Yujing Hu

dblp:160/1923 · DBLP profile ↗
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39ranked-venue papers
5as first author
26since 2021 · last 2025
0000-0002-2714-0092ORCID · corroborated

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

Artificial intelligence and machine learning · 36 · 5 first-author · 24 since 2021Graphics, computer vision, multimedia, augmented reality and games · 11 · 1 first-author · 5 since 2021Databases, data management, data science and information retrieval · 2 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
YearPublicationVenuePosition
2025 Reinforcement Learning from Imperfect Corrective Actions and Proxy Rewards
abstract
In practice, reinforcement learning (RL) agents are often trained with a possibly imperfect proxy reward function, which may lead to a human-agent alignment issue (i.e., the learned policy either converges to non-optimal performance with low cumulative rewards, or achieves high cumulative rewards but in an undesired manner). To tackle this issue, we consider a framework where a human labeler can provide additional feedback in the form of corrective actions, which expresses the labeler's action preferences although this feedback may possibly be imperfect as well. In this setting, to obtain a better-aligned policy guided by both learning signals, we propose a novel value-based deep RL algorithm called **I**terative learning from **Co**rrective actions and **Pro**xy rewards (ICoPro), which cycles through three phases: (1) Solicit sparse corrective actions from a human labeler on the agent's demonstrated trajectories; (2) Incorporate these corrective actions into the Q-function using a margin loss to enforce adherence to labeler's preferences; (3) Train the agent with standard RL losses regularized with a margin loss to learn from proxy rewards and propagate the Q-values learned from human feedback. Moreover, another novel design in our approach is to integrate pseudo-labels from the target Q-network to reduce human labor and further stabilize training. We experimentally validate our proposition on a variety of tasks (Atari games and autonomous driving on highway). On the one hand, using proxy rewards with different levels of imperfection, our method can better align with human and is more sample-efficient than baseline methods. On the other hand, facing corrective actions with different types of imperfection, our method can overcome the non-optimality of this feedback thanks to the guidance from proxy rewards.
Xuening Feng, Paul Weng, Tianze Zhou, Yujing Hu, Tangjie Lv, Changjie Fan
ICLR7
2025 Improving Reward Models with Proximal Policy Exploration for Preference-Based Reinforcement Learning
abstract
Reinforcement learning (RL) heavily depends on well-designed reward functions, which are often biased and difficult to design for complex behaviors. Preference-based RL (PbRL) addresses this by learning reward models from human feedback, but its practicality is constrained by a critical dilemma: while existing methods reduce human effort through query optimization, they neglect the preference buffer's restricted coverage — a factor that fundamentally determines the reliability of reward model. We systematically demonstrate this limitation creates distributional mismatch: reward models trained on static buffers reliably assess in-distribution trajectories but falter with out-of-distribution (OOD) trajectories from policy exploration. Crucially, such failures in policy-proximal regions directly misguide iterative policy updates. To address this, we propose **Proximal Policy Exploration (PPE)** with two key components: (1) a *proximal-policy extension* method that expands exploration in undersampled policy-proximal regions, and (2) a *mixture distribution query* method that balances in-distribution and OOD trajectory sampling. By enhancing buffer coverage while preserving evaluation accuracy in policy-proximal regions, PPE enables more reliable policy updates. Experiments across continuous control tasks demonstrate that PPE enhances preference feedback utilization efficiency and RL sample efficiency over baselines, highlighting preference buffer coverage management's vital role in PbRL.
Jinyi Liu 0002, Pengjie Gu, Yifu Yuan, Zhenxing Ge, Wenya Wei, Yujing Hu, Bo An 0001
NeurIPS8
2025 Coordinating Multi-Agent Reinforcement Learning via Dual Collaborative Constraints
Shaokang Dong, Shangdong Yang, Yujing Hu, Wenbin Li 0006, Yang Gao 0001
Neural Networks4
2025 Multi-Task Multi-Agent Reinforcement Learning With Interaction and Task Representations
abstract
Multi-task multi-agent reinforcement learning (MT-MARL) is capable of leveraging useful knowledge across multiple related tasks to improve performance on any single task. While recent studies have tentatively achieved this by learning independent policies on a shared representation space, we pinpoint that further advancements can be realized by explicitly characterizing agent interactions within these multi-agent tasks and identifying task relations for selective reuse. To this end, this article proposes Representing Interactions and Tasks (RIT), a novel MT-MARL algorithm that characterizes both intra-task agent interactions and inter-task task relations. Specifically, for characterizing agent interactions, RIT presents the interactive value decomposition to explicitly take the dependency among agents into policy learning. Theoretical analysis demonstrates that the learned utility value of each agent approximates its Shapley value, thus representing agent interactions. Moreover, we learn task representations based on per-agent local trajectories, which assess task similarities and accordingly identify task relations. As a result, RIT facilitates the effective transfer of interaction knowledge across similar multi-agent tasks. Structurally, RIT develops universal policy structure for scalable multi-task policy learning. We evaluate RIT against multiple state-of-the-art baselines in various cooperative tasks, and its significant performance under both multi-task and zero-shot settings demonstrates its effectiveness.
Shaokang Dong, Shangdong Yang, Yujing Hu, Tianyu Ding, Wenbin Li 0006, Yang Gao 0001
IEEE Trans. Neural Networks Learn. Syst.4
2024 Optimistic Value Instructors for Cooperative Multi-Agent Reinforcement Learning
abstract
In cooperative multi-agent reinforcement learning, decentralized agents hold the promise of overcoming the combinatorial explosion of joint action space and enabling greater scalability. However, they are susceptible to a game-theoretic pathology called relative overgeneralization that shadows the optimal joint action. Although recent value-decomposition algorithms guide decentralized agents by learning a factored global action value function, the representational limitation and the inaccurate sampling of optimal joint actions during the learning process make this problem still. To address this limitation, this paper proposes a novel algorithm called Optimistic Value Instructors (OVI). The main idea behind OVI is to introduce multiple optimistic instructors into the value-decomposition paradigm, which are capable of suggesting potentially optimal joint actions and rectifying the factored global action value function to recover these optimal actions. Specifically, the instructors maintain optimistic value estimations of per-agent local actions and thus eliminate the negative effects caused by other agents' exploratory or sub-optimal non-cooperation, enabling accurate identification and suggestion of optimal joint actions. Based on the instructors' suggestions, the paper further presents two instructive constraints to rectify the factored global action value function to recover these optimal joint actions, thus overcoming the RO problem. Experimental evaluation of OVI on various cooperative multi-agent tasks demonstrates its superior performance against multiple baselines, highlighting its effectiveness.
Jianqi Wang, Yujing Hu, Shaokang Dong, Wenbin Li 0012, Tangjie Lv, Changjie Fan, Yang Gao 0001
AAAI4
2024 Norface: Improving Facial Expression Analysis by Identity Normalization
Hanwei Liu, Rudong An, Wei Zhang 0219, Yujing Hu, Yu Ding 0001
ECCV (55)7
2024 AlignDiff: Aligning Diverse Human Preferences via Behavior-Customisable Diffusion Model
abstract
Aligning agent behaviors with diverse human preferences remains a challenging problem in reinforcement learning (RL), owing to the inherent abstractness and mutability of human preferences. To address these issues, we propose AlignDiff, a novel framework that leverages RLHF to quantify human preferences, covering abstractness, and utilizes them to guide diffusion planning for zero-shot behavior customizing, covering mutability. AlignDiff can accurately match user-customized behaviors and efficiently switch from one to another. To build the framework, we first establish the multi-perspective human feedback datasets, which contain comparisons for the attributes of diverse behaviors, and then train an attribute strength model to predict quantified relative strengths. After relabeling behavioral datasets with relative strengths, we proceed to train an attribute-conditioned diffusion model, which serves as a planner with the attribute strength model as a director for preference aligning at the inference phase. We evaluate AlignDiff on various locomotion tasks and demonstrate its superior performance on preference matching, switching, and covering compared to other baselines. Its capability of completing unseen downstream tasks under human instructions also showcases the promising potential for human-AI collaboration. More visualization videos are released on https://aligndiff.github.io/.
Zibin Dong, Yifu Yuan, Jianye Hao, Fei Ni 0001, Yao Mu 0001, Yan Zheng 0002, Yujing Hu, Tangjie Lv, Changjie Fan, Zhipeng Hu
ICLR7
2024 Stylized Offline Reinforcement Learning: Extracting Diverse High-Quality Behaviors from Heterogeneous Datasets
abstract
Previous literature on policy diversity in reinforcement learning (RL) either focuses on the online setting or ignores the policy performance. In contrast, offline RL, which aims to learn high-quality policies from batched data, has yet to fully leverage the intrinsic diversity of the offline dataset. Addressing this dichotomy and aiming to balance quality and diversity poses a significant challenge to extant methodologies. This paper introduces a novel approach, termed Stylized Offline RL (SORL), which is designed to extract high-performing, stylistically diverse policies from a dataset characterized by distinct behavioral patterns. Drawing inspiration from the venerable Expectation-Maximization (EM) algorithm, SORL innovatively alternates between policy learning and trajectory clustering, a mechanism that promotes policy diversification. To further augment policy performance, we introduce advantage-weighted style learning into the SORL framework. Experimental evaluations across multiple environments demonstrate the significant superiority of SORL over previous methods in extracting high-quality policies with diverse behaviors. A case in point is that SORL successfully learns strong policies with markedly distinct playing patterns from a real-world human dataset of a popular basketball video game "Dunk City Dynasty."
Yihuan Mao, Chengjie Wu, Hao Hu 0006, Ji Jiang, Tianze Zhou, Tangjie Lv, Changjie Fan, Zhipeng Hu, Yi Wu 0013, Yujing Hu, Chongjie Zhang
ICLR11
2024 Bayesian Design Principles for Offline-to-Online Reinforcement Learning
abstract
Offline reinforcement learning (RL) is crucial for real-world applications where exploration can be costly or unsafe. However, offline learned policies are often suboptimal, and further online fine-tuning is required. In this paper, we tackle the fundamental dilemma of offline-to-online fine-tuning: if the agent remains pessimistic, it may fail to learn a better policy, while if it becomes optimistic directly, performance may suffer from a sudden drop. We show that Bayesian design principles are crucial in solving such a dilemma. Instead of adopting optimistic or pessimistic policies, the agent should act in a way that matches its belief in optimal policies. Such a probability-matching agent can avoid a sudden performance drop while still being guaranteed to find the optimal policy. Based on our theoretical findings, we introduce a novel algorithm that outperforms existing methods on various benchmarks, demonstrating the efficacy of our approach. Overall, the proposed approach provides a new perspective on offline-to-online RL that has the potential to enable more effective learning from offline data.
Hao Hu 0006, Yiqin Yang, Jianing Ye, Chengjie Wu, Ziqing Mai, Yujing Hu, Tangjie Lv, Changjie Fan, Qianchuan Zhao, Chongjie Zhang
ICML6
2024 STAR: Spatio-Temporal State Compression for Multi-Agent Tasks with Rich Observations
Yujing Hu, Shangdong Yang, Tangjie Lv, Changjie Fan, Wenbin Li 0012, Chongjie Zhang, Yang Gao 0001
IJCAI2
2024 vMFER: Von Mises-Fisher Experience Resampling Based on Uncertainty of Gradient Directions for Policy Improvement
Jinyi Liu 0002, Wenya Wei, Qianyi Fu, Yujing Hu, Bo An 0001, Jianye Hao, Tangjie Lv, Changjie Fan
IJCAI5
2024 XRL-Bench: A Benchmark for Evaluating and Comparing Explainable Reinforcement Learning Techniques
abstract
Reinforcement Learning (RL) has demonstrated substantial potential across diverse fields, yet understanding its decision-making process, especially in real-world scenarios where rationality and safety are paramount, is an ongoing challenge. This paper delves in to Explainable RL (XRL), a subfield of Explainable AI (XAI) aimed at unravelling the complexities of RL models. Our focus rests on state-explaining techniques, a crucial subset within XRL methods, as they reveal the underlying factors influencing an agent's actions at any given time. Despite their significant role, the lack of a unified evaluation framework hinders assessment of their accuracy and effectiveness. To address this, we introduce XRL-Bench, a unified standardized benchmark tailored for the evaluation and comparison of XRL methods, encompassing three main modules: standard RL environments, explainers based on state importance, and standard evaluators. XRL-Bench supports both tabular and image data for state explanation. We also propose TabularSHAP, an innovative and competitive XRL method. We demonstrate the practical utility of TabularSHAP in real-world online gaming services and offer an open-source benchmark platform for the straightforward implementation and evaluation of XRL methods. Our contributions facilitate the continued progression of XRL technology.
Zhipeng Hu, Runze Wu 0001, Xingchen Fang, Ji Jiang, Tianze Zhou, Yujing Hu, Haoyu Liu 0002, Tangjie Lyu, Changjie Fan
KDD9
2024 Unlock the Intermittent Control Ability of Model Free Reinforcement Learning
abstract
Intermittent control problems are common in real world. The interactions between the decision maker and the executor can be discontinuous (intermittent) due to various types of interruptions, e.g. unstable communication channel. Due to intermittent interaction, agents are unable to acquire the state sent by the executor and cannot transmit actions to the executor within a period of time step, i.e. bidirectional blockage, which may lead to inefficiencies of reinforcement learning policies and prevent the executors from completing the task. Such problem is not well studied in the RL community. In this paper, we model Intermittent control problem as an Intermittent Control Markov Decision Process, i.e agents are expected to generate action sequences corresponding to the unavailable states and transmit them before disabling interactions to ensure the smooth and effective motion of executors. However, directly generating multiple future actions in the original action space has unnatural motion issue and exploration difficulty. We propose **M**ulti-step **A**ction **R**epre**S**entation (**MARS**), which encodes a sequence of actions from the original action space to a compact and decodable latent space. Then based on the latent action sequence representation, the mainstream RL methods can be easily optimized to learn a smooth and efficient motion policy. Extensive experiments on simulation tasks and real-world robotic grasping tasks show that MARS significantly improves the learning efficiency and final performances compared with existing baselines.
Jiashun Liu, Jianye Hao, Xiaotian Hao, Yi Ma 0005, Yan Zheng 0002, Yujing Hu, Tangjie Lv
NeurIPS6
2024 Hybrid CtrlFormer: Learning Adaptive Search Space Partition for Hybrid Action Control via Transformer-based Monte Carlo Tree Search
abstract
Hybrid action control tasks are common in the real world, which require controlling some discrete and continuous actions simultaneously. To solve these tasks, existing Deep Reinforcement learning (DRL) methods either directly build a separate policy for each type of action or simplify the hybrid action space into a discrete or continuous action control problem. However, these methods neglect the challenge of exploration resulting from the complexity of the hybrid action space. Thus, it is necessary to design more sample efficient algorithms. To this end, we propose a novel Hybrid Control Transformer (Hybrid CtrlFormer), to achieve better exploration and exploitation for the hybrid action control problems. The core idea is: 1) we construct a hybrid action space tree with the discrete actions at the higher level and the continuous parameter space at the lower level. Each parameter space is split into multiple subregions. 2) To simplify the exploration space, a Transformer-based Monte-Carlo tree search method is designed to efficiently evaluate and partition the hybrid action space into good and bad subregions along the tree. Our method achieves state-of-the-art performance and sample efficiency in a variety of environments with discrete-continuous action space.
Jiashun Liu, Xiaotian Hao, Jianye Hao, Yan Zheng 0002, Yujing Hu, Changjie Fan, Tangjie Lv, Zhipeng Hu
UAI5
2024 Promoting human-AI interaction makes a better adoption of deep reinforcement learning: a real-world application in game industry
Zhipeng Hu, Haoyu Liu 0002, Lizi Wang, Runze Wu 0001, Yujing Hu, Tangjie Lyu, Changjie Fan
Multim. Tools Appl.7
2024 Learning Multi-Intersection Traffic Signal Control via Coevolutionary Multi-Agent Reinforcement Learning
abstract
Effective management of multi-intersection traffic signal control (MTSC) is vital for intelligent transportation systems. Multi-agent reinforcement learning (MARL) has shown promise in achieving MTSC. However, existing MARL-based MTSC algorithms have primarily focused on capturing the spatial relationship between multi-intersection traffic signals but have overlooking the importance of the temporally stable traffic pattern. This pattern refers to the fixed positions and relatively stable traffic flow between intersections over short periods in real-world MTSC scenarios, which indicates that the learned spatial relationships between traffic signals should co-evolve over time. To this end, we propose a novel algorithm calledCoevolutionaryMulti-AgentReinforcementLearning (CoevoMARL). CoevoMARL employs a graph neural network to capture the complex spatial interaction network among traffic signals. Furthermore, we propose a relationship-driven progressive LSTM (RDP-LSTM) that dynamically evolves the learned spatial interaction network over time by leveraging insights from the temporally stable traffic pattern. To accelerate convergence, we also propose the mutual information reward optimization (MIRO) technique, which strengthens the correlation between policy learning and high-performance samples by using a mutual information-based intrinsic reward. Experimental results on both synthetic and realistic datasets demonstrate the superiority of CoevoMARL over existing MTSC algorithms, providing valuable insights into incorporating the temporally stable traffic pattern.
Wubing Chen, Shangdong Yang, Wenbin Li 0006, Yujing Hu, Yang Gao 0001
IEEE Trans. Intell. Transp. Syst.4
2023 Neural Episodic Control with State Abstraction
Zhuo Li 0021, Derui Zhu, Yujing Hu, Xiaofei Xie, Lei Ma 0003, Yan Zheng 0002, Jianjun Zhao 0001
ICLR3
2023 EUCLID: Towards Efficient Unsupervised Reinforcement Learning with Multi-choice Dynamics Model
Yifu Yuan, Jianye Hao, Fei Ni 0001, Yao Mu 0001, Yan Zheng 0002, Yujing Hu, Jinyi Liu 0002, Changjie Fan
ICLR6
2023 Conservative Offline Policy Adaptation in Multi-Agent Games
abstract
Prior research on policy adaptation in multi-agent games has often relied on online interaction with the target agent in training, which can be expensive and impractical in real-world scenarios. Inspired by recent progress in offline reinforcement learn- ing, this paper studies offline policy adaptation, which aims to utilize the target agent’s behavior data to exploit its weakness or enable effective cooperation. We investigate its distinct challenges of distributional shift and risk-free deviation, and propose a novel learning objective, conservative offline adaptation, that optimizes the worst-case performance against any dataset consistent proxy models. We pro- pose an efficient algorithm called Constrained Self-Play (CSP) that incorporates dataset information into regularized policy learning. We prove that CSP learns a near-optimal risk-free offline adaptation policy upon convergence. Empirical results demonstrate that CSP outperforms non-conservative baselines in various environments, including Maze, predator-prey, MuJoCo, and Google Football.
Chengjie Wu, Pingzhong Tang, Jun Yang 0028, Yujing Hu, Tangjie Lv, Changjie Fan, Chongjie Zhang
NeurIPS4
2023 ASN: action semantics network for multiagent reinforcement learning
Tianpei Yang, Weixun Wang, Jianye Hao, Matthew E. Taylor, Yong Liu 0007, Xiaotian Hao, Yujing Hu, Changjie Fan, Chunxu Ren, Jiangcheng Zhu, Yang Gao 0001
Auton. Agents Multi Agent Syst.7
2023 Deep learning applications in games: a survey from a data perspective
Zhipeng Hu, Yu Ding 0001, Runze Wu 0001, Lincheng Li, Yujing Hu, Kai Wang 0064, Yongqiang Zhang 0003, Ji Jiang, Yadong Xi, Jiashu Pu, Wei Zhang 0219, Suzhen Wang 0001, Ke Chen 0005, Tianze Zhou, Jiarui Chen, Tangjie Lv, Changjie Fan
Appl. Intell.6
2022 Individual Reward Assisted Multi-Agent Reinforcement Learning
abstract
In many real-world multi-agent systems, the sparsity of team rewards often makes it difficult for an algorithm to successfully learn a cooperative team policy. At present, the common way for solving this problem is to design some dense individual rewards for the agents to guide the cooperation. However, most existing works utilize individual rewards in ways that do not always promote teamwork and sometimes are even counterproductive. In this paper, we propose Individual Reward Assisted Team Policy Learning (IRAT), which learns two policies for each agent from the dense individual reward and the sparse team reward with discrepancy constraints for updating the two policies mutually. Experimental results in different scenarios, such as the Multi-Agent Particle Environment and the Google Research Football Environment, show that IRAT significantly outperforms the baseline methods and can greatly promote team policy learning without deviating from the original team objective, even when the individual rewards are misleading or conflict with the team rewards.
Yujing Hu, Weixun Wang, Chongjie Zhang, Yang Gao 0001, Jianye Hao, Tangjie Lv, Changjie Fan
ICML3
2022 DDMA: Discrepancy-Driven Multi-agent Reinforcement Learning
Yujing Hu, Pinzhuo Tian, Shaokang Dong, Yang Gao 0001
PRICAI (3)2
2021 Towards Unifying Behavioral and Response Diversity for Open-ended Learning in Zero-sum Games
abstract
Measuring and promoting policy diversity is critical for solving games with strong non-transitive dynamics where strategic cycles exist, and there is no consistent winner (e.g., Rock-Paper-Scissors). With that in mind, maintaining a pool of diverse policies via open-ended learning is an attractive solution, which can generate auto-curricula to avoid being exploited. However, in conventional open-ended learning algorithms, there are no widely accepted definitions for diversity, making it hard to construct and evaluate the diverse policies. In this work, we summarize previous concepts of diversity and work towards offering a unified measure of diversity in multi-agent open-ended learning to include all elements in Markov games, based on both Behavioral Diversity (BD) and Response Diversity (RD). At the trajectory distribution level, we re-define BD in the state-action space as the discrepancies of occupancy measures. For the reward dynamics, we propose RD to characterize diversity through the responses of policies when encountering different opponents. We also show that many current diversity measures fall in one of the categories of BD or RD but not both. With this unified diversity measure, we design the corresponding diversity-promoting objective and population effectivity when seeking the best responses in open-ended learning. We validate our methods in both relatively simple games like matrix game, non-transitive mixture model, and the complex \textit{Google Research Football} environment. The population found by our methods reveals the lowest exploitability, highest population effectivity in matrix game and non-transitive mixture model, as well as the largest goal difference when interacting with opponents of various levels in \textit{Google Research Football}.
Hangtian Jia, Ying Wen 0001, Yujing Hu, Changjie Fan, Zhipeng Hu, Yaodong Yang 0001
NeurIPS4
2021 An Efficient Transfer Learning Framework for Multiagent Reinforcement Learning
abstract
Transfer Learning has shown great potential to enhance single-agent Reinforcement Learning (RL) efficiency. Similarly, Multiagent RL (MARL) can also be accelerated if agents can share knowledge with each other. However, it remains a problem of how an agent should learn from other agents. In this paper, we propose a novel Multiagent Policy Transfer Framework (MAPTF) to improve MARL efficiency. MAPTF learns which agent's policy is the best to reuse for each agent and when to terminate it by modeling multiagent policy transfer as the option learning problem. Furthermore, in practice, the option module can only collect all agent's local experiences for update due to the partial observability of the environment. While in this setting, each agent's experience may be inconsistent with each other, which may cause the inaccuracy and oscillation of the option-value's estimation. Therefore, we propose a novel option learning algorithm, the successor representation option learning to solve it by decoupling the environment dynamics from rewards and learning the option-value under each agent's preference. MAPTF can be easily combined with existing deep RL and MARL approaches, and experimental results show it significantly boosts the performance of existing methods in both discrete and continuous state spaces.
Tianpei Yang, Weixun Wang, Hongyao Tang, Jianye Hao, Zhaopeng Meng, Hangyu Mao, Dong Li 0016, Wulong Liu, Yujing Hu, Changjie Fan, Chengwei Zhang 0001
NeurIPS10
2021 Episodic Multi-agent Reinforcement Learning with Curiosity-driven Exploration
abstract
Efficient exploration in deep cooperative multi-agent reinforcement learning (MARL) still remains challenging in complex coordination problems. In this paper, we introduce a novel Episodic Multi-agent reinforcement learning with Curiosity-driven exploration, called EMC. We leverage an insight of popular factorized MARL algorithms that the ``induced" individual Q-values, i.e., the individual utility functions used for local execution, are the embeddings of local action-observation histories, and can capture the interaction between agents due to reward backpropagation during centralized training. Therefore, we use prediction errors of individual Q-values as intrinsic rewards for coordinated exploration and utilize episodic memory to exploit explored informative experience to boost policy training. As the dynamics of an agent's individual Q-value function captures the novelty of states and the influence from other agents, our intrinsic reward can induce coordinated exploration to new or promising states. We illustrate the advantages of our method by didactic examples, and demonstrate its significant outperformance over state-of-the-art MARL baselines on challenging tasks in the StarCraft II micromanagement benchmark.
Lulu Zheng, Jiarui Chen, Jiamin He, Yujing Hu, Changjie Fan, Yang Gao 0001, Chongjie Zhang
NeurIPS5
2020 Multi-Agent Game Abstraction via Graph Attention Neural Network
abstract
In large-scale multi-agent systems, the large number of agents and complex game relationship cause great difficulty for policy learning. Therefore, simplifying the learning process is an important research issue. In many multi-agent systems, the interactions between agents often happen locally, which means that agents neither need to coordinate with all other agents nor need to coordinate with others all the time. Traditional methods attempt to use pre-defined rules to capture the interaction relationship between agents. However, the methods cannot be directly used in a large-scale environment due to the difficulty of transforming the complex interactions between agents into rules. In this paper, we model the relationship between agents by a complete graph and propose a novel game abstraction mechanism based on two-stage attention network (G2ANet), which can indicate whether there is an interaction between two agents and the importance of the interaction. We integrate this detection mechanism into graph neural network-based multi-agent reinforcement learning for conducting game abstraction and propose two novel learning algorithms GA-Comm and GA-AC. We conduct experiments in Traffic Junction and Predator-Prey. The results indicate that the proposed methods can simplify the learning process and meanwhile get better asymptotic performance compared with state-of-the-art algorithms.
Yong Liu 0007, Weixun Wang, Yujing Hu, Jianye Hao, Xingguo Chen, Yang Gao 0001
AAAI3
2020 From Few to More: Large-Scale Dynamic Multiagent Curriculum Learning
abstract
A lot of efforts have been devoted to investigating how agents can learn effectively and achieve coordination in multiagent systems. However, it is still challenging in large-scale multiagent settings due to the complex dynamics between the environment and agents and the explosion of state-action space. In this paper, we design a novel Dynamic Multiagent Curriculum Learning (DyMA-CL) to solve large-scale problems by starting from learning on a multiagent scenario with a small size and progressively increasing the number of agents. We propose three transfer mechanisms across curricula to accelerate the learning process. Moreover, due to the fact that the state dimension varies across curricula, and existing network structures cannot be applied in such a transfer setting since their network input sizes are fixed. Therefore, we design a novel network structure called Dynamic Agent-number Network (DyAN) to handle the dynamic size of the network input. Experimental results show that DyMA-CL using DyAN greatly improves the performance of large-scale multiagent learning compared with state-of-the-art deep reinforcement learning approaches. We also investigate the influence of three transfer mechanisms across curricula through extensive simulations.
Weixun Wang, Tianpei Yang, Yong Liu 0007, Jianye Hao, Xiaotian Hao, Yujing Hu, Changjie Fan, Yang Gao 0001
AAAI6
2020 Exploring Unknown States with Action Balance
abstract
Exploration is a key problem in reinforcement learning. Recently bonus-based methods have achieved considerable successes in environments where exploration is difficult such as Montezuma's Revenge, which assign additional bonuses (e.g., intrinsic rewards) to guide the agent to rarely visited states. Since the bonus is calculated according to the novelty of the next state after performing an action, we call such methods as the next-state bonus methods. However, the next-state bonus methods force the agent to pay overmuch attention in exploring known states and ignore finding unknown states since the exploration is driven by the next state already visited, which may slow the pace of finding reward in some environments. In this paper, we focus on improving the effectiveness of finding unknown states and propose action balance exploration, which balances the frequency of selecting each action at a given state and can be treated as an extension of upper confidence bound (UCB) to deep reinforcement learning. Moreover, we propose action balance RND that combines the next-state bonus methods (e.g., random network distillation exploration, RND) and our action balance exploration to take advantage of both sides. The experiments on the grid world and Atari games demonstrate action balance exploration has a better capability in finding unknown states and can improve the performance of RND in some hard exploration environments respectively.
Yujing Hu, Changjie Fan
CoG3
2020 Action Semantics Network: Considering the Effects of Actions in Multiagent Systems
Weixun Wang, Tianpei Yang, Yong Liu 0007, Jianye Hao, Xiaotian Hao, Yujing Hu, Changjie Fan, Yang Gao 0001
ICLR6
2020 Q-value Path Decomposition for Deep Multiagent Reinforcement Learning
abstract
Recently, deep multiagent reinforcement learning (MARL) has become a highly active research area as many real-world problems can be inherently viewed as multiagent systems. A particularly interesting and widely applicable class of problems is the partially observable cooperative multiagent setting, in which a team of agents learns to coordinate their behaviors conditioning on their private observations and commonly shared global reward signals. One natural solution is to resort to the centralized training and decentralized execution paradigm and during centralized training, one key challenge is the multiagent credit assignment: how to allocate the global rewards for individual agent policies for better coordination towards maximizing system-level’s benefits. In this paper, we propose a new method called Q-value Path Decomposition (QPD) to decompose the system’s global Q-values into individual agents’ Q-values. Unlike previous works which restrict the representation relation of the individual Q-values and the global one, we leverage the integrated gradient attribution technique into deep MARL to directly decompose global Q-values along trajectory paths to assign credits for agents. We evaluate QPD on the challenging StarCraft II micromanagement tasks and show that QPD achieves the state-of-the-art performance in both homogeneous and heterogeneous multiagent scenarios compared with existing cooperative MARL algorithms.
Yaodong Yang 0002, Jianye Hao, Guangyong Chen, Hongyao Tang, Yujing Hu, Changjie Fan, Zhongyu Wei
ICML6
2020 Efficient Deep Reinforcement Learning via Adaptive Policy Transfer
abstract
Transfer learning has shown great potential to accelerate Reinforcement Learning (RL) by leveraging prior knowledge from past learned policies of relevant tasks. Existing approaches either transfer previous knowledge by explicitly computing similarities between tasks or select appropriate source policies to provide guided explorations. However, how to directly optimize the target policy by alternatively utilizing knowledge from appropriate source policies without explicitly measuring the similarities is currently missing. In this paper, we propose a novel Policy Transfer Framework (PTF) by taking advantage of this idea. PTF learns when and which source policy is the best to reuse for the target policy and when to terminate it by modeling multi-policy transfer as an option learning problem. PTF can be easily combined with existing DRL methods and experimental results show it significantly accelerates RL and surpasses state-of-the-art policy transfer methods in terms of learning efficiency and final performance in both discrete and continuous action spaces.
Tianpei Yang, Jianye Hao, Zhaopeng Meng, Zongzhang Zhang, Yujing Hu, Changjie Fan, Weixun Wang, Wulong Liu, Zhaodong Wang, Jiajie Peng
IJCAI5
2020 Learning to Utilize Shaping Rewards: A New Approach of Reward Shaping
abstract
Reward shaping is an effective technique for incorporating domain knowledge into reinforcement learning (RL). Existing approaches such as potential-based reward shaping normally make full use of a given shaping reward function. However, since the transformation of human knowledge into numeric reward values is often imperfect due to reasons such as human cognitive bias, completely utilizing the shaping reward function may fail to improve the performance of RL algorithms. In this paper, we consider the problem of adaptively utilizing a given shaping reward function. We formulate the utilization of shaping rewards as a bi-level optimization problem, where the lower level is to optimize policy using the shaping rewards and the upper level is to optimize a parameterized shaping weight function for true reward maximization. We formally derive the gradient of the expected true reward with respect to the shaping weight function parameters and accordingly propose three learning algorithms based on different assumptions. Experiments in sparse-reward cartpole and MuJoCo environments show that our algorithms can fully exploit beneficial shaping rewards, and meanwhile ignore unbeneficial shaping rewards or even transform them into beneficial ones.
Yujing Hu, Weixun Wang, Hangtian Jia, Yixiang Wang, Jianye Hao, Feng Wu 0001, Changjie Fan
NeurIPS1
2019 Accelerating Nash Q-Learning with Graphical Game Representation and Equilibrium Solving
abstract
Traditional Nash Q-learning algorithm generally accepts a fact that agents are tightly coupled, which brings huge computing burden. However, many multi-agent systems in the real world have sparse interactions between agents. In this paper, sparse interactions are divided into two categories: intra-group sparse interactions and inter-group sparse interactions. Previous methods can only deal with one specific type of sparse interactions. Aiming at characterizing the two categories of sparse interactions, we use a novel mathematical model called Markov graphical game. On this basis, graphical game-based Nash Q-learning is proposed to deal with different types of interactions. Experimental results show that our algorithm takes less time per episode and acquires a good policy.
Yunkai Zhuang, Xingguo Chen, Yang Gao 0001, Yujing Hu
ICTAI4
2019 Explicitly Coordinated Policy Iteration
abstract
Coordination on an optimal policy between independent learners in fully cooperative stochastic games is difficult due to problems such as relative overgeneralization and miscoordination. Most state-of-the-art algorithms apply fusion heuristics on agents' optimistic and average rewards, by which coordination between agents can be achieved implicitly. However, such implicit coordination faces practical issues such as tedious parameter-tuning in real world applications. The lack of an explicit coordination mechanism may also lead to a low likelihood of coordination in problems with multiple optimal policies. Based on the necessary conditions of an optimal policy, we propose the explicitly coordinated policy iteration (EXCEL) algorithm which always forces agents to coordinate by comparing the agents' separated optimistic and average value functions. We also propose three solutions for deep reinforcement learning extensions of EXCEL. Extensive experiments in matrix games (from 2-agent 2-action games to 5-agent 20-action games) and stochastic games (from 2-agent games to 5-agent games) show that EXCEL has better performance than the state-of-the-art algorithms (such as faster convergence and better coordination).
Yujing Hu, Changjie Fan, Jianye Hao
IJCAI1
2019 Value Function Transfer for Deep Multi-Agent Reinforcement Learning Based on N-Step Returns
abstract
Many real-world problems, such as robot control and soccer game, are naturally modeled as sparse-interaction multi-agent systems. Reutilizing single-agent knowledge in multi-agent systems with sparse interactions can greatly accelerate the multi-agent learning process. Previous works rely on bisimulation metric to define Markov decision process (MDP) similarity for controlling knowledge transfer. However, bisimulation metric is costly to compute and is not suitable for high-dimensional state space problems. In this work, we propose more scalable transfer learning methods based on a novel MDP similarity concept. We start by defining the MDP similarity based on the N-step return (NSR) values of an MDP. Then, we propose two knowledge transfer methods based on deep neural networks called direct value function transfer and NSR-based value function transfer. We conduct experiments in image-based grid world, multi-agent particle environment (MPE) and Ms. Pac-Man game. The results indicate that the proposed methods can significantly accelerate multi-agent reinforcement learning and meanwhile get better asymptotic performance.
Yong Liu 0007, Yujing Hu, Yang Gao 0001, Changjie Fan
IJCAI2
2018 Reinforcement Learning to Rank in E-Commerce Search Engine: Formalization, Analysis, and Application
abstract
In E-commerce platforms such as Amazon and TaoBao , ranking items in a search session is a typical multi-step decision-making problem. Learning to rank (LTR) methods have been widely applied to ranking problems. However, such methods often consider different ranking steps in a session to be independent, which conversely may be highly correlated to each other. For better utilizing the correlation between different ranking steps, in this paper, we propose to use reinforcement learning (RL) to learn an optimal ranking policy which maximizes the expected accumulative rewards in a search session. Firstly, we formally define the concept of search session Markov decision process (SSMDP) to formulate the multi-step ranking problem. Secondly, we analyze the property of SSMDP and theoretically prove the necessity of maximizing accumulative rewards. Lastly, we propose a novel policy gradient algorithm for learning an optimal ranking policy, which is able to deal with the problem of high reward variance and unbalanced reward distribution of an SSMDP. Experiments are conducted in simulation and TaoBao search engine. The results demonstrate that our algorithm performs much better than the state-of-the-art LTR methods, with more than 40% and 30% growth of total transaction amount in the simulation and the real application, respectively.
Yujing Hu, Qing Da, Anxiang Zeng, Yang Yu 0001
KDD1
2015 Multiagent Reinforcement Learning With Unshared Value Functions
abstract
One important approach of multiagent reinforcement learning (MARL) is equilibrium-based MARL, which is a combination of reinforcement learning and game theory. Most existing algorithms involve computationally expensive calculation of mixed strategy equilibria and require agents to replicate the other agents' value functions for equilibrium computing in each state. This is unrealistic since agents may not be willing to share such information due to privacy or safety concerns. This paper aims to develop novel and efficient MARL algorithms without the need for agents to share value functions. First, we adopt pure strategy equilibrium solution concepts instead of mixed strategy equilibria given that a mixed strategy equilibrium is often computationally expensive. In this paper, three types of pure strategy profiles are utilized as equilibrium solution concepts: pure strategy Nash equilibrium, equilibrium-dominating strategy profile, and nonstrict equilibrium-dominating strategy profile. The latter two solution concepts are strategy profiles from which agents can gain higher payoffs than one or more pure strategy Nash equilibria. Theoretical analysis shows that these strategy profiles are symmetric meta equilibria. Second, we propose a multistep negotiation process for finding pure strategy equilibria since value functions are not shared among agents. By putting these together, we propose a novel MARL algorithm called negotiation-based Q-learning (NegoQ). Experiments are first conducted in grid-world games, which are widely used to evaluate MARL algorithms. In these games, NegoQ learns equilibrium policies and runs significantly faster than existing MARL algorithms (correlated Q-learning and Nash Q-learning). Surprisingly, we find that NegoQ also performs well in team Markov games such as pursuit games, as compared with team-task-oriented MARL algorithms (such as friend Q-learning and distributed Q-learning).
Yujing Hu, Yang Gao 0001, Bo An 0001
IEEE Trans. Cybern.1
2015 Accelerating Multiagent Reinforcement Learning by Equilibrium Transfer
abstract
An important approach in multiagent reinforcement learning (MARL) is equilibrium-based MARL, which adopts equilibrium solution concepts in game theory and requires agents to play equilibrium strategies at each state. However, most existing equilibrium-based MARL algorithms cannot scale due to a large number of computationally expensive equilibrium computations (e.g., computing Nash equilibria is PPAD-hard) during learning. For the first time, this paper finds that during the learning process of equilibrium-based MARL, the one-shot games corresponding to each state's successive visits often have the same or similar equilibria (for some states more than 90% of games corresponding to successive visits have similar equilibria). Inspired by this observation, this paper proposes to use equilibrium transfer to accelerate equilibrium-based MARL. The key idea of equilibrium transfer is to reuse previously computed equilibria when each agent has a small incentive to deviate. By introducing transfer loss and transfer condition, a novel framework called equilibrium transfer-based MARL is proposed. We prove that although equilibrium transfer brings transfer loss, equilibrium-based MARL algorithms can still converge to an equilibrium policy under certain assumptions. Experimental results in widely used benchmarks (e.g., grid world game, soccer game, and wall game) show that the proposed framework: 1) not only significantly accelerates equilibrium-based MARL (up to 96.7% reduction in learning time), but also achieves higher average rewards than algorithms without equilibrium transfer and 2) scales significantly better than algorithms without equilibrium transfer when the state/action space grows and the number of agents increases.
Yujing Hu, Yang Gao 0001, Bo An 0001
IEEE Trans. Cybern.1