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Bo Liu 0039

dblp:58/2670-39 · DBLP profile ↗
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5ranked-venue papers
1as first author
5since 2021 · last 2025
0000-0001-5426-515XORCID · conflict

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

Artificial intelligence and machine learning · 5 · 1 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 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
5 papers
Reinforcement learning · 51% Optimization for machine learning · 14% Transfer learning and domain adaptation · 14%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Performance modeling and evaluation · 100%

Topics — the 14 heaviest of 16, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning › policy optimization
policy gradient
1.422025
Differentiable Information Enhanced Model-Based Reinforcement Learning · AAAI 2025
A Theoretical Understanding of Gradient Bias in Meta-Reinforcement Learning · NeurIPS 2022
Machine learning › Reinforcement learning
model-based reinforcement learning
0.912025
Differentiable Information Enhanced Model-Based Reinforcement Learning · AAAI 2025
Machine learning › Optimization for machine learning
differentiable optimization
0.712023
TorchOpt: An Efficient Library for Differentiable Optimization · J. Mach. Learn. Res. 2023
Machine learning › Efficient and distributed learning
distributed training
0.712023
TorchOpt: An Efficient Library for Differentiable Optimization · J. Mach. Learn. Res. 2023
Machine learning › Transfer learning and domain adaptation › meta-learning
meta-gradient
0.712023
TorchOpt: An Efficient Library for Differentiable Optimization · J. Mach. Learn. Res. 2023
Machine learning › Reinforcement learning
meta-reinforcement learning
0.612022
A Theoretical Understanding of Gradient Bias in Meta-Reinforcement Learning · NeurIPS 2022
Performance modeling and evaluation › simulation › parallel and distributed simulation
parallel simulation
0.612022
EnvPool: A Highly Parallel Reinforcement Learning Environment Execution Engine · NeurIPS 2022
Machine learning › Learning paradigms › curriculum learning
automatic curriculum generation
0.512021
Neural Auto-Curricula in Two-Player Zero-Sum Games · NeurIPS 2021
Machine learning › Transfer learning and domain adaptation
meta-learning
0.512021
Neural Auto-Curricula in Two-Player Zero-Sum Games · NeurIPS 2021
Machine learning › Reinforcement learning
multi-agent reinforcement learning
0.512021
Neural Auto-Curricula in Two-Player Zero-Sum Games · NeurIPS 2021
Machine learning › Optimization for machine learning › hyperparameter optimization
population-based training
0.512021
Neural Auto-Curricula in Two-Player Zero-Sum Games · NeurIPS 2021
Robotics › Robot manipulation
deformable object manipulation
0.312025
Differentiable Information Enhanced Model-Based Reinforcement Learning · AAAI 2025
Machine learning › Reinforcement learning
reinforcement learning training
0.212022
EnvPool: A Highly Parallel Reinforcement Learning Environment Execution Engine · NeurIPS 2022
Algorithmic game theory and mechanism design
zero-sum game
0.112021
Neural Auto-Curricula in Two-Player Zero-Sum Games · NeurIPS 2021

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

asynchronous simulation · 1.1truncated learning windows · 0.9sobolev model training · 0.9gradient-based policy learning · 0.9zero-order gradient estimation · 0.7implicit differentiation · 0.7automatic differentiation · 0.7stochastic meta-gradient estimation · 0.6parallel environment execution · 0.6hessian estimation · 0.6bias analysis · 0.6meta-gradient descent · 0.5best response · 0.5
YearPublicationVenuePosition
2025 Differentiable Information Enhanced Model-Based Reinforcement Learning
abstract
Differentiable environments have heralded new possibilities for learning control policies by offering rich differentiable information that facilitates gradient-based methods. In comparison to prevailing model-free reinforcement learning approaches, model-based reinforcement learning (MBRL) methods exhibit the potential to effectively harness the power of differentiable information for recovering the underlying physical dynamics. However, this presents two primary challenges: effectively utilizing differentiable information to 1) construct models with more accurate dynamic prediction and 2) enhance the stability of policy training. In this paper, we propose a Differentiable Information Enhanced MBRL method, MB-MIX, to address both challenges. Firstly, we adopt a Sobolev model training approach that penalizes incorrect model gradient outputs, enhancing prediction accuracy and yielding more precise models that faithfully capture system dynamics. Secondly, we introduce mixing lengths of truncated learning windows to reduce the variance in policy gradient estimation, resulting in improved stability during policy learning. To validate the effectiveness of our approach in differentiable environments, we provide theoretical analysis and empirical results. Notably, our approach outperforms previous model-based and model-free methods, in multiple challenging tasks involving controllable rigid robots such as humanoid robots' motion control and deformable object manipulation.
Xinyan Cai, Bo Liu 0039, Weidong Huang 0008, Song-Chun Zhu, Siyuan Qi, Yaodong Yang 0001
AAAI3
2023 TorchOpt: An Efficient Library for Differentiable Optimization
abstract
Differentiable optimization algorithms often involve expensive computations of various meta-gradients. To address this, we design and implement TorchOpt, a new PyTorch-based differentiable optimization library. TorchOpt provides an expressive and unified programming interface that simplifies the implementation of explicit, implicit, and zero-order gradients. Moreover, TorchOpt has a distributed execution runtime capable of parallelizing diverse operations linked to differentiable optimization tasks across CPU and GPU devices. Experimental results demonstrate that TorchOpt achieves a 5.2× training time speedup in a cluster. TorchOpt is open-sourced at https://github.com/metaopt/torchopt and has become a PyTorch Ecosystem project.
Xidong Feng, Bo Liu 0039, Xuehai Pan, Yao Fu 0013, Luo Mai, Yaodong Yang 0001
J. Mach. Learn. Res.3
2022 A Theoretical Understanding of Gradient Bias in Meta-Reinforcement Learning
abstract
Gradient-based Meta-RL (GMRL) refers to methods that maintain two-level optimisation procedures wherein the outer-loop meta-learner guides the inner-loop gradient-based reinforcement learner to achieve fast adaptations. In this paper, we develop a unified framework that describes variations of GMRL algorithms and points out that existing stochastic meta-gradient estimators adopted by GMRL are actually \textbf{biased}. Such meta-gradient bias comes from two sources: 1) the compositional bias incurred by the two-level problem structure, which has an upper bound of $\mathcal{O}\big(K\alpha^{K}\hat{\sigma}_{\text{In}}|\tau|^{-0.5}\big)$ \emph{w.r.t.} inner-loop update step $K$, learning rate $\alpha$, estimate variance $\hat{\sigma}^{2}_{\text{In}}$ and sample size $|\tau|$, and 2) the multi-step Hessian estimation bias $\hat{\Delta}_{H}$ due to the use of autodiff, which has a polynomial impact $\mathcal{O}\big((K-1)(\hat{\Delta}_{H})^{K-1}\big)$ on the meta-gradient bias. We study tabular MDPs empirically and offer quantitative evidence that testifies our theoretical findings on existing stochastic meta-gradient estimators. Furthermore, we conduct experiments on Iterated Prisoner's Dilemma and Atari games to show how other methods such as off-policy learning and low-bias estimator can help fix the gradient bias for GMRL algorithms in general.
Bo Liu 0039, Xidong Feng, Luo Mai, Haifeng Zhang 0002, Jun Wang 0012, Yaodong Yang 0001
NeurIPS1
2022 EnvPool: A Highly Parallel Reinforcement Learning Environment Execution Engine
abstract
There has been significant progress in developing reinforcement learning (RL) training systems. Past works such as IMPALA, Apex, Seed RL, Sample Factory, and others, aim to improve the system's overall throughput. In this paper, we aim to address a common bottleneck in the RL training system, i.e., parallel environment execution, which is often the slowest part of the whole system but receives little attention. With a curated design for paralleling RL environments, we have improved the RL environment simulation speed across different hardware setups, ranging from a laptop and a modest workstation, to a high-end machine such as NVIDIA DGX-A100. On a high-end machine, EnvPool achieves one million frames per second for the environment execution on Atari environments and three million frames per second on MuJoCo environments. When running EnvPool on a laptop, the speed is 2.8x that of the Python subprocess. Moreover, great compatibility with existing RL training libraries has been demonstrated in the open-sourced community, including CleanRL, rl_games, DeepMind Acme, etc. Finally, EnvPool allows researchers to iterate their ideas at a much faster pace and has great potential to become the de facto RL environment execution engine. Example runs show that it only takes five minutes to train agents to play Atari Pong and MuJoCo Ant on a laptop. EnvPool is open-sourced at https://github.com/sail-sg/envpool.
Jiayi Weng, Shengyi Huang, Bo Liu 0039, Denys Makoviichuk, Viktor Makoviychuk, Ting Luo 0009, Zhongwen Xu, Shuicheng Yan
NeurIPS4
2021 Neural Auto-Curricula in Two-Player Zero-Sum Games
abstract
When solving two-player zero-sum games, multi-agent reinforcement learning (MARL) algorithms often create populations of agents where, at each iteration, a new agent is discovered as the best response to a mixture over the opponent population. Within such a process, the update rules of "who to compete with" (i.e., the opponent mixture) and "how to beat them" (i.e., finding best responses) are underpinned by manually developed game theoretical principles such as fictitious play and Double Oracle. In this paper, we introduce a novel framework—Neural Auto-Curricula (NAC)—that leverages meta-gradient descent to automate the discovery of the learning update rule without explicit human design. Specifically, we parameterise the opponent selection module by neural networks and the best-response module by optimisation subroutines, and update their parameters solely via interaction with the game engine, where both players aim to minimise their exploitability. Surprisingly, even without human design, the discovered MARL algorithms achieve competitive or even better performance with the state-of-the-art population-based game solvers (e.g., PSRO) on Games of Skill, differentiable Lotto, non-transitive Mixture Games, Iterated Matching Pennies, and Kuhn Poker. Additionally, we show that NAC is able to generalise from small games to large games, for example training on Kuhn Poker and outperforming PSRO on Leduc Poker. Our work inspires a promising future direction to discover general MARL algorithms solely from data.
Xidong Feng, Oliver Slumbers, Ziyu Wan, Bo Liu 0039, Stephen McAleer, Ying Wen 0001, Jun Wang 0012, Yaodong Yang 0001
NeurIPS4