VLDB 2026 Research / reviewers in the wild / expert
Jiechuan Jiang
dblp:220/4026
· DBLP profile ↗
14ranked-venue papers
9as first author
10since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 14 · 9 first-author · 10 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 first-author · 2 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Cradle: Empowering Foundation Agents towards General Computer ControlabstractDespite their success in specific scenarios, existing foundation agents still struggle to generalize across various virtual scenarios, mainly due to the dramatically different encapsulations of environments with manually designed observation and action spaces. To handle this issue, we propose the General Computer Control (GCC) setting to restrict foundation agents to interact with software through the most unified and standardized interface, i.e., using screenshots as input and keyboard and mouse actions as output. We introduce Cradle, a modular and flexible LMM-powered framework, as a preliminary attempt towards GCC. Enhanced by six key modules, Information Gathering, Self-Reflection, Task Inference, Skill Curation, Action Planning, and Memory, Cradle is able to understand input screenshots and output executable code for low-level keyboard and mouse control after high-level planning and information retrieval, so that Cradle can interact with any software and complete long-horizon complex tasks without relying on any built-in APIs. Experimental results show that Cradle exhibits remarkable generalizability and impressive performance across four previously unexplored commercial video games (Red Dead Redemption 2, Cities:Skylines, Stardew Valley and Dealer’s Life 2), five software applications (Chrome, Outlook, Feishu, Meitu and CapCut), and a comprehensive benchmark, OSWorld. With a unified interface to interact with any software, Cradle greatly extends the reach of foundation agents thus paving the way for generalist agents. Weihao Tan, Wentao Zhang 0007, Xinrun Xu, Haochong Xia, Ziluo Ding, Boyu Li 0003, Junpeng Yue, Jiechuan Jiang, Yewen Li, Ruyi An, Molei Qin, Chuqiao Zong, Longtao Zheng, Xiaoqiang Chai, Yifei Bi, Tianbao Xie, Pengjie Gu, Xiyun Li, Ceyao Zhang, Chaojie Wang 0001, Xinrun Wang, Börje Karlsson 0001, Bo An 0001, Shuicheng Yan, Zongqing Lu 0002 |
ICML | 9 |
| 2025 | Best Possible Q-LearningabstractFully decentralized learning, where the global information, *i.e.*, the actions of other agents, is inaccessible, is a fundamental challenge in cooperative multi-agent reinforcement learning. However, the convergence and optimality of most decentralized algorithms are not theoretically guaranteed, since the transition probabilities are non-stationary as all agents are updating policies simultaneously. To tackle this challenge, we propose \textit{best possible operator}, a novel decentralized operator, and prove that the policies of cooperative agents will converge to the optimal joint policy if each agent independently updates its individual state-action value by the operator when there is only one optimal joint policy. Further, to make the update more efficient and practical, we simplify the operator and prove that the convergence and optimality still hold with the simplified one. By instantiating the simplified operator, the derived fully decentralized algorithm, *best possible Q-learning* (BQL), does not suffer from non-stationarity. Empirically, we show that BQL achieves remarkable improvement over baselines in a variety of cooperative multi-agent tasks. Jiechuan Jiang, Zongqing Lu 0002 |
UAI | 1 |
| 2024 | Opponent Modeling based on Subgoal InferenceabstractWhen an agent is in a multi-agent environment, it may face previously unseen opponents, and it is a challenge to cooperate with other agents to accomplish the task together or to maximize its own rewards. Most opponent modeling methods deal with the non-stationarity caused by unknown opponent policies via predicting the opponent’s actions. However, focusing on the opponent’s action is shortsighted, which also constrains the adaptability to unknown opponents in complex tasks. In this paper, we propose opponent modeling based on subgoal inference, which infers the opponent’s subgoals through historical trajectories. As subgoals are likely to be shared by different opponent policies, predicting subgoals can yield better generalization to unknown opponents. Additionally, we design two subgoal selection modes for cooperative games and general-sum games respectively. Empirically, we show that our method achieves more effective adaptation than existing methods in a variety of tasks. Xiaopeng Yu 0001, Jiechuan Jiang, Zongqing Lu 0002 |
NeurIPS | 2 |
| 2023 | Online Tuning for Offline Decentralized Multi-Agent Reinforcement LearningabstractOffline reinforcement learning could learn effective policies from a fixed dataset, which is promising for real-world applications. However, in offline decentralized multi-agent reinforcement learning, due to the discrepancy between the behavior policy and learned policy, the transition dynamics in offline experiences do not accord with the transition dynamics in online execution, which creates severe errors in value estimates, leading to uncoordinated low-performing policies. One way to overcome this problem is to bridge offline training and online tuning. However, considering both deployment efficiency and sample efficiency, we could only collect very limited online experiences, making it insufficient to use merely online data for updating the agent policy. To utilize both offline and online experiences to tune the policies of agents, we introduce online transition correction (OTC) to implicitly correct the offline transition dynamics by modifying sampling probabilities. We design two types of distances, i.e., embedding-based and value-based distance, to measure the similarity between transitions, and further propose an adaptive rank-based prioritization to sample transitions according to the transition similarity. OTC is simple yet effective to increase data efficiency and improve agent policies in online tuning. Empirically, OTC outperforms baselines in a variety of tasks. Jiechuan Jiang, Zongqing Lu 0002 |
AAAI | 1 |
| 2023 | Offline Decentralized Multi-Agent Reinforcement LearningabstractIn many real-world multi-agent cooperative tasks, due to high cost and risk, agents cannot continuously interact with the environment and collect experiences during learning, but have to learn from offline datasets. However, the transition dynamics in the dataset of each agent can be much different from the ones induced by the learned policies of other agents in execution, creating large errors in value estimates. Consequently, agents learn uncoordinated low-performing policies. In this paper, we propose a framework for offline decentralized multi-agent reinforcement learning, which exploits value deviation and transition normalization to deliberately modify the transition probabilities. Value deviation optimistically increases the transition probabilities of high-value next states, and transition normalization normalizes the transition probabilities of next states. They together enable agents to learn high-performing and coordinated policies. Theoretically, we prove the convergence of Q-learning under the altered non-stationary transition dynamics. Empirically, we show that the framework can be easily built on many existing offline reinforcement learning algorithms and achieve substantial improvement in a variety of multi-agent tasks. Jiechuan Jiang, Zongqing Lu 0002 |
ECAI | 1 |
| 2023 | Learning from Visual Observation via Offline Pretrained State-to-Go TransformerabstractLearning from visual observation (LfVO), aiming at recovering policies from only visual observation data, is promising yet a challenging problem. Existing LfVO approaches either only adopt inefficient online learning schemes or require additional task-specific information like goal states, making them not suited for open-ended tasks. To address these issues, we propose a two-stage framework for learning from visual observation. In the first stage, we introduce and pretrain State-to-Go (STG) Transformer offline to predict and differentiate latent transitions of demonstrations. Subsequently, in the second stage, the STG Transformer provides intrinsic rewards for downstream reinforcement learning tasks where an agent learns merely from intrinsic rewards. Empirical results on Atari and Minecraft show that our proposed method outperforms baselines and in some tasks even achieves performance comparable to the policy learned from environmental rewards. These results shed light on the potential of utilizing video-only data to solve difficult visual reinforcement learning tasks rather than relying on complete offline datasets containing states, actions, and rewards. The project’s website and code can be
found at https://sites.google.com/view/stgtransformer. Jiechuan Jiang, Zongqing Lu 0002 |
NeurIPS | 3 |
| 2022 | Towards Human-Level Bimanual Dexterous Manipulation with Reinforcement LearningabstractAchieving human-level dexterity is an important open problem in robotics. However, tasks of dexterous hand manipulation even at the baby level are challenging to solve through reinforcement learning (RL). The difficulty lies in the high degrees of freedom and the required cooperation among heterogeneous agents (e.g., joints of fingers). In this study, we propose the Bimanual Dexterous Hands Benchmark (Bi-DexHands), a simulator that involves two dexterous hands with tens of bimanual manipulation tasks and thousands of target objects. Tasks in Bi-DexHands are first designed to match human-level motor skills according to literature in cognitive science, and then are built in Issac Gym; this enables highly efficient RL trainings, reaching 30,000+ FPS by only one single NVIDIA RTX 3090. We provide a comprehensive benchmark for popular RL algorithms under different settings; this includes multi-agent RL, offline RL, multi-task RL, and meta RL. Our results show that PPO type on-policy algorithms can learn to solve simple manipulation tasks that are equivalent up to 48-month human baby (e.g., catching a flying object, opening a bottle), while multi-agent RL can further help to learn manipulations that require skilled bimanual cooperation (e.g., lifting a pot, stacking blocks). Despite the success on each individual task, when it comes to mastering multiple manipulation skills, existing RL algorithms fail to work in most of the multi-task and the few-shot learning tasks, which calls for more future development from the RL community. Our project is open-sourced at https://github.com/PKU-MARL/DexterousHands. Yuanpei Chen, Tianhao Wu 0001, Xidong Feng, Jiechuan Jiang, Zongqing Lu 0002, Stephen McAleer, Hao Dong 0003, Song-Chun Zhu, Yaodong Yang 0001 |
NeurIPS | 5 |
| 2022 | I2Q: A Fully Decentralized Q-Learning AlgorithmabstractFully decentralized multi-agent reinforcement learning has shown great potentials for many real-world cooperative tasks, where the global information, \textit{e.g.}, the actions of other agents, is not accessible. Although independent Q-learning is widely used for decentralized training, the transition probabilities are non-stationary since other agents are updating policies simultaneously, which leads to non-guaranteed convergence of independent Q-learning. To deal with non-stationarity, we first introduce stationary ideal transition probabilities, on which independent Q-learning could converge to the global optimum. Further, we propose a fully decentralized method, I2Q, which performs independent Q-learning on the modeled ideal transition function to reach the global optimum. The modeling of ideal transition function in I2Q is fully decentralized and independent from the learned policies of other agents, helping I2Q be free from non-stationarity and learn the optimal policy. Empirically, we show that I2Q can achieve remarkable improvement in a variety of cooperative multi-agent tasks. Jiechuan Jiang, Zongqing Lu 0002 |
NeurIPS | 1 |
| 2022 | Model-Based Opponent ModelingabstractWhen one agent interacts with a multi-agent environment, it is challenging to deal with various opponents unseen before. Modeling the behaviors, goals, or beliefs of opponents could help the agent adjust its policy to adapt to different opponents. In addition, it is also important to consider opponents who are learning simultaneously or capable of reasoning. However, existing work usually tackles only one of the aforementioned types of opponents. In this paper, we propose model-based opponent modeling (MBOM), which employs the environment model to adapt to all kinds of opponents. MBOM simulates the recursive reasoning process in the environment model and imagines a set of improving opponent policies. To effectively and accurately represent the opponent policy, MBOM further mixes the imagined opponent policies according to the similarity with the real behaviors of opponents. Empirically, we show that MBOM achieves more effective adaptation than existing methods in a variety of tasks, respectively with different types of opponents, i.e., fixed policy, naive learner, and reasoning learner. Xiaopeng Yu 0001, Jiechuan Jiang, Wanpeng Zhang 0002, Haobin Jiang, Zongqing Lu 0002 |
NeurIPS | 2 |
| 2021 | The Emergence of IndividualityabstractIndividuality is essential in human society. It induces the division of labor and thus improves the efficiency and productivity. Similarly, it should also be a key to multi-agent cooperation. Inspired by that individuality is of being an individual separate from others, we propose a simple yet efficient method for the emergence of individuality (EOI) in multi-agent reinforcement learning (MARL). EOI learns a probabilistic classifier that predicts a probability distribution over agents given their observation and gives each agent an intrinsic reward of being correctly predicted by the classifier. The intrinsic reward encourages the agents to visit their own familiar observations, and learning the classifier by such observations makes the intrinsic reward signals stronger and in turn makes the agents more identifiable. To further enhance the intrinsic reward and promote the emergence of individuality, two regularizers are proposed to increase the discriminability of the classifier. We implement EOI on top of popular MARL algorithms. Empirically, we show that EOI outperforms existing methods in a variety of multi-agent cooperative scenarios. Jiechuan Jiang, Zongqing Lu 0002 |
ICML | 1 |
| 2020 | Generative Exploration and ExploitationabstractSparse reward is one of the biggest challenges in reinforcement learning (RL). In this paper, we propose a novel method called Generative Exploration and Exploitation (GENE) to overcome sparse reward. GENE automatically generates start states to encourage the agent to explore the environment and to exploit received reward signals. GENE can adaptively tradeoff between exploration and exploitation according to the varying distributions of states experienced by the agent as the learning progresses. GENE relies on no prior knowledge about the environment and can be combined with any RL algorithm, no matter on-policy or off-policy, single-agent or multi-agent. Empirically, we demonstrate that GENE significantly outperforms existing methods in three tasks with only binary rewards, including Maze, Maze Ant, and Cooperative Navigation. Ablation studies verify the emergence of progressive exploration and automatic reversing. Jiechuan Jiang, Zongqing Lu 0002 |
AAAI | 1 |
| 2020 | Graph Convolutional Reinforcement Learning
Jiechuan Jiang, Chen Dun, Tiejun Huang 0001, Zongqing Lu 0002 |
ICLR | 1 |
| 2019 | Learning Fairness in Multi-Agent SystemsabstractFairness is essential for human society, contributing to stability and productivity. Similarly, fairness is also the key for many multi-agent systems. Taking fairness into multi-agent learning could help multi-agent systems become both efficient and stable. However, learning efficiency and fairness simultaneously is a complex, multi-objective, joint-policy optimization. To tackle these difficulties, we propose FEN, a novel hierarchical reinforcement learning model. We first decompose fairness for each agent and propose fair-efficient reward that each agent learns its own policy to optimize. To avoid multi-objective conflict, we design a hierarchy consisting of a controller and several sub-policies, where the controller maximizes the fair-efficient reward by switching among the sub-policies that provides diverse behaviors to interact with the environment. FEN can be trained in a fully decentralized way, making it easy to be deployed in real-world applications. Empirically, we show that FEN easily learns both fairness and efficiency and significantly outperforms baselines in a variety of multi-agent scenarios. Jiechuan Jiang, Zongqing Lu 0002 |
NeurIPS | 1 |
| 2018 | Learning Attentional Communication for Multi-Agent CooperationabstractCommunication could potentially be an effective way for multi-agent cooperation. However, information sharing among all agents or in predefined communication architectures that existing methods adopt can be problematic. When there is a large number of agents, agents cannot differentiate valuable information that helps cooperative decision making from globally shared information. Therefore, communication barely helps, and could even impair the learning of multi-agent cooperation. Predefined communication architectures, on the other hand, restrict communication among agents and thus restrain potential cooperation. To tackle these difficulties, in this paper, we propose an attentional communication model that learns when communication is needed and how to integrate shared information for cooperative decision making. Our model leads to efficient and effective communication for large-scale multi-agent cooperation. Empirically, we show the strength of our model in a variety of cooperative scenarios, where agents are able to develop more coordinated and sophisticated strategies than existing methods. Jiechuan Jiang, Zongqing Lu 0002 |
NeurIPS | 1 |