight the potential of sequence modeling for learning from noisy or corrupted offline datasets, thereby promoting the reliable application of offline RL in real-world scenarios. Our code is available at https://github.com/jiawei415/RobustDecisionTransformer。
Rui Yang 0010, Feng Luo 0003, Baoxiang Wang 0001, Lei Han 0001
ICLR6
2025 The adaptive complexity of parallelized log-concave sampling
Huanjian Zhou, Baoxiang Wang 0001, Masashi Sugiyama
ICLR2
2025 Improved Approximation Algorithms for k-Submodular Maximization via Multilinear Extension
abstract
We investigate a generalized form of submodular maximization, referred to as $k$-submodular maximization, with applications across the domains of social networks and machine learning. In this work, we propose the multilinear extension of $k$-submodular functions and unified Frank-Wolfe-type frameworks based on that. This continuous framework accommodates 1) monotone or non-monotone functions, and 2) various constraint types including matroid constraints, knapsack constraints, and their combinations. Notably, we attain an asymptotically optimal $1/2$-approximation for monotone $k$-submodular maximization problems with knapsack constraints, surpassing previous $1/3$-approximation results, and a factor-$1/3$ approximation for non-monotone $k$-submodular maximization problems with knapsack constraints and matroid constraints which outperforms previous $0.245$-approximation results. The foundation for our analysis stems from new insights into specific linear and monotone properties pertaining to the multilinear extension.
Huanjian Zhou, Lingxiao Huang, Baoxiang Wang 0001
ICLR3
2025 Reward Translation via Reward Machine in Semi-Alignable MDPs
abstract
Addressing reward design complexities in deep reinforcement learning is facilitated by knowledge transfer across different domains. To this end, we define reward translation to describe the cross-domain reward transfer problem. However, current methods struggle with non-pairable and non-time-alignable incompatible MDPs. This paper presents an adaptable reward translation framework neural reward translation featuring semi-alignable MDPs, which allows efficient reward translation under relaxed constraints while handling the intricacies of incompatible MDPs. Given the inherent difficulty of directly mapping semi-alignable MDPs and transferring rewards, we introduce an indirect mapping method through reward machines, created using limited human input or LLM-based automated learning. Graph-matching techniques establish links between reward machines from distinct environments, thus enabling cross-domain reward translation within semi-alignable MDP settings. This broadens the applicability of DRL across multiple domains. Experiments substantiate our approach’s effectiveness in tasks under environments with semi-alignable MDPs.
Yun Hua, Wenhao Li 0001, Bo Jin 0003, Baoxiang Wang 0001, Hongyuan Zha, Xiangfeng Wang 0002
ICML5
2025 A Comprehensive Framework for Analyzing the Convergence of Adam: Bridging the Gap with SGD
abstract
Adaptive moment estimation (Adam) is a cornerstone optimization algorithm in deep learning, widely recognized for its flexibility with adaptive learning rates and efficiency in handling large-scale data. However, despite its practical success, the theoretical understanding of Adam's convergence has been constrained by stringent assumptions, such as almost surely bounded stochastic gradients or uniformly bounded gradients, which are more restrictive than those typically required for analyzing stochastic gradient descent (SGD). In this paper, we introduce a novel and comprehensive framework for analyzing the convergence properties of Adam. This framework offers a versatile approach to establishing Adam's convergence. Specifically, we prove that Adam achieves asymptotic (last iterate sense) convergence in both the almost sure sense and the \(L_1\) sense under the relaxed assumptions typically used for SGD, namely \(L\)-smoothness and the ABC inequality. Meanwhile, under the same assumptions, we show that Adam attains non-asymptotic sample complexity bounds similar to those of SGD.
Ruinan Jin, Yaoliang Yu, Baoxiang Wang 0001
ICML4
2025 Learning Imperfect Information Extensive-form Games with Last-iterate Convergence under Bandit Feedback
abstract
We investigate learning approximate Nash equilibrium (NE) policy profiles in two-player zero-sum imperfect information extensive-form games (IIEFGs) with last-iterate convergence guarantees. Existing algorithms either rely on full-information feedback or provide only asymptotic convergence rates. In contrast, we focus on the bandit feedback setting, where players receive feedback solely from the rewards associated with the experienced information set and action pairs in each episode. Our proposed algorithm employs a negentropy regularizer weighted by a "virtual transition" over the information set-action space to facilitate an efficient approximate policy update. Through a carefully designed virtual transition and leveraging the entropy regularization technique, we demonstrate finite-time last-iterate convergence to the NE with a rate of $\widetilde{\mathcal{O}}(k^{-\frac{1}{8}})$ under bandit feedback in each episode $k$. Empirical evaluations across various IIEFG instances show its competitive performance compared to baseline methods.
Canzhe Zhao, Yutian Cheng, Jing Dong 0008, Baoxiang Wang 0001, Shuai Li 0010
ICML4
2025 Uncoupled and Convergent Learning in Monotone Games under Bandit Feedback
abstract
We study the problem of no-regret learning algorithms for general monotone and smooth games and their last-iterate convergence properties. Specifically, we investigate the problem under bandit feedback and strongly uncoupled dynamics, which allows modular development of the multi-player system that applies to a wide range of real applications. We propose a mirror-descent-based algorithm, which converges in $O(T^{-1/4})$ and is also no-regret. The result is achieved by a dedicated use of two regularizations and the analysis of the fixed point thereof. The convergence rate is further improved to $O(T^{-1/2})$ in the case of strongly monotone games. Motivated by practical tasks where the game evolves over time, the algorithm is extended to time-varying monotone games. We provide the first non-asymptotic result in converging monotone games and give improved results for equilibrium tracking games.
Jing Dong 0008, Baoxiang Wang 0001, Yaoliang Yu
NeurIPS2
2025 Scalable Exploration via Ensemble++
abstract
Thompson Sampling is a principled method for balancing exploration and exploitation, but its real-world adoption faces computational challenges in large-scale or non-conjugate settings. While ensemble-based approaches offer partial remedies, they typically require prohibitively large ensemble sizes. We propose Ensemble++, a scalable exploration framework using a novel shared-factor ensemble architecture with random linear combinations. For linear bandits, we provide theoretical guarantees showing that Ensemble++ achieves regret comparable to exact Thompson Sampling with only $\Theta(d \log T)$ ensemble sizes--significantly outperforming prior methods. Crucially, this efficiency holds across both compact and finite action sets with either time-invariant or time-varying contexts without configuration changes. We extend this theoretical foundation to nonlinear rewards by replacing fixed features with learnable neural representations while preserving the same incremental update principle, effectively bridging theory and practice for real-world tasks. Comprehensive experiments across linear, quadratic, neural, and GPT-based contextual bandits validate our theoretical findings and demonstrate Ensemble++'s superior regret-computation tradeoff versus state-of-the-art methods.
Yingru Li, Baoxiang Wang 0001, Zhi-Quan Luo
NeurIPS3
2025 ADG: Ambient Diffusion-Guided Dataset Recovery for Corruption-Robust Offline Reinforcement Learning
abstract
Real-world datasets collected from sensors or human inputs are prone to noise and errors, posing significant challenges for applying offline reinforcement learning (RL). While existing methods have made progress in addressing corrupted actions and rewards, they remain insufficient for handling corruption in high-dimensional state spaces and for cases where multiple elements in the dataset are corrupted simultaneously. Diffusion models, known for their strong denoising capabilities, offer a promising direction for this problem—but their tendency to overfit noisy samples limits their direct applicability. To overcome this, we propose **A**mbient **D**iffusion-**G**uided Dataset Recovery (**ADG**), a novel approach that pioneers the use of diffusion models to tackle data corruption in offline RL. First, we introduce Ambient Denoising Diffusion Probabilistic Models (DDPM) from approximated distributions, which enable learning on partially corrupted datasets with theoretical guarantees. Second, we use the noise-prediction property of Ambient DDPM to distinguish between clean and corrupted data, and then use the clean subset to train a standard DDPM. Third, we employ the trained standard DDPM to refine the previously identified corrupted data, enhancing data quality for subsequent offline RL training. A notable strength of ADG is its versatility—it can be seamlessly integrated with any offline RL algorithm. Experiments on a range of benchmarks, including MuJoCo, Kitchen, and Adroit, demonstrate that ADG effectively mitigates the impact of corrupted data and improves the robustness of offline RL under various noise settings, achieving state-of-the-art results.
Zeyuan Liu, Zhihe Yang, Rui Yang 0010, Jiafei Lyu, Baoxiang Wang 0001, Yunjian Xu, Xiu Li 0001
NeurIPS6
2024 Relative Policy-Transition Optimization for Fast Policy Transfer
abstract
We consider the problem of policy transfer between two Markov Decision Processes (MDPs). We introduce a lemma based on existing theoretical results in reinforcement learning to measure the relativity gap between two arbitrary MDPs, that is the difference between any two cumulative expected returns defined on different policies and environment dynamics. Based on this lemma, we propose two new algorithms referred to as Relative Policy Optimization (RPO) and Relative Transition Optimization (RTO), which offer fast policy transfer and dynamics modelling, respectively. RPO transfers the policy evaluated in one environment to maximize the return in another, while RTO updates the parameterized dynamics model to reduce the gap between the dynamics of the two environments. Integrating the two algorithms results in the complete Relative Policy-Transition Optimization (RPTO) algorithm, in which the policy interacts with the two environments simultaneously, such that data collections from two environments, policy and transition updates are completed in one closed loop to form a principled learning framework for policy transfer. We demonstrate the effectiveness of RPTO on a set of MuJoCo continuous control tasks by creating policy transfer problems via variant dynamics.
Yizheng Zhang, Baoxiang Wang 0001, Lei Han 0001
AAAI4
2024 Convergence to Nash Equilibrium and No-regret Guarantee in (Markov) Potential Games
abstract
In this work, we study potential games and Markov potential games under stochastic cost and bandit feedback. We propose a variant of the Frank-Wolfe algorithm with sufficient exploration and recursive gradient estimation, which provably converges to the Nash equilibrium while attaining sublinear regret for each individual player. Our algorithm simultaneously achieves a Nash regret and a regret bound of $O(T^{4/5})$ for potential games, which matches the best available result, without using additional projection steps. Through carefully balancing the reuse of past samples and exploration of new samples, we then extend the results to Markov potential games and improve the best available Nash regret from $O(T^{5/6})$ to $O(T^{4/5})$. Moreover, our algorithm requires no knowledge of the game, such as the distribution mismatch coefficient, which provides more flexibility in its practical implementation. Experimental results corroborate our theoretical findings and underscore the practical effectiveness of our method.
Jing Dong 0008, Baoxiang Wang 0001, Yaoliang Yu
AISTATS2
2024 On Stationary Point Convergence of PPO-Clip
abstract
Proximal policy optimization (PPO) has gained popularity in reinforcement learning (RL). Its PPO-Clip variant is one the most frequently implemented algorithms and is one of the first-to-try algorithms in RL tasks. This variant uses a clipped surrogate objective function not typically found in other algorithms. Many works have demonstrated the practical performance of PPO-Clip, but the theoretical understanding of it is limited to specific settings. In this work, we provide a comprehensive analysis that shows the stationary point convergence of PPO-Clip and the convergence rate thereof. Our analysis is new and overcomes many challenges, including the non-smooth nature of the clip operator, the potentially unbounded score function, and the involvement of the ratio of two stochastic policies. Our results and techniques might share new insights into PPO-Clip.
Ruinan Jin, Shuai Li 0010, Baoxiang Wang 0001
ICLR3
2024 Carbon Market Simulation with Adaptive Mechanism Design
Wenhao Li 0001, Hongyuan Zha, Baoxiang Wang 0001
IJCAI4
2024 Online Control with Adversarial Disturbance for Continuous-time Linear Systems
abstract
We study online control for continuous-time linear systems with finite sampling rates, where the objective is to design an online procedure that learns under non-stochastic noise and performs comparably to a fixed optimal linear controller. We present a novel two-level online algorithm, by integrating a higher-level learning strategy and a lower-level feedback control strategy. This method offers a practical and robust solution for online control, which achieves sublinear regret. Our work provides the first nonasymptotic results for controlling continuous-time linear systems with finite number of interactions with the system. Moreover, we examine how to train an agent in domain randomization environments from a non-stochastic control perspective. By applying our method to the SAC (Soft Actor-Critic) algorithm, we achieved improved results in multiple reinforcement learning tasks within domain randomization environments. Our work provides new insights into non-asymptotic analyses of controlling continuous-time systems. Furthermore, our work brings practical intuition into controller learning under non-stochastic environments.
Jing Dong 0008, Can Chang, Baoxiang Wang 0001, Jingzhao Zhang
NeurIPS4
2024 Few-Shot Diffusion Models Escape the Curse of Dimensionality
abstract
While diffusion models have demonstrated impressive performance, there is a growing need for generating samples tailored to specific user-defined concepts. The customized requirements promote the development of few-shot diffusion models, which use limited $n_{ta}$ target samples to fine-tune a pre-trained diffusion model trained on $n_s$ source samples. Despite the empirical success, no theoretical work specifically analyzes few-shot diffusion models. Moreover, the existing results for diffusion models without a fine-tuning phase can not explain why few-shot models generate great samples due to the curse of dimensionality. In this work, we analyze few-shot diffusion models under a linear structure distribution with a latent dimension $d$. From the approximation perspective, we prove that few-shot models have a $\widetilde{O}(n_s^{-2/d}+n_{ta}^{-1/2})$ bound to approximate the target score function, which is better than $n_{ta}^{-2/d}$ results. From the optimization perspective, we consider a latent Gaussian special case and prove that the optimization problem has a closed-form minimizer. This means few-shot models can directly obtain an approximated minimizer without a complex optimization process. Furthermore, we also provide the accuracy bound $\widetilde{O}(1/n_{ta}+1/\sqrt{n_s})$ for the empirical solution, which still has better dependence on $n_{ta}$ compared to $n_s$. The results of the real-world experiments also show that the models obtained by only fine-tuning the encoder and decoder specific to the target distribution can produce novel images with the target feature, which supports our theoretical results.
Ruofeng Yang, Cheng Chen 0015, Ruinan Jin, Baoxiang Wang 0001, Shuai Li 0010
NeurIPS5
2024 Online Policy Optimization for Robust Markov Decision Process
abstract
Reinforcement learning (RL) has exceeded human performance in many synthetic settings such as video games and Go. However, real-world deployment of end-to-end RL models is less common, as RL models can be very sensitive to perturbations in the environment. The robust Markov decision process (MDP) framework—in which the transition probabilities belong to an uncertainty set around a nominal model—provides one way to develop robust models. While previous analysis for robust MDP shows RL algorithms are effective assuming access to a generative model, it remains unclear whether RL can be efficient under a more realistic online setting, which requires a careful balance between exploration and exploitation. In this work, we consider online robust MDP by interacting with an unknown nominal system. We propose a robust optimistic policy optimization algorithm that is provably efficient. To address the additional uncertainty caused by an adversarial environment, our model features a new optimistic update rule derived via Fenchel conjugates. Our analysis establishes the first regret bound for online robust MDPs.
Jing Dong 0008, Baoxiang Wang 0001, Jingzhao Zhang
UAI3
2024 Convergence to Equilibrium of No-Regret Dynamics in Congestion Games
Volkan Cevher, Wei Chen 0020, Leello Tadesse Dadi, Jing Dong 0008, Ioannis Panageas, Stratis Skoulakis, Luca Viano, Baoxiang Wang 0001, Siwei Wang 0002, Jingyu Wu
WINE8
2024 Learning Fair Representations via Distance Correlation Minimization
abstract
As machine learning algorithms are increasingly deployed for high-impact automated decision-making, the presence of bias (in datasets or tasks) gradually becomes one of the most critical challenges in machine learning applications. Such challenges range from the bias of race in face recognition to the bias of gender in hiring systems, where race and gender can be denoted as sensitive attributes. In recent years, much progress has been made in ensuring fairness and reducing bias in standard machine learning settings. Among them, learning fair representations with respect to the sensitive attributes has attracted increasing attention due to its flexibility in learning the rich representations based on advances in deep learning. In this article, we propose graph-fair, an algorithmic approach to learning fair representations under the graph Laplacian regularization, which reduces the separation between groups and the clustering within a group by encoding the sensitive attribute information into the graph. We have theoretically proved the underlying connection between graph regularization and distance correlation and show that the latter can be regarded as a standardized version of the former, with an additional advantage of being scale-invariant. Therefore, we naturally adopt the distance correlation as the fairness constraint to decrease the dependence between sensitive attributes and latent representations, called dist-fair. In contrast to existing approaches using measures of dependency and adversarial generators, both graph-fair and dist-fair provide simple fairness constraints, which eliminate the need for parameter tuning (e.g., choosing kernels) and introducing adversarial networks. Experiments conducted on real-world corpora indicate that our proposed fairness constraints applied for representation learning can provide better tradeoffs between fairness and utility results than existing approaches.
Dandan Guo, Chaojie Wang 0001, Baoxiang Wang 0001, Hongyuan Zha
IEEE Trans. Neural Networks Learn. Syst.3
2023 Learning from Good Trajectories in Offline Multi-Agent Reinforcement Learning
abstract
Offline multi-agent reinforcement learning (MARL) aims to learn effective multi-agent policies from pre-collected datasets, which is an important step toward the deployment of multi-agent systems in real-world applications. However, in practice, each individual behavior policy that generates multi-agent joint trajectories usually has a different level of how well it performs. e.g., an agent is a random policy while other agents are medium policies. In the cooperative game with global reward, one agent learned by existing offline MARL often inherits this random policy, jeopardizing the utility of the entire team. In this paper, we investigate offline MARL with explicit consideration on the diversity of agent-wise trajectories and propose a novel framework called Shared Individual Trajectories (SIT) to address this problem. Specifically, an attention-based reward decomposition network assigns the credit to each agent through a differentiable key-value memory mechanism in an offline manner. These decomposed credits are then used to reconstruct the joint offline datasets into prioritized experience replay with individual trajectories, thereafter agents can share their good trajectories and conservatively train their policies with a graph attention network (GAT) based critic. We evaluate our method in both discrete control (i.e., StarCraft II and multi-agent particle environment) and continuous control (i.e., multi-agent mujoco). The results indicate that our method achieves significantly better results in complex and mixed offline multi-agent datasets, especially when the difference of data quality between individual trajectories is large.
Qi Tian 0003, Kun Kuang 0001, Furui Liu, Baoxiang Wang 0001
AAAI4
2023 Learning Adversarial Linear Mixture Markov Decision Processes with Bandit Feedback and Unknown Transition
Canzhe Zhao, Ruofeng Yang, Baoxiang Wang 0001, Shuai Li 0010
ICLR3
2023 DPMAC: Differentially Private Communication for Cooperative Multi-Agent Reinforcement Learning
abstract
Communication lays the foundation for cooperation in human society and in multi-agent reinforcement learning (MARL). Humans also desire to maintain their privacy when communicating with others, yet such privacy concern has not been considered in existing works in MARL. We propose the differentially private multi-agent communication (DPMAC) algorithm, which protects the sensitive information of individual agents by equipping each agent with a local message sender with rigorous (epsilon, delta)-differential privacy (DP) guarantee. In contrast to directly perturbing the messages with predefined DP noise as commonly done in privacy-preserving scenarios, we adopt a stochastic message sender for each agent respectively and incorporate the DP requirement into the sender, which automatically adjusts the learned message distribution to alleviate the instability caused by DP noise. Further, we prove the existence of a Nash equilibrium in cooperative MARL with privacy-preserving communication, which suggests that this problem is game-theoretically learnable. Extensive experiments demonstrate a clear advantage of DPMAC over baseline methods in privacy-preserving scenarios.
Canzhe Zhao, Yanjie Ze, Jing Dong 0008, Baoxiang Wang 0001, Shuai Li 0010
IJCAI4
2023 Two Heads are Better Than One: A Simple Exploration Framework for Efficient Multi-Agent Reinforcement Learning
abstract
Exploration strategy plays an important role in reinforcement learning, especially in sparse-reward tasks. In cooperative multi-agent reinforcement learning~(MARL), designing a suitable exploration strategy is much more challenging due to the large state space and the complex interaction among agents. Currently, mainstream exploration methods in MARL either contribute to exploring the unfamiliar states which are large and sparse, or measuring the interaction among agents with high computational costs. We found an interesting phenomenon that different kinds of exploration plays a different role in different MARL scenarios, and choosing a suitable one is often more effective than designing an exquisite algorithm. In this paper, we propose a exploration method that incorporate the \underline{C}uri\underline{O}sity-based and \underline{IN}fluence-based exploration~(COIN) which is simple but effective in various situations. First, COIN measures the influence of each agent on the other agents based on mutual information theory and designs it as intrinsic rewards which are applied to each individual value function. Moreover, COIN computes the curiosity-based intrinsic rewards via prediction errors which are added to the extrinsic reward. For integrating the two kinds of intrinsic rewards, COIN utilizes a novel framework in which they complement each other and lead to a sufficient and effective exploration on cooperative MARL tasks. We perform extensive experiments on different challenging benchmarks, and results across different scenarios show the superiority of our method.
Jiahui Li 0003, Kun Kuang 0001, Baoxiang Wang 0001, Fei Wu 0001, Jun Xiao 0001, Long Chen 0016
NeurIPS3
2023 Information Design in Multi-Agent Reinforcement Learning
abstract
Reinforcement learning (RL) is inspired by the way human infants and animals learn from the environment. The setting is somewhat idealized because, in actual tasks, other agents in the environment have their own goals and behave adaptively to the ego agent. To thrive in those environments, the agent needs to influence other agents so their actions become more helpful and less harmful. Research in computational economics distills two ways to influence others directly: by providing tangible goods (mechanism design) and by providing information (information design). This work investigates information design problems for a group of RL agents. The main challenges are two-fold. One is the information provided will immediately affect the transition of the agent trajectories, which introduces additional non-stationarity. The other is the information can be ignored, so the sender must provide information that the receiver is willing to respect. We formulate the Markov signaling game, and develop the notions of signaling gradient and the extended obedience constraints that address these challenges. Our algorithm is efficient on various mixed-motive tasks and provides further insights into computational economics. Our code is publicly available at https://github.com/YueLin301/InformationDesignMARL.
Yue Lin 0006, Wenhao Li 0001, Hongyuan Zha, Baoxiang Wang 0001
NeurIPS4
2023 Learning Adversarial Low-rank Markov Decision Processes with Unknown Transition and Full-information Feedback
abstract
In this work, we study the low-rank MDPs with adversarially changed losses in the full-information feedback setting. In particular, the unknown transition probability kernel admits a low-rank matrix decomposition \citep{REPUCB22}, and the loss functions may change adversarially but are revealed to the learner at the end of each episode. We propose a policy optimization-based algorithm POLO, and we prove that it attains the $\widetilde{O}(K^{\frac{5}{6}}A^{\frac{1}{2}}d\ln(1+M)/(1-\gamma)^2)$ regret guarantee, where $d$ is rank of the transition kernel (and hence the dimension of the unknown representations), $A$ is the cardinality of the action space, $M$ is the cardinality of the model class that contains all the plausible representations, and $\gamma$ is the discounted factor. Notably, our algorithm is oracle-efficient and has a regret guarantee with no dependence on the size of potentially arbitrarily large state space. Furthermore, we also prove an $\Omega(\frac{\gamma^2}{1-\gamma} \sqrt{d A K})$ regret lower bound for this problem, showing that low-rank MDPs are statistically more difficult to learn than linear MDPs in the regret minimization setting. To the best of our knowledge, we present the first algorithm that interleaves representation learning, exploration, and exploitation to achieve the sublinear regret guarantee for RL with nonlinear function approximation and adversarial losses.
Canzhe Zhao, Ruofeng Yang, Baoxiang Wang 0001, Xuezhou Zhang, Shuai Li 0010
NeurIPS3
2023 Differentially Private Temporal Difference Learning with Stochastic Nonconvex-Strongly-Concave Optimization
abstract
Temporal difference (TD) learning with nonlinear function approximation (nonlinear TD learning for short) permits evaluating policies using neural networks, and is a core component in modern deep reinforcement learning. Though significant advances have been made to improve its effectiveness, little attention has been paid to the data privacy faced when applying it in real applications. To mitigate the privacy concerns in practical applications of nonlinear TD learning, in this paper, we consider preserving its privacy under the notion of differential privacy (DP). This problem is challenging since nonlinear TD learning is usually studied in the formulation of stochastic nonconvex-strongly-concave optimization to obtain finite-sample analysis, which requires simultaneously preserving privacy on both primal and dual sides. To this end, we adopt a single-timescale algorithm, which optimizes both sides using learning rates of the same order, to avoid unnecessary privacy costs. Further, we achieve a good trade-off between the privacy and utility guarantees by perturbing gradients on both sides using Gaussian noises with well-calibrated variances. Consequently, our algorithm achieves rigorous (ε,δ)-DP guarantee with the utility upper bounded by ~O((d/log(1/δ))1/8 (nε)1/4) where n is the trajectory length and d is the ambient dimension of the feature space. Extensive experiments conducted in OpenAI Gym validate the advantages of our algorithm.
Canzhe Zhao, Yanjie Ze, Jing Dong 0008, Baoxiang Wang 0001, Shuai Li 0010
WSDM4
2022 Cascading Bandit Under Differential Privacy
abstract
This paper studies differential privacy (DP) and local differential privacy (LDP) in cascading bandits. Under DP, we propose a UCB-based algorithm which guarantees ϵ-indistinguishability and a regret of $\mathcal{O}\left( {{{\left( {\frac{{\log T}}{ \in }} \right)}^{1 + \xi }}} \right)$ for an arbitrarily small ξ. This result significantly improves $O\left( {\frac{{{{\log }^3}T}}{ \in }} \right)$ in the previous work. Under (ϵ, δ)-LDP, we relax the K2dependence through the tradeoff between privacy budget ϵ and error probability δ, and obtain a regret of ${\text{ }}\mathcal{O}{\text{ }}\left( {\frac{{K\log (1/\delta )\log T}}{{{ \in ^2}}}} \right)$, where K is the size of the arm subset. This result holds for both Gaussian mechanism and Laplace mechanism by analyses on the composition. Extensive experiments corroborate our theoretic findings.
Jing Dong 0008, Baoxiang Wang 0001, Shuai Li 0010
ICASSP3
2022 Deconfounded Value Decomposition for Multi-Agent Reinforcement Learning
abstract
Value decomposition (VD) methods have been widely used in cooperative multi-agent reinforcement learning (MARL), where credit assignment plays an important role in guiding the agents’ decentralized execution. In this paper, we investigate VD from a novel perspective of causal inference. We first show that the environment in existing VD methods is an unobserved confounder as the common cause factor of the global state and the joint value function, which leads to the confounding bias on learning credit assignment. We then present our approach, deconfounded value decomposition (DVD), which cuts off the backdoor confounding path from the global state to the joint value function. The cut is implemented by introducing the trajectory graph, which depends only on the local trajectories, as a proxy confounder. DVD is general enough to be applied to various VD methods, and extensive experiments show that DVD can consistently achieve significant performance gains over different state-of-the-art VD methods on StarCraft II and MACO benchmarks.
Jiahui Li 0003, Kun Kuang 0001, Baoxiang Wang 0001, Furui Liu, Long Chen 0016, Changjie Fan, Fei Wu 0001, Jun Xiao 0001
ICML3
2022 Combinatorial Bandits under Strategic Manipulations
abstract
Strategic behavior against sequential learning methods, such as "click framing'' in real recommendation systems, have been widely observed. Motivated by such behavior we study the problem of combinatorial multi-armed bandits (CMAB) under strategic manipulations of rewards, where each arm can modify the emitted reward signals for its own interest. This characterization of the adversarial behavior is a relaxation of previously well-studied settings such as adversarial attacks and adversarial corruption. We propose a strategic variant of the combinatorial UCB algorithm, which has a regret of at most O(mlog T + m B_max ) under strategic manipulations, where T is the time horizon, m is the number of arms, and B_max is the maximum budget of an arm. We provide lower bounds on the budget for arms to incur certain regret of the bandit algorithm. Extensive experiments on online worker selection for crowdsourcing systems, online influence maximization and online recommendations with both synthetic and real datasets corroborate our theoretical findings on robustness and regret bounds, in a variety of regimes of manipulation budgets.
Jing Dong 0008, Shuai Li 0010, Baoxiang Wang 0001
WSDM4
2021 Shapley Counterfactual Credits for Multi-Agent Reinforcement Learning
abstract
Centralized Training with Decentralized Execution (CTDE) has been a popular paradigm in cooperative Multi-Agent Reinforcement Learning (MARL) settings and is widely used in many real applications. One of the major challenges in the training process is credit assignment, which aims to deduce the contributions of each agent according to the global rewards. Existing credit assignment methods focus on either decomposing the joint value function into individual value functions or measuring the impact of local observations and actions on the global value function. These approaches lack a thorough consideration of the complicated interactions among multiple agents, leading to an unsuitable assignment of credit and subsequently mediocre results on MARL. We propose Shapley Counterfactual Credit Assignment, a novel method for explicit credit assignment which accounts for the coalition of agents. Specifically, Shapley Value and its desired properties are leveraged in deep MARL to credit any combinations of agents, which grants us the capability to estimate the individual credit for each agent. Despite this capability, the main technical difficulty lies in the computational complexity of Shapley Value who grows factorially as the number of agents. We instead utilize an approximation method via Monte Carlo sampling, which reduces the sample complexity while maintaining its effectiveness. We evaluate our method on StarCraft II benchmarks across different scenarios. Our method outperforms existing cooperative MARL algorithms significantly and achieves the state-of-the-art, with especially large margins on tasks with more severe difficulties.
Jiahui Li 0003, Kun Kuang 0001, Baoxiang Wang 0001, Furui Liu, Long Chen 0016, Fei Wu 0001, Jun Xiao 0001
KDD3
2020 The Gambler's Problem and Beyond
Baoxiang Wang 0001, Shuai Li 0010, Siu On Chan
ICLR1
2020 Learning and Testing Variable Partitions
abstract
$ $Let $F$ be a multivariate function from a product set $Σ^n$ to an Abelian group $G$. A $k$-partition of $F$ with cost $δ$ is a partition of the set of variables $\mathbf{V}$ into $k$ non-empty subsets $(\mathbf{X}_1, \dots, \mathbf{X}_k)$ such that $F(\mathbf{V})$ is $δ$-close to $F_1(\mathbf{X}_1)+\dots+F_k(\mathbf{X}_k)$ for some $F_1, \dots, F_k$ with respect to a given error metric. We study algorithms for agnostically learning $k$ partitions and testing $k$-partitionability over various groups and error metrics given query access to $F$. In particular we show that $1.$ Given a function that has a $k$-partition of cost $δ$, a partition of cost $\mathcal{O}(k n^2)(δ+ ε)$ can be learned in time $\tilde{\mathcal{O}}(n^2 \mathrm{poly} (1/ε))$ for any $ε> 0$. In contrast, for $k = 2$ and $n = 3$ learning a partition of cost $δ+ ε$ is NP-hard. $2.$ When $F$ is real-valued and the error metric is the 2-norm, a 2-partition of cost $\sqrt{δ^2 + ε}$ can be learned in time $\tilde{\mathcal{O}}(n^5/ε^2)$. $3.$ When $F$ is $\mathbb{Z}_q$-valued and the error metric is Hamming weight, $k$-partitionability is testable with one-sided error and $\mathcal{O}(kn^3/ε)$ non-adaptive queries. We also show that even two-sided testers require $Ω(n)$ queries when $k = 2$. This work was motivated by reinforcement learning control tasks in which the set of control variables can be partitioned. The partitioning reduces the task into multiple lower-dimensional ones that are relatively easier to learn. Our second algorithm empirically increases the scores attained over previous heuristic partitioning methods applied in this context.
Andrej Bogdanov, Baoxiang Wang 0001
ITCS2
2019 Recurrent Existence Determination Through Policy Optimization
abstract
Binary determination of the presence of objects is one of the problems where humans perform extraordinarily better than computer vision systems, in terms of both speed and preciseness. One of the possible reasons is that humans can skip most of the clutter and attend only on salient regions. Recurrent attention models (RAM) are the first computational models to imitate the way humans process images via the REINFORCE algorithm. Despite that RAM is originally designed for image recognition, we extend it and present recurrent existence determination, an attention-based mechanism to solve the existence determination. Our algorithm employs a novel $k$-maximum aggregation layer and a new reward mechanism to address the issue of delayed rewards, which would have caused the instability of the training process. The experimental analysis demonstrates significant efficiency and accuracy improvement over existing approaches, on both synthetic and real-world datasets.
Baoxiang Wang 0001
IJCAI1
2019 Metatrace Actor-Critic: Online Step-Size Tuning by Meta-gradient Descent for Reinforcement Learning Control
abstract
Reinforcement learning (RL) has had many successes, but significant hyperparameter tuning is commonly required to achieve good performance. Furthermore, when nonlinear function approximation is used, non-stationarity in the state representation can lead to learning instability. A variety of techniques exist to combat this --- most notably experience replay or the use of parallel actors. These techniques stabilize learning by making the RL problem more similar to the supervised setting. However, they come at the cost of moving away from the RL problem as it is typically formulated, that is, a single agent learning online without maintaining a large database of training examples. To address these issues, we propose Metatrace, a meta-gradient descent based algorithm to tune the step-size online. Metatrace leverages the structure of eligibility traces, and works for both tuning a scalar step-size and a respective step-size for each parameter. We empirically evaluate Metatrace for actor-critic on the Arcade Learning Environment. Results show Metatrace can speed up learning, and improve performance in non-stationary settings.
Kenny Young, Baoxiang Wang 0001, Matthew E. Taylor
IJCAI2
2019 Privacy-Preserving Q-Learning with Functional Noise in Continuous Spaces
abstract
We consider differentially private algorithms for reinforcement learning in continuous spaces, such that neighboring reward functions are indistinguishable. This protects the reward information from being exploited by methods such as inverse reinforcement learning. Existing studies that guarantee differential privacy are not extendable to infinite state spaces, as the noise level to ensure privacy will scale accordingly to infinity. Our aim is to protect the value function approximator, without regard to the number of states queried to the function. It is achieved by adding functional noise to the value function iteratively in the training. We show rigorous privacy guarantees by a series of analyses on the kernel of the noise space, the probabilistic bound of such noise samples, and the composition over the iterations. We gain insight into the utility analysis by proving the algorithm's approximate optimality when the state space is discrete. Experiments corroborate our theoretical findings and show improvement over existing approaches.
Baoxiang Wang 0001, Nidhi Hegde 0001
NeurIPS1
2018 Policy Optimization with Second-Order Advantage Information
abstract
Policy optimization on high-dimensional continuous control tasks exhibits its difficulty caused by the large variance of the policy gradient estimators. We present the action subspace dependent gradient (ASDG) estimator which incorporates the Rao-Blackwell theorem (RB) and Control Variates (CV) into a unified framework to reduce the variance. To invoke RB, our proposed algorithm (POSA) learns the underlying factorization structure among the action space based on the second-order advantage information. POSA captures the quadratic information explicitly and efficiently by utilizing the wide \& deep architecture. Empirical studies show that our proposed approach demonstrates the performance improvements on high-dimensional synthetic settings and OpenAI Gym's MuJoCo continuous control tasks.
Baoxiang Wang 0001, Shengyu Zhang 0002
IJCAI2
2016 Contextual Combinatorial Cascading Bandits
abstract
We propose the contextual combinatorial cascading bandits, a combinatorial online learning game, where at each time step a learning agent is given a set of contextual information, then selects a list of items, and observes stochastic outcomes of a prefix in the selected items by some stopping criterion. In online recommendation, the stopping criterion might be the first item a user selects; in network routing, the stopping criterion might be the first edge blocked in a path. We consider position discounts in the list order, so that the agent’s reward is discounted depending on the position where the stopping criterion is met. We design a UCB-type algorithm, C^3-UCB, for this problem, prove an n-step regret bound \tildeO(\sqrtn) in the general setting, and give finer analysis for two special cases. Our work generalizes existing studies in several directions, including contextual information, position discounts, and a more general cascading bandit model. Experiments on synthetic and real datasets demonstrate the advantage of involving contextual information and position discounts.
Shuai Li 0010, Baoxiang Wang 0001, Shengyu Zhang 0002, Wei Chen 0013
ICML2
2015 PAID: Prioritizing app issues for developers by tracking user reviews over versions
abstract
User review analysis is critical to the bug-fixing and version-modification process for app developers. Many research efforts have been put to user review mining in discovering app issues, including laggy user interface, high memory overhead, privacy leakage, etc. Existing exploration of app reviews generally depends on static collections. As a result, they largely ignore the fact that user reviews are tightly related to app versions. Furthermore, the previous approaches require a developer to spend much time on filtering out trivial comments and digesting the informative textual data. This would be labor-intensive especially to popular apps with tremendous reviews. In the paper, we target at designing a framework in Prioritizing App Issues for Developers (PAID) with minimal manual power and good accuracy. The PAID design is based on the fact that the issues presented in the level of phrase, i.e., a couple of consecutive words, can be more easily understood by developers than in long sentences. Hence, we aim at recommending phrase-level issues of an app to its developers by tracking reviews over the release versions of the app. To assist developers in better comprehending the app issues, PAID employs ThemeRiver to visualize the analytical results to developers. Finally, PAID also allows the developers to check the most related reviews, when they want to obtain a deep insight of a certain issue. In contrast to the traditional evaluation methods such as manual labeling or examining the discussion forum, our experimental study exploits the first-hand information from developers, i.e., app changelogs, to measure the performance of PAID. We analyze millions of user reviews from 18 apps with 117 app versions and the results show that the prioritized issues generated by PAID match the official changelogs with high precision.
Cuiyun Gao 0001, Baoxiang Wang 0001, Pinjia He, Jieming Zhu, Yangfan Zhou 0002, Michael R. Lyu
ISSRE2