Linjie Xu

dblp:239/5274 · DBLP profile ↗
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13ranked-venue papers
5as first author
12since 2021 · last 2025
0000-0002-7152-5096ORCID · corroborated

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

Artificial intelligence and machine learning · 6 · 1 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 6 · 4 first-author · 5 since 2021Human-computer interaction and ubiquitous computing · 6 · 4 first-author · 5 since 2021Security and privacy · 1 · 1 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021
YearPublicationVenuePosition
2025 Efficient Discovery of Pareto Front for Multi-Objective Reinforcement Learning
abstract
Multi-objective reinforcement learning (MORL) excels at handling rapidly changing preferences in tasks that involve multiple criteria, even for unseen preferences. However, previous dominating MORL methods typically generate a fixed policy set or preference-conditioned policy through multiple training iterations exclusively for sampled preference vectors, and cannot ensure the efficient discovery of the Pareto front. Furthermore, integrating preferences into the input of policy or value functions presents scalability challenges, in particular as the dimension of the state and preference space grow, which can complicate the learning process and hinder the algorithm's performance on more complex tasks. To address these issues, we propose a two-stage Pareto front discovery algorithm called Constrained MORL (C-MORL), which serves as a seamless bridge between constrained policy optimization and MORL. Concretely, a set of policies is trained in parallel in the initialization stage, with each optimized towards its individual preference over the multiple objectives. Then, to fill the remaining vacancies in the Pareto front, the constrained optimization steps are employed to maximize one objective while constraining the other objectives to exceed a predefined threshold. Empirically, compared to recent advancements in MORL methods, our algorithm achieves more consistent and superior performances in terms of hypervolume, expected utility, and sparsity on both discrete and continuous control tasks, especially with numerous objectives (up to nine objectives in our experiments).
Ruohong Liu, Yuxin Pan, Linjie Xu, Lei Song 0001, Pengcheng You, Yize Chen, Jiang Bian 0002
ICLR3
2025 Unveiling Markov heads in Pretrained Language Models for Offline Reinforcement Learning
abstract
Recently, incorporating knowledge from pretrained language models (PLMs) into decision transformers (DTs) has generated significant attention in offline reinforcement learning (RL). These PLMs perform well in RL tasks, raising an intriguing question: what kind of knowledge from PLMs has been transferred to RL to achieve such good results? This work first dives into this problem by analyzing each head quantitatively and points out Markov head, a crucial component that exists in the attention heads of PLMs. It leads to extreme attention on the last-input token and performs well only in short-term environments. Furthermore, we prove that this extreme attention cannot be changed by re-training embedding layer or fine-tuning. Inspired by our analysis, we propose a general method GPT-DTMA, which equips a pretrained DT with Mixture of Attention (MoA), to enable adaptive learning and accommodate diverse attention requirements during fine-tuning. Extensive experiments demonstrate the effectiveness of GPT-DTMA: it achieves superior performance in short-term environments compared to baselines, significantly reduces the performance gap of PLMs in long-term scenarios, and the experimental results also validate our theorems.
Wenhao Zhao, Qiushui Xu, Linjie Xu, Lei Song 0001, Chunlai Zhou, Jiang Bian 0002
ICML3
2024 Strategy Game-Playing with Size-Constrained State Abstraction
abstract
Playing strategy games is a challenging problem for artificial intelligence (AI). One of the major challenges is the large search space due to a diverse set of game components. In recent works, state abstraction has been applied to search-based game AI and has brought significant performance improvements. State abstraction techniques rely on reducing the search space, e.g., by aggregating similar states. However, the application of these abstractions is hindered because the quality of an abstraction is difficult to evaluate. Previous works hence abandon the abstraction in the middle of the search to not bias the search to a local optimum. This mechanism introduces a hyper-parameter to decide the time to abandon the current state abstraction. In this work, we propose a size-constrained state abstraction (SCSA), an approach that limits the maximum number of nodes being grouped together. We found that with SCSA, the abstraction is not required to be abandoned. Our empirical results on 3 strategy games show that the SCSA agent outperforms the previous methods and yields robust performance over different games. Codes are opensourced at https://anonymous.4open.science/r/SCSA-DB44/.
Linjie Xu, Diego Perez Liebana, Alexander Dockhorn
CoG1
2024 Higher Replay Ratio Empowers Sample-Efficient Multi-Agent Reinforcement Learning
abstract
One of the notorious issues for Reinforcement Learning (RL) is poor sample efficiency. Compared to single agent RL, the sample efficiency for Multi-Agent Reinforcement Learning (MARL) is more challenging because of its inherent partial observability, non-stationary training, and enormous strategy space. Although much effort has been devoted to developing new methods and enhancing sample efficiency, we look at the widely used episodic training mechanism. In each training step, tens of frames are collected, but only one gradient step is made. We argue that this episodic training could be a source of poor sample efficiency. To better exploit the data already collected, we propose to increase the frequency of the gradient updates per environment interaction (a.k.a. Replay Ratio or Update-To-Data ratio). To show its generality, we evaluate 3 MARL methods on 6 SMAC tasks. The empirical results validate that a higher replay ratio significantly improves the sample efficiency for MARL algorithms. The codes to reimplement the results presented in this paper are open-sourced at https://github.com/egg-west/rr_for_MARL.
Linjie Xu, Zichuan Liu, Alexander Dockhorn, Diego Perez Liebana, Lei Song 0001, Jiang Bian 0002
CoG1
2024 Protecting Your LLMs with Information Bottleneck
abstract
The advent of large language models (LLMs) has revolutionized the field of natural language processing, yet they might be attacked to produce harmful content. Despite efforts to ethically align LLMs, these are often fragile and can be circumvented by jailbreaking attacks through optimized or manual adversarial prompts. To address this, we introduce the Information Bottleneck Protector (IBProtector), a defense mechanism grounded in the information bottleneck principle, and we modify the objective to avoid trivial solutions. The IBProtector selectively compresses and perturbs prompts, facilitated by a lightweight and trainable extractor, preserving only essential information for the target LLMs to respond with the expected answer. Moreover, we further consider a situation where the gradient is not visible to be compatible with any LLM. Our empirical evaluations show that IBProtector outperforms current defense methods in mitigating jailbreak attempts, without overly affecting response quality or inference speed. Its effectiveness and adaptability across various attack methods and target LLMs underscore the potential of IBProtector as a novel, transferable defense that bolsters the security of LLMs without requiring modifications to the underlying models.
Zichuan Liu, Zefan Wang, Linjie Xu, Lei Song 0001, Tianchun Wang, Wei Cheng 0002, Jiang Bian 0002
NeurIPS3
2023 The differential spectrum and boomerang spectrum of a class of locally-APN functions
Zhao Hu, Nian Li 0005, Linjie Xu, Xiangyong Zeng, Xiaohu Tang 0004
Des. Codes Cryptogr.3
2023 Elastic Monte Carlo Tree Search
abstract
Strategy games are a challenge for the design of artificial intelligence agents due to their complexity and the combinatorial search space they produce. State abstraction has been applied in different domains to shrink the search space. Automatic state abstraction methods have gained much success in the planning domain and their transfer to strategy games raises a question of scalability. In this article, we propose elastic Monte Carlo tree search (MCTS), an algorithm that uses automatic state abstraction to play strategy games. In elastic MCTS, tree nodes are clustered dynamically. First, nodes are grouped by state abstraction for efficient exploration, to later be separated for refining exploitable action sequences. Such an elastic tree benefits from efficient information sharing while avoiding using an imperfect state abstraction during the whole search process. We provide empirical analyses of the proposed method in three strategy games of different complexity. Our empirical results show that in all games, elastic MCTS outperforms MCTS baselines by a large margin, with a considerable search tree size reduction at the expense of small computation time.
Linjie Xu, Alexander Dockhorn, Diego Perez Liebana
IEEE Trans. Games1
2022 Elastic Monte Carlo Tree Search with State Abstraction for Strategy Game Playing
abstract
Strategy video games challenge AI agents with their combinatorial search space caused by complex game elements. State abstraction is a popular technique that reduces the state space complexity. However, current state abstraction methods for games depend on domain knowledge, making their application to new games expensive. State abstraction methods that require no domain knowledge are studied extensively in the planning domain. However, no evidence shows they scale well with the complexity of strategy games. In this paper, we propose Elastic MCTS, an algorithm that uses state abstraction to play strategy games. In Elastic MCTS, the nodes of the tree are clustered dynamically, first grouped together progressively by state abstraction, and then separated when an iteration threshold is reached. The elastic changes benefit from efficient searching brought by state abstraction but avoid the negative influence of using state abstraction for the whole search. To evaluate our method, we make use of the general strategy games platform Stratega to generate scenarios of varying complexity. Results show that Elastic MCTS outperforms MCTS baselines with a large margin, while reducing the tree size by a factor of 10. Code can be found at https://github.com/egg-west/Stratega
Linjie Xu, Jorge Hurtado Grueso, Dominik Jeurissen, Diego Perez Liebana, Alexander Dockhorn
CoG1
2021 Portfolio Search and Optimization for General Strategy Game-Playing
abstract
Portfolio methods represent a simple but efficient type of action abstraction which has shown to improve the performance of search-based agents in a range of strategy games. We first review existing portfolio techniques and propose a new algorithm for optimization and action-selection based on the Rolling Horizon Evolutionary Algorithm. Moreover, a series of variants are developed to solve problems in different aspects. We further analyze the performance of discussed agents in a general strategy game-playing task. For this purpose, we run experiments on three different game-modes of the Stratega framework. For the optimization of the agents' parameters and portfolio sets we study the use of the N-tuple Bandit Evolutionary Algorithm. The resulting portfolio sets suggest a high diversity in play-styles while being able to consistently beat the sample agents. An analysis of the agents' performance shows that the proposed algorithm generalizes well to all game-modes and is able to outperform other portfolio methods.
Alexander Dockhorn, Jorge Hurtado Grueso, Dominik Jeurissen, Linjie Xu, Diego Perez Liebana
CEC4
2021 Game State and Action Abstracting Monte Carlo Tree Search for General Strategy Game-Playing
abstract
When implementing intelligent agents for strategy games, we observe that search-based methods struggle with the complexity of such games. To tackle this problem, we propose a new variant of Monte Carlo Tree Search which can incorporate action and game state abstractions. Focusing on the latter, we developed a game state encoding for turn-based strategy games that allows for a flexible abstraction. Using an optimization procedure, we optimize the agent's action and game state abstraction to maximize its performance against a rule-based agent. Furthermore, we compare different combinations of abstractions and their impact on the agent's performance based on the Kill the King game of the Stratega framework. Our results show that action abstractions have improved the performance of our agent considerably. Contrary, game state abstractions have not shown much impact. While these results may be limited to the tested game, they are in line with previous research on abstractions of simple Markov Decision Processes. The higher complexity of strategy games may require more intricate methods, such as hierarchical or time-based abstractions, to further improve the agent's performance.
Alexander Dockhorn, Jorge Hurtado Grueso, Dominik Jeurissen, Linjie Xu, Diego Perez Liebana
CoG4
2021 Generating Diverse and Competitive Play-Styles for Strategy Games
abstract
Designing agents that are able to achieve different play-styles while maintaining a competitive level of play is a difficult task, especially for games for which the research community has not found super-human performance yet, like strategy games. These require the AI to deal with large action spaces, long-term planning and partial observability, among other well-known factors that make decision-making a hard problem. On top of this, achieving distinct play-styles using a general algorithm without reducing playing strength is not trivial. In this paper, we propose Portfolio Monte Carlo Tree Search with Progressive Unpruning for playing a turn-based strategy game (Tribes) and show how it can be parameterized so a quality-diversity algorithm (MAP-Elites) is used to achieve different play-styles while keeping a competitive level of play. Our results show that this algorithm is capable of achieving these goals even for an extensive collection of game levels beyond those used for training.
Diego Perez Liebana, Cristina Guerrero-Romero, Alexander Dockhorn, Linjie Xu, Jorge Hurtado Grueso, Dominik Jeurissen
CoG4
2021 Deep Multi-task Augmented Feature Learning via Hierarchical Graph Neural Network
Pengxin Guo 0001, Chang Deng, Linjie Xu, Xiaonan Huang, Yu Zhang 0006
ECML/PKDD (1)3
2019 A Hierarchical Approach for MARLÖ Challenge
abstract
Recently reinforcement learning has been showing remarkable performance in playing games. However, the majority of conventional approaches merely solve games with a single task. It is not yet well studied whether reinforcement learning is effective in games like Minecraft, where players are required to finish multiple different tasks while cooperating with other collaborators. In such games, AIs are confronted with dual challenges - finishing multiple tasks and building a multi-agent system. We propose a hierarchical approach with reinforcement learning policies to address the challenges. Experiments show that our approach performs well when dealing with multiple tasks and multiple agents simultaneously. Our approach got the second runner-up in MARLO Challenge, demonstrating its potential in tackling the challenges.
Linjie Xu
CoG1