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Yancheng Liang

dblp:309/6280 · DBLP profile ↗
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4ranked-venue papers
1as first author
4since 2021 · last 2025
—ORCID · none

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

Artificial intelligence and machine learning · 4 · 1 first-author · 4 since 2021Applied, interdisciplinary, general and emerging computing · 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
3 papers
Reinforcement learning · 62% Multi-agent systems · 36% Learning theory · 3%

Topics — the 9 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
multi-agent reinforcement learning
2.532025
Learning Global Nash Equilibrium in Team Competitive Games with Generalized Fictitious Cross-Play · J. Mach. Learn. Res. 2025
Cross-environment Cooperation Enables Zero-shot Multi-agent Coordination · ICML 2025
Learning to Cooperate with Humans using Generative Agents · NeurIPS 2024
Knowledge, reasoning and agents › Multi-agent systems › multi-agent coordination
zero-shot coordination
1.622025
Cross-environment Cooperation Enables Zero-shot Multi-agent Coordination · ICML 2025
Learning to Cooperate with Humans using Generative Agents · NeurIPS 2024
Machine learning › Reinforcement learning › multi-agent reinforcement learning
best response computation
0.912025
Learning Global Nash Equilibrium in Team Competitive Games with Generalized Fictitious Cross-Play · J. Mach. Learn. Res. 2025
Knowledge, reasoning and agents › Multi-agent systems
cooperative agents
0.912025
Cross-environment Cooperation Enables Zero-shot Multi-agent Coordination · ICML 2025
Knowledge, reasoning and agents › Multi-agent systems › game theory
nash equilibrium
0.912025
Learning Global Nash Equilibrium in Team Competitive Games with Generalized Fictitious Cross-Play · J. Mach. Learn. Res. 2025
Machine learning › Reinforcement learning › multi-agent reinforcement learning › equilibrium learning
policy space response oracle
0.912025
Learning Global Nash Equilibrium in Team Competitive Games with Generalized Fictitious Cross-Play · J. Mach. Learn. Res. 2025
Machine learning › Reinforcement learning › multi-agent reinforcement learning
self-play
0.912025
Learning Global Nash Equilibrium in Team Competitive Games with Generalized Fictitious Cross-Play · J. Mach. Learn. Res. 2025
Machine learning › Reinforcement learning › multi-agent reinforcement learning
human-AI collaboration
0.812024
Learning to Cooperate with Humans using Generative Agents · NeurIPS 2024
Machine learning › Learning theory
generalization
0.312025
Cross-environment Cooperation Enables Zero-shot Multi-agent Coordination · ICML 2025

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

procedural generation · 0.9exploitability analysis · 0.9JAX · 0.9latent variable model · 0.8generative modeling · 0.8behavior cloning · 0.8
YearPublicationVenuePosition
2025 Cross-environment Cooperation Enables Zero-shot Multi-agent Coordination
Kunal Jha, Wilka Carvalho, Yancheng Liang, Simon S. Du, Natasha Jaques, Max Kleiman-Weiner
CogSci3
2025 Cross-environment Cooperation Enables Zero-shot Multi-agent Coordination
abstract
Zero-shot coordination (ZSC), the ability to adapt to a new partner in a cooperative task, is a critical component of human-compatible AI. While prior work has focused on training agents to cooperate on a single task, these specialized models do not generalize to new tasks, even if they are highly similar. Here, we study how reinforcement learning on a **distribution of environments with a single partner** enables learning general cooperative skills that support ZSC with **many new partners on many new problems**. We introduce *two* Jax-based, procedural generators that create billions of solvable coordination challenges. We develop a new paradigm called **Cross-Environment Cooperation (CEC)**, and show that it outperforms competitive baselines quantitatively and qualitatively when collaborating with real people. Our findings suggest that learning to collaborate across many unique scenarios encourages agents to develop general norms, which prove effective for collaboration with different partners. Together, our results suggest a new route toward designing generalist cooperative agents capable of interacting with humans without requiring human data.
Kunal Jha, Wilka Carvalho, Yancheng Liang, Simon S. Du, Max Kleiman-Weiner, Natasha Jaques
ICML3
2025 Learning Global Nash Equilibrium in Team Competitive Games with Generalized Fictitious Cross-Play
abstract
Self-play (SP) is a popular multi-agent reinforcement learning framework for competitive games. Despite the empirical success, the theoretical properties of SP are limited to two-player settings. For team competitive games where two teams of cooperative agents compete with each other, we show a counter-example where SP cannot converge to a global Nash equilibrium (NE) with high probability. Policy-Space Response Oracles (PSRO) is an alternative framework that finds NEs by iteratively learning the best response (BR) to previous policies. PSRO can be directly extended to team competitive games with unchanged convergence properties by learning team BRs, but its repeated training from scratch makes it hard to scale to complex games. In this work, we propose Generalized Fictitious Cross-Play (GFXP), a novel algorithm that inherits benefits from both frameworks. GFXP simultaneously trains an SP-based main policy and a counter population. The main policy is trained by fictitious self-play and cross-play against the counter population, while the counter policies are trained as the BRs to the main policy's checkpoints. We evaluate GFXP in matrix games and gridworld domains where GFXP achieves the lowest exploitabilities. We further conduct experiments in a challenging football game where GFXP defeats SOTA models with over 94% win rate.
Zelai Xu, Chao Yu 0005, Yancheng Liang, Yi Wu 0013, Yu Wang 0002
J. Mach. Learn. Res.3
2024 Learning to Cooperate with Humans using Generative Agents
abstract
Training agents that can coordinate zero-shot with humans is a key mission in multi-agent reinforcement learning (MARL). Current algorithms focus on training simulated human partner policies which are then used to train a Cooperator agent. The simulated human is produced either through behavior cloning over a dataset of human cooperation behavior, or by using MARL to create a population of simulated agents. However, these approaches often struggle to produce a Cooperator that can coordinate well with real humans, since the simulated humans fail to cover the diverse strategies and styles employed by people in the real world. We show \emph{learning a generative model of human partners} can effectively address this issue. Our model learns a latent variable representation of the human that can be regarded as encoding the human's unique strategy, intention, experience, or style. This generative model can be flexibly trained from any (human or neural policy) agent interaction data. By sampling from the latent space, we can use the generative model to produce different partners to train Cooperator agents. We evaluate our method---Generative Agent Modeling for Multi-agent Adaptation (GAMMA)---on Overcooked, a challenging cooperative cooking game that has become a standard benchmark for zero-shot coordination. We conduct an evaluation with real human teammates, and the results show that GAMMA consistently improves performance, whether the generative model is trained on simulated populations or human datasets. Further, we propose a method for posterior sampling from the generative model that is biased towards the human data, enabling us to efficiently improve performance with only a small amount of expensive human interaction data.
Yancheng Liang, Daphne Chen, Abhishek Gupta 0004, Simon S. Du, Natasha Jaques
NeurIPS1