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Zichuan Lin

dblp:220/3933 · DBLP profile ↗
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13ranked-venue papers
6as first author
5since 2021 · last 2026
—ORCID · none

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

Artificial intelligence and machine learning · 13 · 6 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-author · 2 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
11 papers
Reinforcement learning · 88% Representation and self-supervised learning · 12%

Topics — the 23 heaviest of 26, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
offline reinforcement learning
1.422024
Learning Versatile Skills with Curriculum Masking · NeurIPS 2024
Future-conditioned Unsupervised Pretraining for Decision Transformer · ICML 2023
Machine learning › Reinforcement learning › multi-agent reinforcement learning
credit assignment
1.012026
Multi-agent In-context Coordination via Decentralized Memory Retrieval · AAAI 2026
Machine learning › Reinforcement learning
multi-agent reinforcement learning
1.012026
Multi-agent In-context Coordination via Decentralized Memory Retrieval · AAAI 2026
Machine learning › Reinforcement learning
model-based reinforcement learning
0.922020
Model-based Adversarial Meta-Reinforcement Learning · NeurIPS 2020
Object-Oriented Dynamics Learning through Multi-Level Abstraction · AAAI 2020
Machine learning › Reinforcement learning › reward design
reward decomposition
0.822020
RD$^2$: Reward Decomposition with Representation Decomposition · NeurIPS 2020
Distributional Reward Decomposition for Reinforcement Learning · NeurIPS 2019
Machine learning › Reinforcement learning › hierarchical reinforcement learning
skill learning
0.812024
Learning Versatile Skills with Curriculum Masking · NeurIPS 2024
Machine learning › Reinforcement learning › offline reinforcement learning
decision transformer
0.712023
Future-conditioned Unsupervised Pretraining for Decision Transformer · ICML 2023
Machine learning › Reinforcement learning
hierarchical reinforcement learning
0.612022
JueWu-MC: Playing Minecraft with Sample-efficient Hierarchical Reinforcement Learning · IJCAI 2022
Machine learning › Reinforcement learning
imitation learning
0.612022
JueWu-MC: Playing Minecraft with Sample-efficient Hierarchical Reinforcement Learning · IJCAI 2022
Machine learning › Reinforcement learning › imitation learning
self-imitation learning
0.612022
JueWu-MC: Playing Minecraft with Sample-efficient Hierarchical Reinforcement Learning · IJCAI 2022
Machine learning › Representation and self-supervised learning
associative memory
0.412020
Episodic Reinforcement Learning with Associative Memory · ICLR 2020
Machine learning › Representation and self-supervised learning › representation learning
disentangled representation learning
0.412020
Object-Oriented Dynamics Learning through Multi-Level Abstraction · AAAI 2020
Machine learning › Reinforcement learning
episodic reinforcement learning
0.412020
Episodic Reinforcement Learning with Associative Memory · ICLR 2020
Machine learning › Reinforcement learning
meta-reinforcement learning
0.412020
Model-based Adversarial Meta-Reinforcement Learning · NeurIPS 2020
Machine learning › Representation and self-supervised learning › representation learning › latent representation learning › state representation learning
object-oriented dynamics learning
0.412020
Object-Oriented Dynamics Learning through Multi-Level Abstraction · AAAI 2020
Machine learning › Reinforcement learning › value-based reinforcement learning
distributional reinforcement learning
0.412019
Fully Parameterized Quantile Function for Distributional Reinforcement Learning · NeurIPS 2019
Machine learning › Reinforcement learning › value function estimation
distributional value estimation
0.412019
Fully Parameterized Quantile Function for Distributional Reinforcement Learning · NeurIPS 2019
Machine learning › Reinforcement learning
value-based reinforcement learning
0.412019
Fully Parameterized Quantile Function for Distributional Reinforcement Learning · NeurIPS 2019
Machine learning › Reinforcement learning
deep reinforcement learning
0.312018
Episodic Memory Deep Q-Networks · IJCAI 2018
Machine learning › Reinforcement learning › memory architectures
episodic memory
0.312018
Episodic Memory Deep Q-Networks · IJCAI 2018
Machine learning › Reinforcement learning
sample efficiency
0.312018
Episodic Memory Deep Q-Networks · IJCAI 2018
Machine learning › Reinforcement learning
policy adaptation
0.312026
Multi-agent In-context Coordination via Decentralized Memory Retrieval · AAAI 2026
Machine learning › Reinforcement learning › model-based reinforcement learning › model-based planning
planning with learned models
0.112020
Object-Oriented Dynamics Learning through Multi-Level Abstraction · AAAI 2020

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

trajectory embedding · 1.0memory retrieval · 1.0in-context learning · 1.0masked prediction · 0.8curriculum learning · 0.8return-conditioned supervised learning · 0.7future conditioning · 0.7ensemble learning · 0.6consistency filtering · 0.6behavior cloning · 0.6
YearPublicationVenuePosition
2026 Multi-agent In-context Coordination via Decentralized Memory Retrieval
abstract
Large 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
AAAI2
2024 Learning Versatile Skills with Curriculum Masking
abstract
Masked 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
NeurIPS3
2024 Dynamics-Adaptive Continual Reinforcement Learning via Progressive Contextualization
abstract
A 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.2
2023 Future-conditioned Unsupervised Pretraining for Decision Transformer
abstract
Recent 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
ICML2
2022 JueWu-MC: Playing Minecraft with Sample-efficient Hierarchical Reinforcement Learning
abstract
Learning 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
IJCAI1
2020 Object-Oriented Dynamics Learning through Multi-Level Abstraction
abstract
Object-based approaches for learning action-conditioned dynamics has demonstrated promise for generalization and interpretability. However, existing approaches suffer from structural limitations and optimization difficulties for common environments with multiple dynamic objects. In this paper, we present a novel self-supervised learning framework, called Multi-level Abstraction Object-oriented Predictor (MAOP), which employs a three-level learning architecture that enables efficient object-based dynamics learning from raw visual observations. We also design a spatial-temporal relational reasoning mechanism for MAOP to support instance-level dynamics learning and handle partial observability. Our results show that MAOP significantly outperforms previous methods in terms of sample efficiency and generalization over novel environments for learning environment models. We also demonstrate that learned dynamics models enable efficient planning in unseen environments, comparable to true environment models. In addition, MAOP learns semantically and visually interpretable disentangled representations.
Guangxiang Zhu, Zhizhou Ren, Zichuan Lin, Chongjie Zhang
AAAI4
2020 Episodic Reinforcement Learning with Associative Memory
Guangxiang Zhu, Zichuan Lin, Chongjie Zhang
ICLR2
2020 Model-based Adversarial Meta-Reinforcement Learning
abstract
Meta-reinforcement learning (meta-RL) aims to learn from multiple training tasks the ability to adapt efficiently to unseen test tasks. Despite the success, existing meta-RL algorithms are known to be sensitive to the task distribution shift. When the test task distribution is different from the training task distribution, the performance may degrade significantly. To address this issue, this paper proposes \textit{Model-based Adversarial Meta-Reinforcement Learning} (AdMRL), where we aim to minimize the worst-case sub-optimality gap --- the difference between the optimal return and the return that the algorithm achieves after adaptation --- across all tasks in a family of tasks, with a model-based approach. We propose a minimax objective and optimize it by alternating between learning the dynamics model on a fixed task and finding the \textit{adversarial} task for the current model --- the task for which the policy induced by the model is maximally suboptimal. Assuming the family of tasks is parameterized, we derive a formula for the gradient of the suboptimality with respect to the task parameters via the implicit function theorem, and show how the gradient estimator can be efficiently implemented by the conjugate gradient method and a novel use of the REINFORCE estimator. We evaluate our approach on several continuous control benchmarks and demonstrate its efficacy in the worst-case performance over all tasks, the generalization power to out-of-distribution tasks, and in training and test time sample efficiency, over existing state-of-the-art meta-RL algorithms.
Zichuan Lin, Garrett Thomas, Tengyu Ma 0001
NeurIPS1
2020 RD$^2$: Reward Decomposition with Representation Decomposition
abstract
Reward decomposition, which aims to decompose the full reward into multiple sub-rewards, has been proven beneficial for improving sample efficiency in reinforcement learning. Existing works on discovering reward decomposition are mostly policy dependent, which constrains diverse or disentangled behavior between different policies induced by different sub-rewards. In this work, we propose a set of novel reward decomposition principles by constraining uniqueness and compactness of different state features/representations relevant to different sub-rewards. Our principles encourage sub-rewards with minimal relevant features, while maintaining the uniqueness of each sub-reward. We derive a deep learning algorithm based on our principle, and term our method as RD$^2$, since we learn reward decomposition and representation decomposition jointly. RD$^2$ is evaluated on a toy case, where we have the true reward structure, and some Atari environments where reward structure exists but is unknown to the agent to demonstrate the effectiveness of RD$^2$ against existing reward decomposition methods.
Zichuan Lin, Derek Yang, Li Zhao 0007, Tao Qin 0001, Tie-Yan Liu
NeurIPS1
2019 Unified Policy Optimization for Robust Reinforcement Learning
abstract
Recent years have witnessed significant progress in solving challenging problems across various domains using deep reinforcement learning (RL). Despite the success, the weak robustness has risen as a big obstacle for applying existing RL algorithms into real problems. In this paper, we propose unified policy optimization (UPO), a sample-efficient shared policy framework that allows a policy to update itself by considering different gradients generated by different policy gradient (PG) methods. Specifically, we propose two algorithms called UPO-MAB and UPO-ES, to leverage these different gradients by adopting the idea of multi-arm bandit (MAB) and evolution strategies (ES), with the purpose of finding the gradient direction leading to more performance gain with less extra data cost. Extensive experiments show that our approach can lead to stronger robustness and better performance than baselines.
Zichuan Lin, Li Zhao 0007, Jiang Bian 0002, Tao Qin 0001
ACML1
2019 Distributional Reward Decomposition for Reinforcement Learning
abstract
Many reinforcement learning (RL) tasks have specific properties that can be leveraged to modify existing RL algorithms to adapt to those tasks and further improve performance, and a general class of such properties is the multiple reward channel. In those environments the full reward can be decomposed into sub-rewards obtained from different channels. Existing work on reward decomposition either requires prior knowledge of the environment to decompose the full reward, or decomposes reward without prior knowledge but with degraded performance. In this paper, we propose Distributional Reward Decomposition for Reinforcement Learning (DRDRL), a novel reward decomposition algorithm which captures the multiple reward channel structure under distributional setting. Empirically, our method captures the multi-channel structure and discovers meaningful reward decomposition, without any requirements on prior knowledge. Consequently, our agent achieves better performance than existing methods on environments with multiple reward channels.
Zichuan Lin, Li Zhao 0007, Derek Yang, Tao Qin 0001, Tie-Yan Liu
NeurIPS1
2019 Fully Parameterized Quantile Function for Distributional Reinforcement Learning
abstract
Distributional Reinforcement Learning (RL) differs from traditional RL in that, rather than the expectation of total returns, it estimates distributions and has achieved state-of-the-art performance on Atari Games. The key challenge in practical distributional RL algorithms lies in how to parameterize estimated distributions so as to better approximate the true continuous distribution. Existing distributional RL algorithms parameterize either the probability side or the return value side of the distribution function, leaving the other side uniformly fixed as in C51, QR-DQN or randomly sampled as in IQN. In this paper, we propose fully parameterized quantile function that parameterizes both the quantile fraction axis (i.e., the x-axis) and the value axis (i.e., y-axis) for distributional RL. Our algorithm contains a fraction proposal network that generates a discrete set of quantile fractions and a quantile value network that gives corresponding quantile values. The two networks are jointly trained to find the best approximation of the true distribution. Experiments on 55 Atari Games show that our algorithm significantly outperforms existing distributional RL algorithms and creates a new record for the Atari Learning Environment for non-distributed agents.
Derek Yang, Li Zhao 0007, Zichuan Lin, Tao Qin 0001, Jiang Bian 0002, Tie-Yan Liu
NeurIPS3
2018 Episodic Memory Deep Q-Networks
abstract
Reinforcement learning (RL) algorithms have made huge progress in recent years by leveraging the power of deep neural networks (DNN). Despite the success, deep RL algorithms are known to be sample inefficient, often requiring many rounds of interactions with the environments to obtain satisfactory performances. Recently, episodic memory based RL has attracted attention due to its ability to latch on good actions quickly. In this paper, we present a simple yet effective biologically inspired RL algorithm called Episodic Memory Deep Q-Networks (EMDQN), which leverages episodic memory to supervise an agent during training. Experiments show that our proposed method leads to better sample efficiency and is more likely to find good policy. It only requires 1/5 of the interactions of DQN to achieve many state-of-the-art performances on Atari games, significantly outperforming regular DQN and other episodic memory based RL algorithms.
Zichuan Lin
IJCAI1