VLDB 2026 Research / reviewers in the wild / expert
Deheng Ye
dblp:159/9503
· DBLP profile ↗
52ranked-venue papers
8as first author
38since 2021 · last 2026
0000-0002-1754-1837ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 38 · 3 first-author · 33 since 2021Software engineering, systems software and programming languages · 10 · 4 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 10 · 1 first-author · 7 since 2021Systems, architecture and hardware · 2 · 1 first-authorDatabases, data management, data science and information retrieval · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Multi-agent In-context Coordination via Decentralized Memory RetrievalabstractLarge transformer models, trained on diverse datasets, have demonstrated impressive few-shot performance on previously unseen tasks without requiring parameter updates. This capability has also been explored in Reinforcement Learning (RL), where agents interact with the environment to retrieve context and maximize cumulative rewards, showcasing strong adaptability in complex settings. However, in cooperative Multi-Agent Reinforcement Learning (MARL), where agents must coordinate toward a shared goal, decentralized policy deployment can lead to mismatches in task alignment and reward assignment, limiting the efficiency of policy adaptation. To address this challenge, we introduce Multi-agent In-context Coordination via Decentralized Memory Retrieval (MAICC), a novel approach designed to enhance coordination by fast adaptation. Our method involves training a centralized embedding model to capture fine-grained trajectory representations, followed by decentralized models that approximate the centralized one to obtain team-level task information. Based on the learned embeddings, relevant trajectories are retrieved as context, which, combined with the agents' current sub-trajectories, inform decision-making. During decentralized execution, we introduce a novel memory mechanism that effectively balances test-time online data with offline memory. Based on the constructed memory, we propose a hybrid utility score that incorporates both individual- and team-level returns, ensuring credit assignment across agents. Extensive experiments on cooperative MARL benchmarks, including Level-Based Foraging (LBF) and SMAC (v1/v2), show that MAICC enables faster adaptation to unseen tasks compared to existing methods. Zichuan Lin, Lihe Li, Yi-Chen Li 0001, Cong Guan, Lei Yuan 0005, Zongzhang Zhang, Yang Yu 0001, Deheng Ye |
AAAI | 9 |
| 2026 | The Stackelberg Speaker: Optimizing Persuasive Communication in Social Deduction GamesabstractLarge language model (LLM) agents have shown remarkable progress in social deduction games (SDGs).However, existing approaches primarily focus on information processing and strategy selection, overlooking the significance of persuasive communication in influencing other players' beliefs and responses.In SDGs, success depends not only on making correct deductions but also on convincing others to respond in alignment with one's intent.To address this limitation, we formalize turn-based dialogue in SDGs as a Stackelberg competition, where the current player acts as the leader who strategically influences the follower's response.Building on this theoretical foundation, we propose a reinforcement learning framework that trains agents to optimize utterances for persuasive impact.Through comprehensive experiments across four diverse social deduction benchmarks, we demonstrate that our agents significantly outperform baselines.This work represents a significant step toward developing AI agents capable of strategic social influence, with implications extending to scenarios requiring persuasive communication. Zheng Zhang 0064, Deheng Ye, Peilin Zhao, Hao Wang 0094 |
ACL (1) | 2 |
| 2026 | Point-In-Context: Understanding Point Cloud via In-Context Learning
Mengyuan Liu 0001, Zhongbin Fang, Xia Li 0005, Joachim M. Buhmann, Deheng Ye, Xiangtai Li, Chen Change Loy |
Int. J. Comput. Vis. | 5 |
| 2026 | Temporal difference learning with constrained initial representations
Jiafei Lyu, Zhongjian Qiao, Runze Liu 0002, Zeyuan Liu, Deheng Ye, Zongqing Lu 0002, Xiu Li 0001 |
Inf. Sci. | 6 |
| 2026 | Aligning Few-Step Diffusion Models With Dense Reward Difference LearningabstractFew-step diffusion models enable efficient high-resolution image synthesis but struggle to align with specific downstream objectives due to limitations of existing reinforcement learning (RL) methods in low-step regimes with limited state spaces and suboptimal sample quality. To address this, we propose Stepwise Diffusion Policy Optimization (SDPO), a novel RL framework tailored for few-step diffusion models. SDPO introduces a dual-state trajectory sampling mechanism, tracking both noisy and predicted clean states at each step to provide dense reward feedback and enable low-variance, mixed-step optimization. For further efficiency, we develop a latent similarity-based dense reward prediction strategy to minimize costly dense reward queries. Leveraging these dense rewards, SDPO optimizes a dense reward difference learning objective that enables more frequent and granular policy updates. Additional refinements, including stepwise advantage estimates, temporal importance weighting, and step-shuffled gradient updates, further enhance long-term dependency, low-step priority, and gradient stability. Our experiments demonstrate that SDPO consistently delivers superior reward-aligned results across diverse few-step settings and tasks. Ziyi Zhang 0001, Li Shen 0008, Sen Zhang 0006, Deheng Ye, Yong Luo 0002, Miaojing Shi, Dongjing Shan, Bo Du 0001, Dacheng Tao |
IEEE Trans. Pattern Anal. Mach. Intell. | 4 |
| 2025 | VistaWise: Building Cost-Effective Agent with Cross-Modal Knowledge Graph for MinecraftabstractLarge language models (LLMs) have shown significant promise in embodied decisionmaking tasks within virtual open-world environments.Nonetheless, their performance is hindered by the absence of domain-specific knowledge.Methods that finetune on largescale domain-specific data entail prohibitive development costs.This paper introduces Vista-Wise, a cost-effective agent framework that integrates cross-modal domain knowledge and finetunes a dedicated object detection model for visual analysis.It reduces the requirement for domain-specific training data from millions of samples to a few hundred.VistaWise integrates visual information and textual dependencies into a cross-modal knowledge graph (KG), enabling a comprehensive and accurate understanding of multimodal environments.We also equip the agent with a retrieval-based pooling strategy to extract task-related information from the KG, and a desktop-level skill library to support direct operation of the Minecraft desktop client via mouse and keyboard inputs.Experimental results demonstrate that VistaWise achieves state-of-the-art performance across various open-world tasks, highlighting its effectiveness in reducing development costs while enhancing agent performance. Honghao Fu, Junlong Ren, Qi Chai, Deheng Ye, Yujun Cai |
EMNLP | 4 |
| 2025 | GTR: Guided Thought Reinforcement Prevents Thought Collapse in RL-Based VLM Agent TrainingabstractReinforcement learning with verifiable outcome rewards (RLVR) has effectively scaled up chain-of-thought (CoT) reasoning in large language models (LLMs). Yet, its efficacy in training vision-language model (VLM) agents for goal-directed action reasoning in visual environments is less established. This work investigates this problem through extensive experiments on complex card games, such as 24 points, and embodied tasks from ALFWorld. We find that when rewards are based solely on action outcomes, RL fails to incentivize CoT reasoning in VLMs, instead leading to a phenomenon we termed thought collapse, characterized by a rapid loss of diversity in the agent's thoughts, state-irrelevant and incomplete reasoning, and subsequent invalid actions, resulting in negative rewards. To counteract thought collapse, we highlight the necessity of process guidance and propose an automated corrector that evaluates and refines the agent's reasoning at each RL step. This simple and scalable GTR (Guided Thought Reinforcement) framework trains reasoning and action simultaneously without the need for dense, per-step human labeling. Our experiments demonstrate that GTR significantly enhances the performance and generalization of the LLaVA-7b model across various visual environments, achieving 3-5 times higher task success rates compared to SoTA models with notably smaller model sizes. Junliang Xing, Yuanchun Shi, Zongqing Lu 0002, Deheng Ye |
ICCV | 6 |
| 2025 | Cross-Domain Offline Policy Adaptation with Optimal Transport and Dataset ConstraintabstractWe explore cross-domain offline reinforcement learning (RL) where offline datasets from another domain can be accessed to facilitate policy learning. However, the underlying environments of the two datasets may have dynamics mismatches, incurring inferior performance when simply merging the data of two domains. Existing methods mitigate this issue by training domain classifiers, using contrastive learning methods, etc. Nevertheless, they still rely on a large amount of target domain data to function well. Instead, we address this problem by establishing a concrete performance bound of a policy given datasets from two domains. Motivated by the theoretical insights, we propose to align transitions in the two datasets using optimal transport and selectively share source domain samples, without training any neural networks. This enables reliable data filtering even given a few target domain data. Additionally, we introduce a dataset regularization term that ensures the learned policy remains within the scope of the target domain dataset, preventing it from being biased towards the source domain data. Consequently, we propose the Optimal Transport Data Filtering (dubbed OTDF) method and examine its effectiveness by conducting extensive experiments across various dynamics shift conditions (e.g., gravity shift), given limited target domain data. It turns out that OTDF exhibits superior performance on many tasks and dataset qualities, often surpassing prior strong baselines by a large margin. Jiafei Lyu, Mengbei Yan, Zhongjian Qiao, Runze Liu 0002, Xiaoteng Ma, Deheng Ye, Zongqing Lu 0002, Xiu Li 0001 |
ICLR | 6 |
| 2025 | Ad Hoc Teamwork via Offline Goal-Based Decision TransformersabstractThe ability of agents to collaborate with previously unknown teammates on the fly, known as ad hoc teamwork (AHT), is crucial in many real-world applications. Existing approaches to AHT require online interactions with the environment and some carefully designed teammates. However, these prerequisites can be infeasible in practice. In this work, we extend the AHT problem to the offline setting, where the policy of the ego agent is directly learned from a multi-agent interaction dataset. We propose a hierarchical sequence modeling framework called TAGET that addresses critical challenges in the offline setting, including limited data, partial observability and online adaptation. The core idea of TAGET is to dynamically predict teammate-aware rewards-to-go and sub-goals, so that the ego agent can adapt to the changes of teammates’ behaviors in real time. Extensive experimental results show that TAGET significantly outperforms existing solutions to AHT in the offline setting. Xinzhi Zhang 0009, Hohei Chan, Deheng Ye, Yi Cai 0001, Mengchen Zhao |
ICML | 3 |
| 2025 | Decision Mixer: Integrating Long-term and Local Dependencies via Dynamic Token Selection for Decision-MakingabstractThe Conditional Sequence Modeling (CSM) paradigm, benefiting from the transformer’s powerful distribution modeling capabilities, has demonstrated considerable promise in offline Reinforcement Learning (RL) tasks. Depending on the task’s nature, it is crucial to carefully balance the interplay between inherent local features and long-term dependencies in Markov decision trajectories to mitigate potential performance degradation and unnecessary computational overhead. In this paper, we propose Decision Mixer (DM), which addresses the conflict between features of different scales in the modeling process from the perspective of dynamic integration. Drawing inspiration from conditional computation, we design a plug-and-play dynamic token selection mechanism to ensure the model can effectively allocate attention to different features based on task characteristics. Additionally, we employ an auxiliary predictor to alleviate the short-sightedness issue in the autoregressive sampling process. DM achieves state-of-the-art performance on various standard RL benchmarks while requiring significantly fewer computational resources, offering a viable solution for building efficient and scalable RL foundation models. Code is available at here. Hongling Zheng, Li Shen 0008, Yong Luo 0002, Deheng Ye, Bo Du 0001, Jialie Shen 0001, Dacheng Tao |
ICML | 4 |
| 2025 | Vul-R2: A Reasoning LLM for Automated Vulnerability RepairabstractThe exponential increase in software vulnerabilities has created an urgent need for automatic vulnerability repair (AVR) solutions. Recent research has formulated AVR as a sequence generation problem and has leveraged large language models (LLMs) to address this problem. Typically, these approaches prompt or fine-tune LLMs to generate repairs for vulnerabilities directly. Although these methods show state-of-the-art performance, they face the following challenges: (1) Lack of high-quality, vulnerability-related reasoning data. Current approaches primarily rely on foundation models that mainly encode general programming knowledge. Without vulnerability-related reasoning data, they tend to fail to capture the diverse vulnerability repair patterns. (2) Hard to verify the intermediate vulnerability repair process during LLM training. Existing reinforcement learning methods often leverage intermediate execution feedback from the environment (e.g., sandbox-based execution results) to guide reinforcement learning training. In contrast, the vulnerability repair process generally lacks such intermediate, verifiable feedback, which poses additional challenges for model training.To address these challenges, we propose to model the vulnerability repair task from a reasoning perspective and train a reasoning LLM termed Vulnerability Reasoner and Repair (Vul-R2) which consists of two key modules: (1) a domain-aware reasoning learning module, which comprises a reasoning answer construction component, a reasoning data filtering process, and a supervised fine-tuning process for learning vulnerability-related reasoning knowledge; and (2) a curriculum-based verifiable rewarded training module, which comprises dynamically reinforcement learning with verifiable rewards paradigms based on multiple-choice question answering in an easy stage and character-level matching in a hard stage. We evaluate Vul-R2 on the real-world C/C++ dataset PrimeVul to demonstrate its effectiveness in vulnerability repair. Specifically, Vul-R2 outperforms the best baseline by 11.27% for exact match (EM) and successfully repairs 49 additional vulnerabilities. Furthermore, we demonstrate the effectiveness of the proposed paradigm, fine-tuning Vul-R2 on PrimeVul leads to improved EM performance of 8.78% on a human curated dataset SVEN, even without additional training. Xin-Cheng Wen, Zirui Lin, Cuiyun Gao 0001, Deheng Ye |
ASE | 5 |
| 2025 | MultiMind: Enhancing Werewolf Agents with Multimodal Reasoning and Theory of MindabstractLarge Language Model (LLM) agents have demonstrated impressive capabilities in social deduction games (SDGs) like Werewolf, where strategic reasoning and social deception are essential. However, current approaches remain limited to textual information, ignoring crucial multimodal cues such as facial expressions and tone of voice that humans naturally use to communicate. Moreover, existing SDG agents primarily focus on inferring other players' identities without modeling how others perceive themselves or fellow players. To address these limitations, we use One Night Ultimate Werewolf (ONUW) as a testbed and present MultiMind, the first framework integrating multimodal information into SDG agents. MultiMind processes facial expressions and vocal tones alongside verbal content, while employing a Theory of Mind (ToM) model to represent each player's suspicion levels toward others. By combining this ToM model with Monte Carlo Tree Search (MCTS), our agent identifies communication strategies that minimize suspicion directed at itself. Through comprehensive evaluation in both agent-versus-agent simulations and studies with human players, we demonstrate MultiMind's superior performance in gameplay. Our work presents a significant advancement toward LLM agents capable of human-like social reasoning across multimodal domains. Our code is available at https://github.com/CjangCjengh/onuw. Zheng Zhang 0064, Nuoqian Xiao, Qi Chai, Deheng Ye, Hao Wang 0094 |
ACM Multimedia | 4 |
| 2025 | Robust Policy Expansion for Offline-to-Online RL under Diverse Data CorruptionabstractPretraining a policy on offline data followed by fine-tuning through online interactions, known as Offline-to-Online Reinforcement Learning (O2O RL), has emerged as a promising paradigm for real-world RL deployment. However, both offline datasets and online interactions in practical environments are often noisy or even maliciously corrupted, severely degrading the performance of O2O RL. Existing works primarily focus on mitigating the conservatism of offline policies via online exploration, while the robustness of O2O RL under data corruption, including states, actions, rewards, and dynamics, is still unexplored. In this work, we observe that data corruption induces heavy-tailed behavior in the policy, thereby substantially degrading the efficiency of online exploration. To address this issue, we incorporate Inverse Probability Weighted (IPW) into the online exploration policy to alleviate heavy-tailedness, and propose a novel, simple yet effective method termed $\textbf{RPEX}$: $\textbf{R}$obust $\textbf{P}$olicy $\textbf{EX}$pansion. Extensive experimental results on D4RL datasets demonstrate that RPEX achieves SOTA O2O performance across a wide range of data corruption scenarios. Longxiang He, Deheng Ye, Junbo Tan, Xueqian Wang 0001, Li Shen 0008 |
NeurIPS | 2 |
| 2025 | OpenMMEgo: Enhancing Egocentric Understanding for LMMs with Open Weights and DataabstractRecent advances in large multimodal models have significantly advanced video comprehension, yet their performance remains limited in first-person scenarios. The interactive nature of egocentric videos is critical for applications like embodied intelligence, but introduces complex visual contexts that conventional models struggle to capture. To bridge this gap, we introduce OpenMMEgo with innovations across three dimensions: data, model, and training strategy. To provide rich spatiotemporal visual knowledge, we curate a large-scale, high-quality dataset named OME10M, comprising over 8.2M egocentric video QA pairs synthesized from Ego4D series. We also establish OMEBench, a comprehensive benchmark for rigorous egocentric understanding assessment. To alleviate the frequent viewpoint shifts inherent in egocentric videos, we implement semantic-aware visual token compression. Further, a curriculum learning strategy is complemented to foster stable learning across various data complexities. OpenMMEgo consistently improves the performance of LMMs on egocentric benchmarks without sacrificing general video understanding performance. Notably, Qwen2.5-VL tuned with OpenMMEgo substantially outperforms other models of the same size in egocentric video understanding. The data, weights and training code will be put at https://github.com/BeingBeyond/OpenMMEgo. Hao Luo 0011, Zihao Yue, Wanpeng Zhang 0002, Yicheng Feng, Sipeng Zheng, Deheng Ye, Zongqing Lu 0002 |
NeurIPS | 6 |
| 2025 | Value-Guided Decision Transformer: A Unified Reinforcement Learning Framework for Online and Offline SettingsabstractThe Conditional Sequence Modeling (CSM) paradigm, benefiting from the transformer's powerful distribution modeling capabilities, has demonstrated considerable promise in Reinforcement Learning (RL) tasks. However, much of the work has focused on applying CSM to single online or offline settings, with the general architecture rarely explored. Additionally, existing methods primarily focus on deterministic trajectory modeling, overlooking the randomness of state transitions and the diversity of future trajectory distributions. Fortunately, value-based methods offer a viable solution for CSM, further bridging the potential gap between offline and online RL. In this paper, we propose Value-Guided Decision Transformer (VDT), which leverages value functions to perform advantage-weighting and behavior regularization on the Decision Transformer (DT), guiding the policy toward upper-bound optimal decisions during the offline training phase. In the online tuning phase, VDT further integrates value-based policy improvement with behavior cloning under the CSM architecture through limited interaction and data collection, achieving performance improvement within minimal timesteps. The predictive capability of value functions for future returns is also incorporated into the sampling process. Our method achieves competitive performance on various standard RL benchmarks, providing a feasible solution for developing CSM architectures in general scenarios. Code is available at here. Hongling Zheng, Li Shen 0008, Yong Luo 0002, Deheng Ye, Shuhan Xu, Bo Du 0001, Jialie Shen 0001, Dacheng Tao |
NeurIPS | 4 |
| 2025 | WALL-E: World Alignment by NeuroSymbolic Learning improves World Model-based LLM AgentsabstractCan we build accurate world models out of large language models (LLMs)? How can world models benefit LLM agents? The gap between the prior knowledge of LLMs and the specified environment's dynamics usually bottlenecks LLMs' performance as world models. To bridge the gap, we propose a training-free "world alignment" that learns an environment's symbolic knowledge complementary to LLMs. The symbolic knowledge covers action rules, knowledge graphs, and scene graphs, which are extracted by LLMs from exploration trajectories and encoded into executable codes to regulate LLM agents' policies. We further propose an RL-free, model-based agent "WALL-E" through the model-predictive control (MPC) framework. Unlike classical MPC requiring costly optimization on the fly, we adopt an LLM agent as an efficient look-ahead optimizer of future steps' actions by interacting with the neurosymbolic world model. While the LLM agent's strong heuristics make it an efficient planner in MPC, the quality of its planned actions is also secured by the accurate predictions of the aligned world model. They together considerably improve learning efficiency in a new environment. On open-world challenges in Mars (Minecraft like) and ALFWorld (embodied indoor environments), WALL-E significantly outperforms existing methods, e.g., surpassing baselines in Mars by 16.1%–51.6% of success rate and by at least 61.7% in score. In ALFWorld, it achieves a new record 98% success rate after only 4 iterations. Tianyi Zhou 0001, Guodong Long, Deheng Ye, Jing Jiang 0002, Chengqi Zhang |
NeurIPS | 5 |
| 2025 | Improving Sample Efficiency of Reinforcement Learning With Background Knowledge From Large Language ModelsabstractLow sample efficiency is an enduring challenge of reinforcement learning (RL). With the advent of versatile large language models (LLMs), recent works impart common-sense knowledge to accelerate policy learning for RL processes. However, we note that such guidance is often tailored for one specific task but loses generalizability. In this article, we introduce a framework that harnesses LLMs to extract background knowledge of an environment, which contains general understandings of the entire environment, making various downstream RL tasks benefit from one-time knowledge representation. We ground LLMs by feeding a few precollected experiences and requesting them to delineate background knowledge of the environment. Afterward, we represent the output knowledge as potential functions for potential-based reward shaping, which has a good property for maintaining policy optimality from task rewards. We instantiate three variants to prompt LLMs for background knowledge, including writing code, annotating pReferences, and assigning goals. Our experiments show that these methods achieve significant sample efficiency improvements in a spectrum of downstream tasks from Minigrid and Crafter domains. Fuxiang Zhang, Junyou Li, Yi-Chen Li 0001, Zongzhang Zhang, Yang Yu 0001, Deheng Ye |
IEEE Trans. Neural Networks Learn. Syst. | 6 |
| 2024 | Language Model Adaption for Reinforcement Learning with Natural Language Action SpaceabstractReinforcement learning with natural language action space often suffers from the curse of dimensionality due to the combinatorial nature of the natural language.Previous research leverages pretrained language models to capture action semantics and reduce the size of the action space.However, since pretrained models are typically trained on general corpora, there can be an unpredictable mismatch between the priors encoded in pretrained models and the characteristics of the specific RL environment.To address this issue, we propose Mutual-Information Regularized Policy Optimization, MIPO.MIPO enables implicit and dynamic reduction of the action space.Starting from the prior provided by the pretrained language model, our method dynamically adjusts the prior during the learning process based on the guidance of mutual information regularization.Theoretically, we demonstrate that this policy optimization process leads to the monotonic improvement on the mutual-information regularized RL objective.Empirically, we conduct experiments in various environments and demonstrate the effectiveness of MIPO. Jiangxing Wang, Deheng Ye, Zongqing Lu 0002 |
ACL (1) | 4 |
| 2024 | LLM-Based Agent Society Investigation: Collaboration and Confrontation in Avalon GameplayabstractThis paper explores the open research problem of understanding the social behaviors of LLM-based agents.Using Avalon as a testbed, we employ system prompts to guide LLM agents in gameplay.While previous studies have touched on gameplay with LLM agents, research on their social behaviors is lacking.We propose a novel framework, tailored for Avalon, features a multi-agent system facilitating efficient communication and interaction.We evaluate its performance based on game success and analyze LLM agents' social behaviors.Results affirm the framework's effectiveness in creating adaptive agents and suggest LLM-based agents' potential in navigating dynamic social interactions.By examining collaboration and confrontation behaviors, we offer insights into this field's research and applications.Our code is publicly available at https://github.com/ 3DAgentWorld/LLM-Game-Agent. Yihuai Lan, Lei Wang 0185, Yang Wang 0015, Deheng Ye, Peilin Zhao, Ee-Peng Lim, Hui Xiong 0001, Hao Wang 0094 |
EMNLP | 5 |
| 2024 | Learning Versatile Skills with Curriculum MaskingabstractMasked prediction has emerged as a promising pretraining paradigm in offline reinforcement learning (RL) due to its versatile masking schemes, enabling flexible inference across various downstream tasks with a unified model. Despite the versatility of masked prediction, it remains unclear how to balance the learning of skills at different levels of complexity. To address this, we propose CurrMask, a curriculum masking pretraining paradigm for sequential decision making. Motivated by how humans learn by organizing knowledge in a curriculum, CurrMask adjusts its masking scheme during pretraining for learning versatile skills. Through extensive experiments, we show that CurrMask exhibits superior zero-shot performance on skill prompting tasks, goal-conditioned planning tasks, and competitive finetuning performance on offline RL tasks. Additionally, our analysis of training dynamics reveals that CurrMask gradually acquires skills of varying complexity by dynamically adjusting its masking scheme. Zhihui Xie 0002, Zichuan Lin, Deheng Ye, Shuai Li 0010 |
NeurIPS | 4 |
| 2024 | Master-Slave Deep Architecture for Top-K Multiarmed Bandits With Nonlinear Bandit Feedback and Diversity ConstraintsabstractWe propose a novel master-slave architecture to solve the top- combinatorial multiarmed bandits (CMABs) problem with nonlinear bandit feedback and diversity constraints, which, to the best of our knowledge, is the first combinatorial bandits setting considering diversity constraints under bandit feedback. Specifically, to efficiently explore the combinatorial and constrained action space, we introduce six slave models with distinguished merits to generate diversified samples well balancing rewards and constraints as well as efficiency. Moreover, we propose teacher learning-based optimization and the policy cotraining technique to boost the performance of the multiple slave models. The master model then collects the elite samples provided by the slave models and selects the best sample estimated by a neural contextual UCB-based network (NeuralUCB) to decide on a tradeoff between exploration and exploitation. Thanks to the elaborate design of slave models, the cotraining mechanism among slave models, and the novel interactions between the master and slave models, our approach significantly surpasses existing state-of-the-art algorithms in both synthetic and real datasets for recommendation tasks. The code is available at https://github.com/huanghanchi/Master-slave-Algorithm-for-Top-K-Bandits. Hanchi Huang, Li Shen 0008, Deheng Ye, Wei Liu 0005 |
IEEE Trans. Neural Networks Learn. Syst. | 3 |
| 2024 | Dynamics-Adaptive Continual Reinforcement Learning via Progressive ContextualizationabstractA key challenge of continual reinforcement learning (CRL) in dynamic environments is to promptly adapt the reinforcement learning (RL) agent's behavior as the environment changes over its lifetime while minimizing the catastrophic forgetting of the learned information. To address this challenge, in this article, we propose DaCoRL, that is, dynamics-adaptive continual RL. DaCoRL learns a context-conditioned policy using progressive contextualization, which incrementally clusters a stream of stationary tasks in the dynamic environment into a series of contexts and opts for an expandable multihead neural network to approximate the policy. Specifically, we define a set of tasks with similar dynamics as an environmental context and formalize context inference as a procedure of online Bayesian infinite Gaussian mixture clustering on environment features, resorting to online Bayesian inference to infer the posterior distribution over contexts. Under the assumption of a Chinese restaurant process (CRP) prior, this technique can accurately classify the current task as a previously seen context or instantiate a new context as needed without relying on any external indicator to signal environmental changes in advance. Furthermore, we employ an expandable multihead neural network whose output layer is synchronously expanded with the newly instantiated context and a knowledge distillation regularization term for retaining the performance on learned tasks. As a general framework that can be coupled with various deep RL algorithms, DaCoRL features consistent superiority over existing methods in terms of stability, overall performance, and generalization ability, as verified by extensive experiments on several robot navigation and MuJoCo locomotion tasks. Tiantian Zhang 0002, Zichuan Lin, Deheng Ye, Qiang Fu 0016, Wei Yang 0032, Xueqian Wang 0001, Bin Liang 0001, Bo Yuan 0003, Xiu Li 0001 |
IEEE Trans. Neural Networks Learn. Syst. | 4 |
| 2023 | RLogist: Fast Observation Strategy on Whole-Slide Images with Deep Reinforcement LearningabstractWhole-slide images (WSI) in computational pathology have high resolution with gigapixel size, but are generally with sparse regions of interest, which leads to weak diagnostic relevance and data inefficiency for each area in the slide. Most of the existing methods rely on a multiple instance learning framework that requires densely sampling local patches at high magnification. The limitation is evident in the application stage as the heavy computation for extracting patch-level features is inevitable. In this paper, we develop RLogist, a benchmarking deep reinforcement learning (DRL) method for fast observation strategy on WSIs. Imitating the diagnostic logic of human pathologists, our RL agent learns how to find regions of observation value and obtain representative features across multiple resolution levels, without having to analyze each part of the WSI at the high magnification. We benchmark our method on two whole-slide level classification tasks, including detection of metastases in WSIs of lymph node sections, and subtyping of lung cancer. Experimental results demonstrate that RLogist achieves competitive classification performance compared to typical multiple instance learning algorithms, while having a significantly short observation path. In addition, the observation path given by RLogist provides good decision-making interpretability, and its ability of reading path navigation can potentially be used by pathologists for educational/assistive purposes. Our code is available at: https://github.com/tencent-ailab/RLogist. Boxuan Zhao, Jun Zhang 0018, Deheng Ye, Jian Cao 0001, Xiao Han 0011, Qiang Fu 0016, Wei Yang 0032 |
AAAI | 3 |
| 2023 | More Centralized Training, Still Decentralized Execution: Multi-Agent Conditional Policy Factorization
Jiangxing Wang, Deheng Ye, Zongqing Lu 0002 |
ICLR | 2 |
| 2023 | Future-conditioned Unsupervised Pretraining for Decision TransformerabstractRecent research in offline reinforcement learning (RL) has demonstrated that return-conditioned supervised learning is a powerful paradigm for decision-making problems. While promising, return conditioning is limited to training data labeled with rewards and therefore faces challenges in learning from unsupervised data. In this work, we aim to utilize generalized future conditioning to enable efficient unsupervised pretraining from reward-free and sub-optimal offline data. We propose Pretrained Decision Transformer (PDT), a conceptually simple approach for unsupervised RL pretraining. PDT leverages future trajectory information as a privileged context to predict actions during training. The ability to make decisions based on both present and future factors enhances PDT's capability for generalization. Besides, this feature can be easily incorporated into a return-conditioned framework for online finetuning, by assigning return values to possible futures and sampling future embeddings based on their respective values. Empirically, PDT outperforms or performs on par with its supervised pretraining counterpart, especially when dealing with sub-optimal data. Further analysis reveals that PDT can extract diverse behaviors from offline data and controllably sample high-return behaviors by online finetuning. Code is available at here. Zhihui Xie 0002, Zichuan Lin, Deheng Ye, Qiang Fu 0016, Shuai Li 0010 |
ICML | 3 |
| 2023 | SeeHow: Workflow Extraction from Programming Screencasts through Action-Aware Video AnalyticsabstractProgramming screencasts (e.g., video tutorials on Youtube or live coding stream on Twitch) are important knowledge source for developers to learn programming knowledge, especially the workflow of completing a programming task. Nonetheless, the image nature of programming screencasts limits the accessibility of screencast content and the workflow embedded in it, resulting in a gap to access and interact with the content and workflow in programming screencasts. Existing non-intrusive methods are limited to extract either primitive human-computer interaction (HCI) actions or coarse-grained video fragments. In this work, we leverage Computer Vision (CV) techniques to build a programming screencast analysis tool which can automatically extract code-line editing steps (enter text, delete text, edit text and select text) from screencasts. Given a programming screencast, our approach outputs a sequence of coding steps and code snippets involved in each step, which we refer to as programming workflow. The proposed method is evaluated on 41 hours of tutorial videos and live coding screencasts with diverse programming environments. The results demonstrate our tool can extract code-line editing steps accurately and the extracted workflow steps can be intuitively understood by developers. Dehai Zhao, Zhenchang Xing, Xin Xia 0001, Deheng Ye, Xiwei Xu 0001, Liming Zhu 0001 |
ICSE | 4 |
| 2023 | Hokoff: Real Game Dataset from Honor of Kings and its Offline Reinforcement Learning BenchmarksabstractThe advancement of Offline Reinforcement Learning (RL) and Offline Multi-Agent Reinforcement Learning (MARL) critically depends on the availability of high-quality, pre-collected offline datasets that represent real-world complexities and practical applications. However, existing datasets often fall short in their simplicity and lack of realism. To address this gap, we propose Hokoff, a comprehensive set of pre-collected datasets that covers both offline RL and offline MARL, accompanied by a robust framework, to facilitate further research. This data is derived from Honor of Kings, a recognized Multiplayer Online Battle Arena (MOBA) game known for its intricate nature, closely resembling real-life situations. Utilizing this framework, we benchmark a variety of offline RL and offline MARL algorithms. We also introduce a novel baseline algorithm tailored for the inherent hierarchical action space of the game. We reveal the incompetency of current offline RL approaches in handling task complexity, generalization and multi-task learning. Yun Qu 0002, Jianzhun Shao, Yuhang Jiang 0001, Zhenbin Ye, Lin Lai, Hongyang Qin, Minwen Deng, Juchao Zhuo, Deheng Ye, Qiang Fu 0016, Yang Guang, Wei Yang 0032, Lanxiao Huang, Xiangyang Ji |
NeurIPS | 13 |
| 2023 | Mutual-Information Regularized Multi-Agent Policy IterationabstractDespite the success of cooperative multi-agent reinforcement learning algorithms, most of them focus on a single team composition, which prevents them from being used in more realistic scenarios where dynamic team composition is possible. While some studies attempt to solve this problem via multi-task learning in a fixed set of team compositions, there is still a risk of overfitting to the training set, which may lead to catastrophic performance when facing dramatically varying team compositions during execution. To address this problem, we propose to use mutual information (MI) as an augmented reward to prevent individual policies from relying too much on team-related information and encourage agents to learn policies that are robust in different team compositions. Optimizing this MI-augmented objective in an off-policy manner can be intractable due to the existence of dynamic marginal distribution. To alleviate this problem, we first propose a multi-agent policy iteration algorithm with a fixed marginal distribution and prove its convergence and optimality. Then, we propose to employ the Blahut–Arimoto algorithm and an imaginary team composition distribution for optimization with approximate marginal distribution as the practical implementation. Empirically, our method demonstrates strong zero-shot generalization to dynamic team compositions in complex cooperative tasks. Jiangxing Wang, Deheng Ye, Zongqing Lu 0002 |
NeurIPS | 2 |
| 2023 | Curriculum-Based Asymmetric Multi-Task Reinforcement LearningabstractWe introduce CAMRL, the first curriculum-based asymmetric multi-task learning (AMTL) algorithm for dealing with multiple reinforcement learning (RL) tasks altogether. To mitigate the negative influence of customizing the one-off training order in curriculum-based AMTL, CAMRL switches its training mode between parallel single-task RL and asymmetric multi-task RL (MTRL), according to an indicator regarding the training time, the overall performance, and the performance gap among tasks. To leverage the multi-sourced prior knowledge flexibly and to reduce negative transfer in AMTL, we customize a composite loss with multiple differentiable ranking functions and optimize the loss through alternating optimization and the Frank-Wolfe algorithm. The uncertainty-based automatic adjustment of hyper-parameters is also applied to eliminate the need of laborious hyper-parameter analysis during optimization. By optimizing the composite loss, CAMRL predicts the next training task and continuously revisits the transfer matrix and network weights. We have conducted experiments on a wide range of benchmarks in multi-task RL, covering Gym-minigrid, Meta-world, Atari video games, vision-based PyBullet tasks, and RLBench, to show the improvements of CAMRL over the corresponding single-task RL algorithm and state-of-the-art MTRL algorithms. The code is available at: https://github.com/huanghanchi/CAMRL. Hanchi Huang, Deheng Ye, Li Shen 0008, Wei Liu 0005 |
IEEE Trans. Pattern Anal. Mach. Intell. | 2 |
| 2022 | JueWu-MC: Playing Minecraft with Sample-efficient Hierarchical Reinforcement LearningabstractLearning rational behaviors in open-world games like Minecraft remains to be challenging for Reinforcement Learning (RL) research due to the compound challenge of partial observability, high-dimensional visual perception and delayed reward. To address this, we propose JueWu-MC, a sample-efficient hierarchical RL approach equipped with representation learning and imitation learning to deal with perception and exploration. Specifically, our approach includes two levels of hierarchy, where the high-level controller learns a policy to control over options and the low-level workers learn to solve each sub-task. To boost the learning of sub-tasks, we propose a combination of techniques including 1) action-aware representation learning which captures underlying relations between action and representation, 2) discriminator-based self-imitation learning for efficient exploration, and 3) ensemble behavior cloning with consistency filtering for policy robustness. Extensive experiments show that JueWu-MC significantly improves sample efficiency and outperforms a set of baselines by a large margin. Notably, we won the championship of the NeurIPS MineRL 2021 research competition and achieved the highest performance score ever. Zichuan Lin, Junyou Li, Jianing Shi, Deheng Ye, Qiang Fu 0016, Wei Yang 0032 |
IJCAI | 4 |
| 2022 | Honor of Kings Arena: an Environment for Generalization in Competitive Reinforcement LearningabstractThis paper introduces Honor of Kings Arena, a reinforcement learning (RL) environment based on the Honor of Kings, one of the world’s most popular games at present. Compared to other environments studied in most previous work, ours presents new generalization challenges for competitive reinforcement learning. It is a multi-agent problem with one agent competing against its opponent; and it requires the generalization ability as it has diverse targets to control and diverse opponents to compete with. We describe the observation, action, and reward specifications for the Honor of Kings domain and provide an open-source Python-based interface for communicating with the game engine. We provide twenty target heroes with a variety of tasks in Honor of Kings Arena and present initial baseline results for RL-based methods with feasible computing resources. Finally, we showcase the generalization challenges imposed by Honor of Kings Arena and possible remedies to the challenges. All of the software, including the environment-class, are publicly available. Hua Wei 0001, Jingxiao Chen, Xiyang Ji, Hongyang Qin, Minwen Deng, Siqin Li, Liang Wang 0015, Weinan Zhang 0001, Yong Yu 0001, Lanxiao Huang, Deheng Ye, Qiang Fu 0016, Wei Yang 0032 |
NeurIPS | 12 |
| 2022 | Supervised Learning Achieves Human-Level Performance in MOBA Games: A Case Study of Honor of KingsabstractWe present JueWu-SL, the first supervised-learning-based artificial intelligence (AI) program that achieves human-level performance in playing multiplayer online battle arena (MOBA) games. Unlike prior attempts, we integrate the macro-strategy and the micromanagement of MOBA-game-playing into neural networks in a supervised and end-to-end manner. Tested on Honor of Kings, the most popular MOBA at present, our AI performs competitively at the level of High King players in standard 5v5 games. Deheng Ye, Peilin Zhao, Fuhao Qiu, Bo Yuan 0008, Mingfei Sun 0001, Siqin Li, Zhenjie Lian, Bei Shi, Liang Wang 0015, Tengfei Shi, Qiang Fu 0016, Wei Yang 0032, Lanxiao Huang |
IEEE Trans. Neural Networks Learn. Syst. | 1 |
| 2021 | Don't Do That! Hunting Down Visual Design Smells in Complex UIs against Design GuidelinesabstractJust like code smells in source code, UI design has visual design smells. We study 93 don't-do-that guidelines in the Material Design, a complex design system created by Google. We find that these don't-guidelines go far beyond UI aesthetics, and involve seven general design dimensions (layout, typography, iconography, navigation, communication, color, and shape) and four component design aspects (anatomy, placement, behavior, and usage). Violating these guidelines results in visual design smells in UIs (or UI design smells). In a study of 60,756 UIs of 9,286 Android apps, we find that 7,497 UIs of 2,587 apps have at least one violation of some Material Design guidelines. This reveals the lack of developer training and tool support to avoid UI design smells. To fill this gap, we design an automated UI design smell detector (UIS-Hunter) that extracts and validates multi-modal UI information (component metadata, typography, iconography, color, and edge) for detecting the violation of diverse don't-guidelines in Material Design. The detection accuracy of UIS-Hunter is high (precision=0.81, recall=0.90) on the 60,756 UIs of 9,286 apps. We build a guideline gallery with real-world UI design smells that UIS-Hunter detects for developers to learn the best Material Design practices. Our user studies show that UIS-Hunter is more effective than manual detection of UI design smells, and the UI design smells that are detected by UIS-Hunter have severely negative impacts on app users. Zhenchang Xing, Xin Xia 0001, Chunyang Chen 0001, Deheng Ye, Shanping Li |
ICSE | 5 |
| 2021 | Boosting Offline Reinforcement Learning with Residual Generative ModelingabstractOffline reinforcement learning (RL) tries to learn the near-optimal policy with recorded offline experience without online exploration.Current offline RL research includes: 1) generative modeling, i.e., approximating a policy using fixed data; and 2) learning the state-action value function. While most research focuses on the state-action function part through reducing the bootstrapping error in value function approximation induced by the distribution shift of training data, the effects of error propagation in generative modeling have been neglected. In this paper, we analyze the error in generative modeling. We propose AQL (action-conditioned Q-learning), a residual generative model to reduce policy approximation error for offline RL. We show that our method can learn more accurate policy approximations in different benchmark datasets. In addition, we show that the proposed offline RL method can learn more competitive AI agents in complex control tasks under the multiplayer online battle arena (MOBA) game, Honor of Kings. Hua Wei 0001, Deheng Ye, Bo Yuan 0008, Qiang Fu 0016, Wei Yang 0032, Zhenhui Li |
IJCAI | 2 |
| 2021 | MapGo: Model-Assisted Policy Optimization for Goal-Oriented TasksabstractIn Goal-oriented Reinforcement learning, relabeling the raw goals in past experience to provide agents with hindsight ability is a major solution to the reward sparsity problem. In this paper, to enhance the diversity of relabeled goals, we develop FGI (Foresight Goal Inference), a new relabeling strategy that relabels the goals by looking into the future with a learned dynamics model. Besides, to improve sample efficiency, we propose to use the dynamics model to generate simulated trajectories for policy training. By integrating these two improvements, we introduce the MapGo framework (Model-Assisted Policy optimization for Goal-oriented tasks). In our experiments, we first show the effectiveness of the FGI strategy compared with the hindsight one, and then show that the MapGo framework achieves higher sample efficiency when compared to model-free baselines on a set of complicated tasks. Menghui Zhu, Minghuan Liu, Jian Shen 0003, Weinan Zhang 0001, Deheng Ye, Yong Yu 0001, Qiang Fu 0016, Wei Yang 0032 |
IJCAI | 7 |
| 2021 | Learning Diverse Policies in MOBA Games via Macro-GoalsabstractRecently, many researchers have made successful progress in building the AI systems for MOBA-game-playing with deep reinforcement learning, such as on Dota 2 and Honor of Kings. Even though these AI systems have achieved or even exceeded human-level performance, they still suffer from the lack of policy diversity. In this paper, we propose a novel Macro-Goals Guided framework, called MGG, to learn diverse policies in MOBA games. MGG abstracts strategies as macro-goals from human demonstrations and trains a Meta-Controller to predict these macro-goals. To enhance policy diversity, MGG samples macro-goals from the Meta-Controller prediction and guides the training process towards these goals. Experimental results on the typical MOBA game Honor of Kings demonstrate that MGG can execute diverse policies in different matches and lineups, and also outperform the state-of-the-art methods over 102 heroes. Yiming Gao 0007, Bei Shi, Xueying Du, Liang Wang 0015, Guangwei Chen, Zhenjie Lian, Fuhao Qiu, Guoan Han, Deheng Ye, Qiang Fu 0016, Wei Yang 0032, Lanxiao Huang |
NeurIPS | 10 |
| 2021 | Coordinated Proximal Policy OptimizationabstractWe present Coordinated Proximal Policy Optimization (CoPPO), an algorithm that extends the original Proximal Policy Optimization (PPO) to the multi-agent setting. The key idea lies in the coordinated adaptation of step size during the policy update process among multiple agents. We prove the monotonicity of policy improvement when optimizing a theoretically-grounded joint objective, and derive a simplified optimization objective based on a set of approximations. We then interpret that such an objective in CoPPO can achieve dynamic credit assignment among agents, thereby alleviating the high variance issue during the concurrent update of agent policies. Finally, we demonstrate that CoPPO outperforms several strong baselines and is competitive with the latest multi-agent PPO method (i.e. MAPPO) under typical multi-agent settings, including cooperative matrix games and the StarCraft II micromanagement tasks. Zifan Wu, Chao Yu 0004, Deheng Ye, Junge Zhang, Haiyin Piao, Hankui Zhuo |
NeurIPS | 3 |
| 2021 | Which Heroes to Pick? Learning to Draft in MOBA Games With Neural Networks and Tree SearchabstractHero drafting is essential in multiplayer online battle arena (MOBA) game playing as it builds the team of each side and directly affects the match outcome. State-of-the-art drafting methods fail to consider: 1) drafting efficiency when the hero pool is expanded; 2) the multiround nature of a MOBA 5v5 match series, i.e., two teams play best-of-$N$and the same hero is only allowed to be drafted once throughout the series. In this article, we formulate the drafting process as a multiround combinatorial game and propose a novel drafting algorithm based on neural networks and Monte Carlo tree search, named JueWuDraft. Specifically, we design a long-term value estimation mechanism to handle the best-of-$N$drafting case. TakingHonor of Kings, one of the most popular MOBA games at present, as a running case, we demonstrate the practicality and effectiveness of JueWuDraft when compared to state-of-the-art drafting methods. Menghui Zhu, Deheng Ye, Weinan Zhang 0001, Qiang Fu 0016, Wei Yang 0032 |
IEEE Trans. Games | 3 |
| 2020 | Mastering Complex Control in MOBA Games with Deep Reinforcement LearningabstractWe study the reinforcement learning problem of complex action control in the Multi-player Online Battle Arena (MOBA) 1v1 games. This problem involves far more complicated state and action spaces than those of traditional 1v1 games, such as Go and Atari series, which makes it very difficult to search any policies with human-level performance. In this paper, we present a deep reinforcement learning framework to tackle this problem from the perspectives of both system and algorithm. Our system is of low coupling and high scalability, which enables efficient explorations at large scale. Our algorithm includes several novel strategies, including control dependency decoupling, action mask, target attention, and dual-clip PPO, with which our proposed actor-critic network can be effectively trained in our system. Tested on the MOBA game Honor of Kings, the trained AI agents can defeat top professional human players in full 1v1 games. Deheng Ye, Mingfei Sun 0001, Bei Shi, Peilin Zhao, Hongsheng Yu, Xipeng Wu, Qingwei Guo, Qiaobo Chen, Yinyuting Yin, Tengfei Shi, Liang Wang 0015, Qiang Fu 0016, Wei Yang 0032, Lanxiao Huang |
AAAI | 1 |
| 2020 | Relation-Aware Transformer for Portfolio Policy LearningabstractPortfolio selection is an important yet challenging task in AI for FinTech. One of the key issues is how to represent the non-stationary price series of assets in a portfolio, which is important for portfolio decisions. The existing methods, however, fall short of capturing: 1) the complicated sequential patterns for asset price series and 2) the price correlations among multiple assets. In this paper, under a deep reinforcement learning paradigm for portfolio selection, we propose a novel Relation-aware Transformer (RAT) to handle these aspects. Specifically, being equipped with our newly developed attention modules, RAT is structurally innovated to capture both sequential patterns and asset correlations for portfolio selection. Based on the extracted sequential features, RAT is able to make profitable portfolio decisions regarding each asset via a newly devised leverage operation. Extensive experiments on real-world crypto-currency and stock datasets verify the state-of-the-art performance of RAT. Ke Xu 0002, Yifan Zhang 0004, Deheng Ye, Peilin Zhao, Mingkui Tan |
IJCAI | 3 |
| 2020 | Towards Playing Full MOBA Games with Deep Reinforcement LearningabstractMOBA games, e.g., Honor of Kings, League of Legends, and Dota 2, pose grand challenges to AI systems such as multi-agent, enormous state-action space, complex action control, etc. Developing AI for playing MOBA games has raised much attention accordingly. However, existing work falls short in handling the raw game complexity caused by the explosion of agent combinations, i.e., lineups, when expanding the hero pool in case that OpenAI's Dota AI limits the play to a pool of only 17 heroes. As a result, full MOBA games without restrictions are far from being mastered by any existing AI system. In this paper, we propose a MOBA AI learning paradigm that methodologically enables playing full MOBA games with deep reinforcement learning. Specifically, we develop a combination of novel and existing learning techniques, including off-policy adaption, multi-head value estimation, curriculum self-play learning, policy distillation, and Monte-Carlo tree-search, in training and playing a large pool of heroes, meanwhile addressing the scalability issue skillfully. Tested on Honor of Kings, a popular MOBA game, we show how to build superhuman AI agents that can defeat top esports players. The superiority of our AI is demonstrated by the first large-scale performance test of MOBA AI agent in the literature. Deheng Ye, Bo Yuan 0008, Fuhao Qiu, Hongsheng Yu, Yinyuting Yin, Bei Shi, Liang Wang 0015, Tengfei Shi, Qiang Fu 0016, Wei Yang 0032, Lanxiao Huang, Wei Liu 0005 |
NeurIPS | 1 |
| 2019 | Adversarial Transfer for Named Entity Boundary Detection with Pointer NetworksabstractIn this paper, we focus on named entity boundary detection, which aims to detect the start and end boundaries of an entity mention in text, without predicting its type. A more accurate and robust detection approach is desired to alleviate error propagation in downstream applications, such as entity linking and fine-grained typing systems. Here, we first develop a novel entity boundary labeling approach with pointer networks, where the output dictionary size depends on the input, which is variable. Furthermore, we propose AT-Bdry, which incorporates adversarial transfer learning into an end-to-end sequence labeling model to encourage domain-invariant representations. More importantly, AT-Bdry can reduce domain difference in data distributions between the source and target domains, via an unsupervised transfer learning approach (i.e., no annotated target-domain data is necessary). We conduct Formal Text to Formal Text, Formal Text to Informal Text and ablation evaluations on five benchmark datasets. Experimental results show that AT-Bdry achieves state-of-the-art transferring performance against recent baselines. Jing Li 0034, Deheng Ye, Shuo Shang |
IJCAI | 2 |
| 2018 | APIReal: an API recognition and linking approach for online developer forums
Deheng Ye, Lingfeng Bao, Zhenchang Xing, Shangwei Lin 0001 |
Empir. Softw. Eng. | 1 |
| 2017 | Enhancing Knowledge Sharing in Stack Overflow via Automatic External Web Resources LinkingabstractReferencing URLs of external web resources (e.g., official language references and API documents) is an effective mechanism for knowledge sharing in Q&A websites like Stack Overflow. We show that reference frequencies of URLs follow power law distribution, meaning that web resources that have been referenced frequently will likely to be referenced again. However, there lack of effective methods to manage and reuse already-shared web resources relevant to entities (e.g., APIs or programming concepts) that are mentioned in Q&A discussions. As URL references are done in an ad-hoc manner, large amounts of entity mentions have not been linked to relevant web resources. To enhance management and reuse of alreadyshared web resources in Stack Overflow, we build a knowledge base of official documentation of languages and APIs that have been shared in Stack Overflow, and develop an automatic web resources linking technique to linkify entity mentions to relevant official documentation in the knowledge base. A challenge in automatic web resources linking is that entity mentions often have ambiguity, for example, same programming concepts across different languages, same name APIs in different libraries. To disambiguate the right web resource to link among several URL candidates for an entity mention, our technique examines both the global popularity of the URL candidates for the entity mention and the local context relatedness of the URL candidates with the discussion thread in which the entity is mentioned. We conduct large scale evaluation of the built knowledge base and the performance of our automatic web resource linking technique. Sa Gao, Zhenchang Xing, Deheng Ye, Shangwei Lin 0001 |
ICECCS | 4 |
| 2017 | Ensemble application of convolutional and recurrent neural networks for multi-label text categorizationabstractText categorization, or text classification, is one of key tasks for representing the semantic information of documents. Multi-label text categorization is finer-grained approach to text categorization which consists of assigning multiple target labels to documents. It is more challenging compared to the task of multi-class text categorization due to the exponential growth of label combinations. Existing approaches to multi-label text categorization fall short to extract local semantic information and to model label correlations. In this paper, we propose an ensemble application of convolutional and recurrent neural networks to capture both the global and the local textual semantics and to model high-order label correlations while having a tractable computational complexity. Extensive experiments show that our approach achieves the state-of-the-art performance when the CNN-RNN model is trained using a large-sized dataset. Deheng Ye, Zhenchang Xing, Jieshan Chen, Erik Cambria |
IJCNN | 2 |
| 2017 | The structure and dynamics of knowledge network in domain-specific Q&A sites: a case study of stack overflow
Deheng Ye, Zhenchang Xing, Nachiket Kapre |
Empir. Softw. Eng. | 1 |
| 2016 | GPU-Accelerated High-Level Synthesis for Bitwidth Optimization of FPGA DatapathsabstractBitwidth optimization of FPGA datapaths can save hardware resources by choosing the fewest number of bits required for each datapath variable to achieve a desired quality of result. However, it is an NP-hard problem that requires unacceptably long runtimes when using sequential CPU-based heuristics. We show how to parallelize the key steps of bitwidth optimization on the GPU by performing a fast brute-force search over a carefully constrained search space. We develop a high-level synthesis methodology suitable for rapid prototyping of bitwidth-annotated RTL code generation using gcc's GIMPLE backend. For range analysis, we perform parallel evaluation of sub-intervals to provide tighter bounds compared to ordinary interval arithmetic. For bitwidth allocation, we enumerate the different bitwidth combinations in parallel by assigning each combination to a GPU thread. We demonstrate up to 10?1000x speedups for range analysis and 50?200x speedups for bitwidth allocation when comparing NVIDIA K20 GPU implementation to an Intel Core i5-4570 CPU while maintaining identical solution quality across various benchmarks. This allows us to generate tailor-made RTL with minimum bitwidths in hundreds of milliseconds instead of hundreds of minutes when starting from high-level C descriptions of dataflow computations. Nachiket Kapre, Deheng Ye |
FPGA | 2 |
| 2016 | Learning to Extract API Mentions from Informal Natural Language DiscussionsabstractWhen discussing programming issues on social platforms (e.g, Stack Overflow, Twitter), developers often mention APIs in natural language texts. Extracting API mentions in natural language texts is a prerequisite for effective indexing and searching for API-related information in software engineering social content. However, the informal nature of social discussions creates two fundamental challenges for API extraction: common-word polysemy and sentence-format variations. Common-word polysemy refers to the ambiguity between the API sense of a common word and the normal sense of the word (e.g., append, apply and merge). Sentence-format variations refer to the lack of consistent sentence writing format for inferring API mentions. Existing API extraction techniques fall short to address these two challenges, because they assume distinct API naming conventions (e.g., camel case, underscore) or structured sentence format (e.g., code-like phrase, API annotation, or full API name). In this paper, we propose a semi-supervised machine-learning approach that exploits name synonyms and rich semantic context of API mentions to extract API mentions in informal social text. The key innovation of our approach is to exploit two complementary unsupervised language models learned from the abundant unlabeled text to model sentence-format variations and to train a robust model with a small set of labeled data and an iterative self-training process. The evaluation of 1,205 API mentions of the three libraries (Pandas, Numpy, and Matplotlib) in Stack Overflow texts shows that our approach significantly outperforms existing API extraction techniques based on language-convention and sentence-format heuristics and our earlier machine-learning based method for named-entity recognition. Deheng Ye, Zhenchang Xing, Chee Yong Foo, Jing Li 0034, Nachiket Kapre |
ICSME | 1 |
| 2016 | Predicting semantically linkable knowledge in developer online forums via convolutional neural networkabstractConsider a question and its answers in Stack Overflow as a knowledge unit. Knowledge units often contain semantically relevant knowledge, and thus linkable for different purposes, such as duplicate questions, directly linkable for problem solving, indirectly linkable for related information. Recognizing different classes of linkable knowledge would support more targeted information needs when users search or explore the knowledge base. Existing methods focus on binary relatedness (i.e., related or not), and are not robust to recognize different classes of semantic relatedness when linkable knowledge units share few words in common (i.e., have lexical gap). In this paper, we formulate the problem of predicting semantically linkable knowledge units as a multiclass classification problem, and solve the problem using deep learning techniques. To overcome the lexical gap issue, we adopt neural language model (word embeddings) and convolutional neural network (CNN) to capture word- and document-level semantics of knowledge units. Instead of using human-engineered classifier features which are hard to design for informal user-generated content, we exploit large amounts of different types of user-created knowledge-unit links to train the CNN to learn the most informative word- and sentence-level features for the multiclass classification task. Our evaluation shows that our deep-learning based approach significantly and consistently outperforms traditional methods using traditional word representations and human-engineered classifier features. Deheng Ye, Zhenchang Xing, Xin Xia 0001, Shanping Li |
ASE | 2 |
| 2016 | Software-Specific Named Entity Recognition in Software Engineering Social ContentabstractSoftware engineering social content, such as Q&A discussions on Stack Overflow, has become a wealth of information on software engineering. This textual content is centered around software-specific entities, and their usage patterns, issues-solutions, and alternatives. However, existing approaches to analyzing software engineering texts treat software-specific entities in the same way as other content, and thus cannot support the recent advance of entity-centric applications, such as direct answers and knowledge graph. The first step towards enabling these entity-centric applications for software engineering is to recognize and classify software-specific entities, which is referred to as Named Entity Recognition (NER) in the literature. Existing NER methods are designed for recognizing person, location and organization in formal and social texts, which are not applicable to NER in software engineering. Existing information extraction methods for software engineering are limited to API identification and linking of a particular programming language. In this paper, we formulate the research problem of NER in software engineering. We identify the challenges in designing a software-specific NER system and propose a machine learning based approach applied on software engineering social content. Our NER system, called S-NER, is general for software engineering in that it can recognize a broad category of software entities for a wide range of popular programming languages, platform, and library. We conduct systematic experiments to evaluate our machine learning based S-NER against a well-designed, and to study the effectiveness of widely-adopted NER techniques and features in the face of the unique characteristics of software engineering social content. Deheng Ye, Zhenchang Xing, Chee Yong Foo, Zi Qun Ang, Jing Li 0034, Nachiket Kapre |
SANER | 1 |
| 2015 | ActivitySpace: A Remembrance Framework to Support Interapplication Information NeedsabstractDevelopers' daily work produces, transforms, and communicates cross-cutting information across applications, including IDEs, emails, Q&A sites, Twitter, and many others. However, these applications function independently of one another. Even though each application has their own effective information management mechanisms, cross-cutting information across separate applications creates a problem of information fragmentation, forcing developers to manually track, correlate, and re-find cross-cutting information across applications. In this paper, we present ActivitySpace, a remembrance framework that unobtrusively tracks and analyze a developer's daily work in separate applications, and provides various semantic and episodic UIs that help developers correlate and re-find cross-cutting information across applications based on information content, time and place of his/her activities. Through a user study of 8 participants, we demonstrate how ActivitySpace helps to tackle information fragmentation problem in developers' daily work. Lingfeng Bao, Deheng Ye, Zhenchang Xing, Xin Xia 0001, Xinyu Wang 0001 |
ASE | 2 |
| 2014 | MixFX-SCORE: Heterogeneous Fixed-Point Compilation of Dataflow ComputationsabstractMixed-precision implementation of computation can deliver area, throughput and power improvements for dataflow computations over homogeneous fixed-precision circuits without any loss in accuracy. When designing circuits for reconfigurable hardware, we can exercise independent control over bitwidth selection of each variable in the computation. However, selecting the best precision for each variable is an NP-hard problem. While traditional solutions use automated heuristics like simulated annealing or integer linear programming, they still rely on the manual formulation of resource models, which can be tedious, and potentially inaccurate due to the unpredictable interactions between different stages of the FPGA CAD flow. We develop MixFX-SCORE, an automated tool-flow based on FX-SCORE fixed-point compilation framework and simulated annealing, to address this challenge. We outsource error analysis (Gappa++) and resource model generation (Vivado HLS, Logic Synthesis, Xilinx Place-and-Route) to external tools that offer a more accurate representation of error behavior (backed by proofs) and resource usage (based on actual utilization). We demonstrate 1.1-3.5x LUTs count savings, 1-1.8x DSP count reductions, and 1-3.9x dynamic power improvements while still satisfying the accuracy constraints when compared to homogeneous fixed-point implementations. Deheng Ye, Nachiket Kapre |
FCCM | 1 |