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Li-Cheng Lan

dblp:200/8672 · DBLP profile ↗
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7ranked-venue papers
4as first author
5since 2021 · last 2024
—ORCID · none

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

Artificial intelligence and machine learning · 7 · 4 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
6 papers
Reinforcement learning · 37% Trustworthy machine learning · 18% Planning, search and constraint satisfaction · 13%

Topics — the 11 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search
0.922021
Learning to Stop: Dynamic Simulation Monte-Carlo Tree Search · AAAI 2021
Multiple Policy Value Monte Carlo Tree Search · IJCAI 2019
Machine learning › Reinforcement learning
imitation learning
0.812024
Expert Proximity as Surrogate Rewards for Single Demonstration Imitation Learning · ICML 2024
Machine learning › Reinforcement learning › imitation learning
inverse reinforcement learning
0.812024
Expert Proximity as Surrogate Rewards for Single Demonstration Imitation Learning · ICML 2024
Machine learning › Reinforcement learning
generalization in reinforcement learning
0.712023
Can Agents Run Relay Race with Strangers? Generalization of RL to Out-of-Distribution Trajectories · ICLR 2023
Machine learning › Trustworthy machine learning
out-of-distribution generalization
0.712023
Can Agents Run Relay Race with Strangers? Generalization of RL to Out-of-Distribution Trajectories · ICLR 2023
Machine learning › Trustworthy machine learning › robustness
adversarial robustness
0.612022
Are AlphaZero-like Agents Robust to Adversarial Perturbations? · NeurIPS 2022
Knowledge, reasoning and agents › Multi-agent systems › autonomous agents
game-playing agents
0.612022
Are AlphaZero-like Agents Robust to Adversarial Perturbations? · NeurIPS 2022
Machine learning › Graph learning
graph neural network
0.612022
Learning to Schedule Learning rate with Graph Neural Networks · ICLR 2022
Machine learning › Optimization for machine learning
learning rate schedule
0.612022
Learning to Schedule Learning rate with Graph Neural Networks · ICLR 2022
Robotics › Motion planning and robot control › robot dynamics
dynamic simulation
0.512021
Learning to Stop: Dynamic Simulation Monte-Carlo Tree Search · AAAI 2021
Machine learning › Reinforcement learning › multi-agent reinforcement learning
self-play
0.412019
Multiple Policy Value Monte Carlo Tree Search · IJCAI 2019

Methods — techniques the papers use, named apart from their topics

policy value neural networks · 1.0transition discriminator · 0.8surrogate reward · 0.8reinforcement learning · 0.6monte carlo tree search · 0.6graph neural network · 0.6adversarial search · 0.6uncertainty prediction · 0.5deep neural network · 0.5
YearPublicationVenuePosition
2024 Expert Proximity as Surrogate Rewards for Single Demonstration Imitation Learning
abstract
In this paper, we focus on single-demonstration imitation learning (IL), a practical approach for real-world applications where acquiring multiple expert demonstrations is costly or infeasible and the ground truth reward function is not available. In contrast to typical IL settings with multiple demonstrations, single-demonstration IL involves an agent having access to only one expert trajectory. We highlight the issue of sparse reward signals in this setting and propose to mitigate this issue through our proposed Transition Discriminator-based IL (TDIL) method. TDIL is an IRL method designed to address reward sparsity by introducing a denser surrogate reward function that considers environmental dynamics. This surrogate reward function encourages the agent to navigate towards states that are proximal to expert states. In practice, TDIL trains a transition discriminator to differentiate between valid and non-valid transitions in a given environment to compute the surrogate rewards. The experiments demonstrate that TDIL outperforms existing IL approaches and achieves expert-level performance in the single-demonstration IL setting across five widely adopted MuJoCo benchmarks as well as the "Adroit Door" robotic environment.
Chia-Cheng Chiang, Li-Cheng Lan, Wei-Fang Sun, Chien Feng, Cho-Jui Hsieh, Chun-Yi Lee
ICML2
2023 Can Agents Run Relay Race with Strangers? Generalization of RL to Out-of-Distribution Trajectories
Li-Cheng Lan, Huan Zhang 0001, Cho-Jui Hsieh
ICLR1
2022 Learning to Schedule Learning rate with Graph Neural Networks
Yuanhao Xiong, Li-Cheng Lan, Xiangning Chen, Cho-Jui Hsieh
ICLR2
2022 Are AlphaZero-like Agents Robust to Adversarial Perturbations?
abstract
The success of AlphaZero (AZ) has demonstrated that neural-network-based Go AIs can surpass human performance by a large margin. Given that the state space of Go is extremely large and a human player can play the game from any legal state, we ask whether adversarial states exist for Go AIs that may lead them to play surprisingly wrong actions.In this paper, we first extend the concept of adversarial examples to the game of Go: we generate perturbed states that are ``semantically'' equivalent to the original state by adding meaningless moves to the game, and an adversarial state is a perturbed state leading to an undoubtedly inferior action that is obvious even for Go beginners. However, searching the adversarial state is challenging due to the large, discrete, and non-differentiable search space. To tackle this challenge, we develop the first adversarial attack on Go AIs that can efficiently search for adversarial states by strategically reducing the search space. This method can also be extended to other board games such as NoGo. Experimentally, we show that the actions taken by both Policy-Value neural network (PV-NN) and Monte Carlo tree search (MCTS) can be misled by adding one or two meaningless stones; for example, on 58\% of the AlphaGo Zero self-play games, our method can make the widely used KataGo agent with 50 simulations of MCTS plays a losing action by adding two meaningless stones. We additionally evaluated the adversarial examples found by our algorithm with amateur human Go players, and 90\% of examples indeed lead the Go agent to play an obviously inferior action. Ourcode is available at \url{https://PaperCode.cc/GoAttack}.
Li-Cheng Lan, Huan Zhang 0001, Ti-Rong Wu, Meng-Yu Tsai 0001, I-Chen Wu, Cho-Jui Hsieh
NeurIPS1
2021 Learning to Stop: Dynamic Simulation Monte-Carlo Tree Search
abstract
Monte Carlo tree search (MCTS) has achieved state-of-the-art results in many domains such as Go and Atari games when combining with deep neural networks (DNNs). When more simulations are executed, MCTS can achieve higher performance but also requires enormous amounts of CPU and GPU resources. However, not all states require a long searching time to identify the best action that the agent can find. For example, in 19x19 Go and NoGo, we found that for more than half of the states, the best action predicted by DNN remains unchanged even after searching 2 minutes. This implies that a significant amount of resources can be saved if we are able to stop the searching earlier when we are confident with the current searching result. In this paper, we propose to achieve this goal by predicting the uncertainty of the current searching status and use the result to decide whether we should stop searching. With our algorithm, called Dynamic Simulation MCTS (DS-MCTS), we can speed up a NoGo agent trained by AlphaZero 2.5 times faster while maintaining a similar winning rate, which is critical for training and conducting experiments. Also, under the same average simulation count, our method can achieve a 61\% winning rate against the original program.
Li-Cheng Lan, Ti-Rong Wu, I-Chen Wu, Cho-Jui Hsieh
AAAI1
2019 Multiple Policy Value Monte Carlo Tree Search
abstract
Many of the strongest game playing programs use a combination of Monte Carlo tree search (MCTS) and deep neural networks (DNN), where the DNNs are used as policy or value evaluators. Given a limited budget, such as online playing or during the self-play phase of AlphaZero (AZ) training, a balance needs to be reached between accurate state estimation and more MCTS simulations, both of which are critical for a strong game playing agent. Typically, larger DNNs are better at generalization and accurate evaluation, while smaller DNNs are less costly, and therefore can lead to more MCTS simulations and bigger search trees with the same budget. This paper introduces a new method called the multiple policy value MCTS (MPV-MCTS), which combines multiple policy value neural networks (PV-NNs) of various sizes to retain advantages of each network, where two PV-NNs f_S and f_L are used in this paper. We show through experiments on the game NoGo that a combined f_S and f_L MPV-MCTS outperforms single PV-NN with policy value MCTS, called PV-MCTS. Additionally, MPV-MCTS also outperforms PV-MCTS for AZ training.
Li-Cheng Lan, Ting-Han Wei, I-Chen Wu
IJCAI1
2018 Multilabeled Value Networks for Computer Go
abstract
This paper proposes a new approach to a novel value network architecture for the gameGo, called a multilabeled (ML) value network. In the ML value network, different values (win rates) are trained simultaneously for different settings of komi, a compensation given to balance the initiative of playing first. The ML value network has three advantages: 1) it outputs values for different komi; (2) it supports dynamic komi; and (3) it lowers the mean squared error (MSE). This paper also proposes a new dynamic komi method to improve game-playing strength. This paper also performs experiments to demonstrate the merits of the architecture. First, the MSE of the ML value network is generally lower than the value network alone. Second, the program based on the ML value network wins by a rate of 67.6% against the program based on the value network alone. Third, the program with the proposed dynamic komi method significantly improves the playing strength over the baseline that does not use dynamic komi, especially for handicap games. To our knowledge, up to date, no handicap games have been played openly by programs using value networks. This paper provides these programs with a useful approach to playing handicap games.
Ti-Rong Wu, I-Chen Wu, Guan-Wun Chen, Ting-Han Wei, Hung-Chun Wu, Tung-Yi Lai, Li-Cheng Lan
IEEE Trans. Games7