VLDB 2026 Research / reviewers in the wild / expert
Yuanhao Wang 0001
dblp:178/5079-1
· DBLP profile ↗
14ranked-venue papers
8as first author
10since 2021 · last 2025
0000-0001-8979-0675ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 14 · 8 first-author · 10 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Securing Equal Share: A Principled Approach for Learning Multiplayer Symmetric GamesabstractThis paper examines multiplayer symmetric constant-sum games with more than two players in a competitive setting, such as Mahjong, Poker, and various board and video games. In contrast to two-player zero-sum games, equilibria in multiplayer games are neither unique nor non-exploitable, failing to provide meaningful guarantees when competing against opponents who play different equilibria or non-equilibrium strategies. This gives rise to a series of long-lasting fundamental questions in multiplayer games regarding suitable objectives, solution concepts, and principled algorithms. This paper takes an initial step towards addressing these challenges by focusing on the natural objective of equal share—securing an expected payoff of $C/n$ in an $n$-player symmetric game with a total payoff of $C$. We rigorously identify the theoretical conditions under which achieving an equal share is tractable and design a series of efficient algorithms, inspired by no-regret learning, that provably attain approximate equal share across various settings. Furthermore, we provide complementary lower bounds that justify the sharpness of our theoretical results. Our experimental results highlight worst-case scenarios where meta-algorithms from prior state-of-the-art systems for multiplayer games fail to secure an equal share, while our algorithm succeeds, demonstrating the effectiveness of our approach. Jiawei Ge 0003, Yuanhao Wang 0001, Chi Jin 0001 |
ICML | 2 |
| 2024 | Directional Smoothness and Gradient Methods: Convergence and AdaptivityabstractWe develop new sub-optimality bounds for gradient descent (GD) that depend on the conditioning of the objective along the path of optimization, rather than on global, worst-case constants. Key to our proofs is directional smoothness, a measure of gradient variation that we use to develop upper-bounds on the objective. Minimizing these upper-bounds requires solving implicit equations to obtain a sequence of strongly adapted step-sizes; we show that these equations are straightforward to solve for convex quadratics and lead to new guarantees for two classical step-sizes. For general functions, we prove that the Polyak step-size and normalized GD obtain fast, path-dependent rates despite using no knowledge of the directional smoothness. Experiments on logistic regression show our convergence guarantees are tighter than the classical theory based on $L$-smoothness. Aaron Mishkin, Ahmed Khaled 0001, Yuanhao Wang 0001, Aaron Defazio, Robert M. Gower |
NeurIPS | 3 |
| 2023 | Breaking the Curse of Multiagency: Provably Efficient Decentralized Multi-Agent RL with Function ApproximationabstractA unique challenge in Multi-Agent Reinforcement Learning (MARL) is the \emph{curse of multiagency}, where the description length of the game as well as the complexity of many existing learning algorithms scale \emph{exponentially} in the number of agents. While recent work successfully addresses this challenge under the model of tabular Markov Games, their mechanisms critically rely on the number of states being finite and small, and do not extend to practical scenarios with enormous state spaces where \emph{function approximation} must be used to approximate value functions or policies. This paper presents the first line of MARL algorithms that provably resolve the curse of multiagency under function approximation. We design a new algorithm—\emph{V-Learning with Policy Replay}, which gives the first \emph{polynomial} sample complexity results for learning approximate Coarse Correlated Equilibria (CCEs) of Markov Games under decentralized linear function approximation. Our algorithm always outputs Markov CCEs, and its sample complexity also significantly improves over the current best result for finding Markov CCEs in the tabular setting. This paper further presents an alternative algorithm—\emph{Decentralized Optimistic Policy Mirror Descent}, which finds policy-class-restricted CCEs using a polynomial number of samples. In exchange for learning a weaker version of CCEs, this algorithm applies to a wider range of problems under generic function approximation, such as linear quadratic games and MARL problems with low “marginal” Eluder dimension. Yuanhao Wang 0001, Yu Bai 0017, Chi Jin 0001 |
COLT | 1 |
| 2023 | Learning Rationalizable Equilibria in Multiplayer Games
Yuanhao Wang 0001, Dingwen Kong, Yu Bai 0017, Chi Jin 0001 |
ICLR | 1 |
| 2023 | Is RLHF More Difficult than Standard RL? A Theoretical PerspectiveabstractReinforcement learning from Human Feedback (RLHF) learns from preference signals, while standard Reinforcement Learning (RL) directly learns from reward signals. Preferences arguably contain less information than rewards, which makes preference-based RL seemingly more difficult. This paper theoretically proves that, for a wide range of preference models, we can solve preference-based RL directly using existing algorithms and techniques for reward-based RL, with small or no extra costs. Specifically, (1) for preferences that are drawn from reward-based probabilistic models, we reduce the problem to robust reward-based RL that can tolerate small errors in rewards; (2) for general arbitrary preferences where the objective is to find the von Neumann winner, we reduce the problem to multiagent reward-based RL which finds Nash equilibria for factored Markov games under a restricted set of policies. The latter case can be further reduce to adversarial MDP when preferences only depend on the final state. We instantiate all reward-based RL subroutines by concrete provable algorithms, and apply our theory to a large class of models including tabular MDPs and MDPs with generic function approximation. We further provide guarantees when K-wise comparisons are available. Yuanhao Wang 0001, Chi Jin 0001 |
NeurIPS | 1 |
| 2022 | Near-optimal Local Convergence of Alternating Gradient Descent-Ascent for Minimax OptimizationabstractSmooth minimax games often proceed by simultaneous or alternating gradient updates. Although algorithms with alternating updates are commonly used in practice, the majority of existing theoretical analyses focus on simultaneous algorithms for convenience of analysis. In this paper, we study alternating gradient descent-ascent (Alt-GDA) in minimax games and show that Alt-GDA is superior to its simultaneous counterpart (Sim-GDA) in many settings. We prove that Alt-GDA achieves a near-optimal local convergence rate for strongly convex-strongly concave (SCSC) problems while Sim-GDA converges at a much slower rate. To our knowledge, this is the first result of any setting showing that Alt-GDA converges faster than Sim-GDA by more than a constant. We further adapt the theory of integral quadratic constraints (IQC) and show that Alt-GDA attains the same rate globally for a subclass of SCSC minimax problems. Empirically, we demonstrate that alternating updates speed up GAN training significantly and the use of optimism only helps for simultaneous algorithms. Guodong Zhang 0006, Yuanhao Wang 0001, Laurent Lessard, Roger B. Grosse |
AISTATS | 2 |
| 2022 | Learning Markov Games with Adversarial Opponents: Efficient Algorithms and Fundamental LimitsabstractAn ideal strategy in zero-sum games should not only grant the player an average reward no less than the value of Nash equilibrium, but also exploit the (adaptive) opponents when they are suboptimal. While most existing works in Markov games focus exclusively on the former objective, it remains open whether we can achieve both objectives simultaneously. To address this problem, this work studies no-regret learning in Markov games with adversarial opponents when competing against the best fixed policy in hindsight. Along this direction, we present a new complete set of positive and negative results: When the policies of the opponents are revealed at the end of each episode, we propose new efficient algorithms achieving $\sqrt{K}$ regret bounds when either (1) the baseline policy class is small or (2) the opponent’s policy class is small. This is complemented with an exponential lower bound when neither conditions are true. When the policies of the opponents are not revealed, we prove a statistical hardness result even in the most favorable scenario when both above conditions are true. Our hardness result is much stronger than the existing hardness results which either only involve computational hardness, or require further restrictions on the algorithms. Yuanhao Wang 0001, Chi Jin 0001 |
ICML | 2 |
| 2021 | On the Suboptimality of Negative Momentum for Minimax OptimizationabstractSmooth game optimization has recently attracted great interest in machine learning as it generalizes the single-objective optimization paradigm. However, game dynamics is more complex due to the interaction between different players and is therefore fundamentally different from minimization, posing new challenges for algorithm design. Notably, it has been shown that negative momentum is preferred due to its ability to reduce oscillation in game dynamics. Nevertheless, existing analysis of negative momentum was restricted to simple bilinear games. In this paper, we extend the analysis to smooth and strongly-convex strongly-concave minimax games by taking the variational inequality formulation. By connecting Polyak’s momentum with Chebyshev polynomials, we show that negative momentum accelerates convergence of game dynamics locally, though with a suboptimal rate. To the best of our knowledge, this is the \emph{first work} that provides an explicit convergence rate for negative momentum in this setting. Guodong Zhang 0006, Yuanhao Wang 0001 |
AISTATS | 2 |
| 2021 | Online Learning in Unknown Markov GamesabstractWe study online learning in unknown Markov games, a problem that arises in episodic multi-agent reinforcement learning where the actions of the opponents are unobservable. We show that in this challenging setting, achieving sublinear regret against the best response in hindsight is statistically hard. We then consider a weaker notion of regret by competing with the \emph{minimax value} of the game, and present an algorithm that achieves a sublinear $\tilde{\mathcal{O}}(K^{2/3})$ regret after $K$ episodes. This is the first sublinear regret bound (to our knowledge) for online learning in unknown Markov games. Importantly, our regret bound is independent of the size of the opponents’ action spaces. As a result, even when the opponents’ actions are fully observable, our regret bound improves upon existing analysis (e.g., (Xie et al., 2020)) by an exponential factor in the number of opponents. Yuanhao Wang 0001, Tiancheng Yu, Suvrit Sra |
ICML | 2 |
| 2021 | An Exponential Lower Bound for Linearly Realizable MDP with Constant Suboptimality GapabstractA fundamental question in the theory of reinforcement learning is: suppose the optimal $Q$-function lies in the linear span of a given $d$ dimensional feature mapping, is sample-efficient reinforcement learning (RL) possible? The recent and remarkable result of Weisz et al. (2020) resolves this question in the negative, providing an exponential (in $d$) sample size lower bound, which holds even if the agent has access to a generative model of the environment. One may hope that such a lower can be circumvented with an even stronger assumption that there is a \emph{constant gap} between the optimal $Q$-value of the best action and that of the second-best action (for all states); indeed, the construction in Weisz et al. (2020) relies on having an exponentially small gap. This work resolves this subsequent question, showing that an exponential sample complexity lower bound still holds even if a constant gap is assumed. Perhaps surprisingly, this result implies an exponential separation between the online RL setting and the generative model setting, where sample-efficient RL is in fact possible in the latter setting with a constant gap. Complementing our negative hardness result, we give two positive results showing that provably sample-efficient RL is possible either under an additional low-variance assumption or under a novel hypercontractivity assumption. Yuanhao Wang 0001, Ruosong Wang, Sham M. Kakade |
NeurIPS | 1 |
| 2020 | Q-learning with UCB Exploration is Sample Efficient for Infinite-Horizon MDP
Yuanhao Wang 0001, Kefan Dong, Xiaoyu Chen 0008, Liwei Wang 0001 |
ICLR | 1 |
| 2020 | Distributed Bandit Learning: Near-Optimal Regret with Efficient Communication
Yuanhao Wang 0001, Jiachen Hu, Xiaoyu Chen 0008, Liwei Wang 0001 |
ICLR | 1 |
| 2020 | On Solving Minimax Optimization Locally: A Follow-the-Ridge Approach
Yuanhao Wang 0001, Guodong Zhang 0006, Jimmy Ba |
ICLR | 1 |
| 2020 | Improved Algorithms for Convex-Concave Minimax OptimizationabstractThis paper studies minimax optimization problems $\min_\x \max_\y f(\x,\y)$, where $f(\x,\y)$ is $m_\x$-strongly convex with respect to $\x$, $m_\y$-strongly concave with respect to $\y$ and $(L_\x,L_{\x\y},L_\y)$-smooth. Zhang et al. \cite{zhang2019lower} provided the following lower bound of the gradient complexity for any first-order method: $\Omega\Bigl(\sqrt{\frac{L_\x}{m_\x}+\frac{L_{\x\y}^2}{m_\x m_\y}+\frac{L_\y}{m_\y}}\ln(1/\epsilon)\Bigr).$ This paper proposes a new algorithm and proved a gradient complexity bound of $\Tilde{O}\Bigl(\sqrt{\frac{L_\x}{m_\x}+\frac{L\cdot L_{\x\y}}{m_\x m_\y}+\frac{L_\y}{m_\y}}\ln\left(1/\epsilon\right)\Bigr),$ where $L=\max\{L_\x,L_{\x\y},L_\y\}$. This improves over the best known upper bound $\Tilde{O}\left(\sqrt{\nicefrac{L^2}{m_\x m_\y}} \ln^3\left(1/\epsilon\right)\right)$ by Lin et al. \cite{lin2020near}. Our bound achieves linear convergence rate and tighter dependency on condition numbers, especially when $L_{\x\y}\ll L$ (i.e., the weak interaction regime). Via simple reduction, our new bound also implies improved bounds for strongly convex-concave problems and convex-concave problems. When $f$ is quadratic, we can further improve the bound to $O\Bigl(\sqrt{\frac{L_\x}{m_\x}+\frac{L_{\x\y}^2}{m_\x m_\y}+\frac{L_\y}{m_\y}}\left(\frac{L^2}{m_\x m_\y}\right)^{o(1)}\ln(1/\epsilon)\Bigr)$, which matches the lower bound up to a sub-polynomial factor. Yuanhao Wang 0001 |
NeurIPS | 1 |