EDBT 2026 Demo / reviewers in the wild / expert
Yi Wu 0013
dblp:44/3684-13
· DBLP profile ↗
60ranked-venue papers
5as first author
43since 2021 · last 2025
0000-0001-9057-5817ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 58 · 5 first-author · 41 since 2021Graphics, computer vision, multimedia, augmented reality and games · 13 · 2 first-author · 7 since 2021Systems, architecture and hardware · 10 · 10 since 2021Software engineering, systems software and programming languages · 1 · 1 since 2021Theory of computation · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Learning Strategic Language Agents in the Werewolf Game with Iterative Latent Space Policy OptimizationabstractLarge language model (LLM) agents have recently demonstrated impressive capabilities in various domains like open-ended conversation and multi-step decision-making. However, it remains challenging for these agents to solve strategic language games, such as Werewolf, which demand both strategic decision-making and free-form language interactions. Existing LLM agents often suffer from intrinsic bias in their action distributions and limited exploration of the unbounded text action space, resulting in suboptimal performance. To address these challenges, we propose Latent Space Policy Optimization (LSPO), an iterative framework that combines game-theoretic methods with LLM fine-tuning to build strategic language agents. LSPO leverages the observation that while the language space is combinatorially large, the underlying strategy space is relatively compact. We first map free-form utterances into a finite latent strategy space, yielding an abstracted extensive-form game. Then we apply game-theoretic methods like Counterfactual Regret Minimization (CFR) to optimize the policy in the latent space. Finally, we fine-tune the LLM via Direct Preference Optimization (DPO) to align with the learned policy. By iteratively alternating between these steps, our LSPO agents progressively enhance both strategic reasoning and language communication. Experiment on the Werewolf game shows that our agents iteratively expand the strategy space with improving performance and outperform existing Werewolf agents, underscoring their effectiveness in free-form language games with strategic interactions. Zelai Xu, Wanjun Gu, Chao Yu 0005, Yi Wu 0013, Yu Wang 0002 |
ICML | 4 |
| 2025 | Long-horizon Locomotion and Manipulation on a Quadrupedal Robot with Large Language ModelsabstractWe present a large language model (LLM) based system to empower quadrupedal robots with problem-solving abilities for long-horizon tasks beyond short-term motions. Long-horizon tasks for quadrupeds are challenging since they require both a high-level understanding of the semantics of the problem for task planning and a broad range of locomotion and manipulation skills to interact with the environment. Our system builds a high-level reasoning layer with large language models, which generates hybrid discrete-continuous plans as robot code from task descriptions. It comprises multiple LLM agents: a semantic planner that sketches a plan, a parameter calculator that predicts arguments in the plan, a code generator that converts the plan into executable robot code, and a replanner that handles execution failures or human interventions. At the low level, we adopt reinforcement learning to train a set of motion planning and control skills to unleash the flexibility of quadrupeds for rich environment interactions. Our system is tested on long-horizon tasks that are infeasible to complete with one single skill. Simulation and real-world experiments show that it successfully figures out multi-step strategies and demonstrates non-trivial behaviors, including building tools or notifying a human for help. Demos are available on our project page: https://sites.google.com/view/long-horizon-robot. Yutao Ouyang, Jinhan Li, Yunfei Li 0005, Zhongyu Li 0003, Chao Yu 0005, Koushil Sreenath, Yi Wu 0013 |
IROS | 7 |
| 2025 | Multi-UAV Formation Control with Static and Dynamic Obstacle Avoidance via Reinforcement LearningabstractThis paper tackles the challenging task of maintaining formation among multiple unmanned aerial vehicles (UAVs) while avoiding both static and dynamic obstacles during directed flight. The complexity of the task arises from its multi-objective nature, the large exploration space, and the sim-to-real gap. To address these challenges, we propose a two-stage reinforcement learning (RL) pipeline. In the first stage, we randomly search for a reward function that balances key objectives: directed flight, obstacle avoidance, formation maintenance, and zero-shot policy deployment. The second stage applies this reward function to more complex scenarios and utilizes curriculum learning to accelerate policy training. Additionally, we incorporate an attention-based observation encoder to improve formation maintenance and adaptability to varying obstacle densities. Experimental results in both simulation and real-world environments demonstrate that our method outperforms both planning-based and RL-based baselines in terms of collision-free rates and formation maintenance across static, dynamic, and mixed obstacle scenarios. Ablation studies further confirm the effectiveness of our curriculum learning strategy and attention-based encoder. Animated demonstrations are available at: https://sites.google.com/view/uav-formation-with-avoidance/. Yuqing Xie 0005, Chao Yu 0005, Hongzhi Zang, Jiayu Chen 0005, Botian Xu, Yi Wu 0013, Yu Wang 0002 |
IROS | 9 |
| 2025 | How Far Are We from Optimal Reasoning Efficiency?abstractLarge Reasoning Models (LRMs) demonstrate remarkable problem-solving capabilities through extended Chain-of-Thought (CoT) reasoning but often produce excessively verbose and redundant reasoning traces. This inefficiency incurs high inference costs and limits practical deployment. While existing fine-tuning methods aim to improve reasoning efficiency, assessing their efficiency gains remains challenging due to inconsistent evaluations. In this work, we introduce the ***reasoning efficiency frontiers***, empirical upper bounds derived from fine-tuning a base LRM (DeepSeek-R1-Distill-Qwen-1.5B/7B) across diverse approaches and training configurations. Based on these frontiers, we propose the ***Reasoning Efficiency Gap (REG)***, a unified metric quantifying deviations of any fine-tuned LRMs from these frontiers. Systematic evaluation on challenging mathematical benchmarks, AMC23, AIME24, and AIME25, reveals significant gaps in current methods: they either sacrifice accuracy for short length or use excessive tokens to achieve sub-optimal accuracies despite high overall accuracy. To reduce the efficiency gap, we propose ***REO-RL***, a Reinforcement Learning algorithm that optimizes reasoning efficiency by targeting a sparse set of token budgets. Leveraging numerical integration over strategically selected budgets, REO-RL approximates the full efficiency objective with low error using a small set of token budgets. Experiments show that, compared to vanilla RL with outcome reward, REO-RL reduces the reasoning efficiency gap by 74.5\% and 64.2\% in the 1.5B and 7B settings. The 7B LRM fine-tuned with REO-RL achieves reasoning conciseness surpassing frontier LRMs like Qwen3 and Claude Sonnet 3.7. Ablation studies confirm the efficacy of our token budget strategy and highlight REO-RL’s flexibility across design choices. This work establishes a systematic framework for evaluating and optimizing reasoning efficiency in LRMs. We will release the related code, data, and models to support future research on efficient reasoning in LRMs. Jiaxuan Gao, Shu Yan, Qixin Tan, Shusheng Xu, Zhiyu Mei, Kaifeng Lyu, Yi Wu 0013 |
NeurIPS | 9 |
| 2025 | What Can RL Bring to VLA Generalization? An Empirical StudyabstractLarge Vision-Language Action (VLA) models have shown significant potential for embodied AI.
However, their predominant training via supervised fine-tuning (SFT) limits generalization due to susceptibility to compounding errors under distribution shifts. Reinforcement learning (RL) offers a path to overcome these limitations by optimizing for task objectives via trial-and-error, yet a systematic understanding of its specific generalization benefits for VLAs compared to SFT is lacking.
To address this, our study introduces a comprehensive benchmark for evaluating VLA generalization and systematically investigates the impact of RL fine-tuning across diverse visual, semantic, and execution dimensions. Our extensive experiments reveal that RL fine-tuning, particularly with PPO, significantly enhances generalization in semantic understanding and execution robustness over SFT, while maintaining comparable visual robustness. We identify PPO as a more effective RL algorithm for VLAs than LLM-derived methods like DPO and GRPO. We also develop a simple recipe for efficient PPO training on VLAs, and demonstrate its practical utility for improving VLA generalization. The project page is at https://rlvla.github.io Jijia Liu, Bingwen Wei, Xinlei Chen, Qingmin Liao, Yi Wu 0013, Chao Yu 0005, Yu Wang 0002 |
NeurIPS | 6 |
| 2025 | Reasoning Is Not a Race: When Stopping Early Beats Going DeeperabstractWe study the use of Process Reward Models (PRMs) for guiding Long Chain-of-Thought (CoT) reasoning in large language models. Although PRMs deliver fine-grained feedback in standard tasks, PRM-guided beam search does not consistently outperform PRM-free approaches in long CoT reasoning. We trace this shortfall to a "step quality degradation''—the expected step quality shows concave behavior, yielding unimodal or monotonically declining trends. To counteract this, we propose Z-Score Guided Early Stopping (ZGES), which halts search at the detected quality peak using local PRM-reward z-scores. Across multiple math benchmarks and model scales, ZGES outperforms both standard PRM-guided beam search and the PRM-free methods. Ablation studies further highlight the advantages and robustness of ZGES’s adaptive stopping mechanism. Mohan Zhang, Jiaxuan Gao, Shusheng Xu, Yi Wu 0013 |
NeurIPS | 4 |
| 2025 | BitNet: 1-bit Pre-training for Large Language ModelsabstractThe increasing size of large language models (LLMs) has posed challenges for deployment and raised concerns about environmental impact due to high energy consumption. Previous research typically applies quantization after pre-training. While these methods avoid the need for model retraining, they often cause notable accuracy loss at extremely low bit-widths. In this work, we explore the feasibility and scalability of 1-bit pre-training. We introduce BitNet b1 and BitNet b1.58, the scalable and stable 1-bit Transformer architecture designed for LLMs. Specifically, we introduce BitLinear as a drop-in replacement of the nn.Linear layer in order to train 1-bit weights from scratch. Experimental results show that BitNet b1 achieves competitive performance, compared to state-of-the-art 8-bit quantization methods and FP16 Transformer baselines. With the ternary weight, BitNet b1.58 matches the half-precision Transformer LLM with the same model size and training tokens in terms of both perplexity and end-task performance, while being significantly more cost-effective in terms of latency, memory, throughput, and energy consumption. More profoundly, BitNet defines a new scaling law and recipe for training new generations of LLMs that are both high-performance and cost-effective. It enables a new computation paradigm and opens the door for designing specific hardware optimized for 1-bit LLMs. Hongyu Wang 0009, Shuming Ma, Lingxiao Ma, Lei Wang 0222, Wenhui Wang 0003, Li Dong 0004, Shaohan Huang, Huaijie Wang, Jilong Xue, Yi Wu 0013, Furu Wei |
J. Mach. Learn. Res. | 11 |
| 2025 | Learning Global Nash Equilibrium in Team Competitive Games with Generalized Fictitious Cross-PlayabstractSelf-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. | 4 |
| 2024 | Accelerate Multi-Agent Reinforcement Learning in Zero-Sum Games with Subgame Curriculum LearningabstractLearning Nash equilibrium (NE) in complex zero-sum games with multi-agent reinforcement learning (MARL) can be extremely computationally expensive. Curriculum learning is an effective way to accelerate learning, but an under-explored dimension for generating a curriculum is the difficulty-to-learn of the subgames –games induced by starting from a specific state. In this work, we present a novel subgame curriculum learning framework for zero-sum games. It adopts an adaptive initial state distribution by resetting agents to some previously visited states where they can quickly learn to improve performance. Building upon this framework, we derive a subgame selection metric that approximates the squared distance to NE values and further adopt a particle-based state sampler for subgame generation. Integrating these techniques leads to our new algorithm, Subgame Automatic Curriculum Learning (SACL), which is a realization of the subgame curriculum learning framework. SACL can be combined with any MARL algorithm such as MAPPO. Experiments in the particle-world environment and Google Research Football environment show SACL produces much stronger policies than baselines. In the challenging hide-and-seek quadrant environment, SACL produces all four emergent stages and uses only half the samples of MAPPO with self-play. The project website is at https://sites.google.com/view/sacl-neurips. Jiayu Chen 0005, Zelai Xu, Yunfei Li 0005, Chao Yu 0005, Jiaming Song, Huazhong Yang, Fei Fang 0001, Yu Wang 0002, Yi Wu 0013 |
AAAI | 9 |
| 2024 | Stylized Offline Reinforcement Learning: Extracting Diverse High-Quality Behaviors from Heterogeneous DatasetsabstractPrevious 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 |
ICLR | 10 |
| 2024 | SRL: Scaling Distributed Reinforcement Learning to Over Ten Thousand CoresabstractThe ever-growing complexity of reinforcement learning (RL) tasks demands a distributed system to efficiently generate and process a massive amount of data. However, existing open-source libraries suffer from various limitations, which impede their practical use in challenging scenarios where large-scale training is necessary. In this paper, we present a novel abstraction on the dataflows of RL
training, which unifies diverse RL training applications into a general framework. Following this abstraction, we develop a scalable, efficient, and extensible distributed RL system called ReaLly Scalable RL (SRL), which allows efficient and massively parallelized training and easy development of customized algorithms. Our evaluation shows that SRL outperforms existing academic libraries, reaching at most 21x higher training throughput in a distributed setting. On learning performance, beyond performing and scaling well on common RL benchmarks with different RL algorithms, SRL can reproduce the same solution in the challenging hide-and-seek environment as reported by OpenAI with up to 5x speedup in wallclock time. Notably, SRL is the first in the academic community to perform RL experiments at a large scale with over 15k CPU cores. SRL anonymous repository is available at: https://anonymous.4open.science/r/srl-1E45/. Zhiyu Mei, Jiaxuan Gao, Guangju Wang, Huanchen Zhang, Yi Wu 0013 |
ICLR | 6 |
| 2024 | Adaptive-Gradient Policy Optimization: Enhancing Policy Learning in Non-Smooth Differentiable SimulationsabstractRecent advancements in differentiable simulators highlight the potential of policy optimization using simulation gradients. Yet, these approaches are largely contingent on the continuity and smoothness of the simulation, which precludes the use of certain simulation engines, such as Mujoco. To tackle this challenge, we introduce the adaptive analytic gradient. This method views the Q function as a surrogate for future returns, consistent with the Bellman equation. By analyzing the variance of batched gradients, our method can autonomously opt for a more resilient Q function to compute the gradient when encountering rough simulation transitions. We also put forth the Adaptive-Gradient Policy Optimization (AGPO) algorithm, which leverages our proposed method for policy learning. On the theoretical side, we demonstrate AGPO’s convergence, emphasizing its stable performance under non-smooth dynamics due to low variance. On the empirical side, our results show that AGPO effectively mitigates the challenges posed by non-smoothness in policy learning through differentiable simulation. Liangzhi Shi, Shenao Zhang, Zhaoran Wang 0001, Yi Wu 0013 |
ICML | 5 |
| 2024 | Language Agents with Reinforcement Learning for Strategic Play in the Werewolf GameabstractAgents built with large language models (LLMs) have shown great potential across a wide range of domains. However, in complex decision-making tasks, pure LLM-based agents tend to exhibit intrinsic bias in their choice of actions, which is inherited from the model’s training data and results in suboptimal performance. To develop strategic language agents, i.e., agents that generate flexible language actions and possess strong decision-making abilities, we propose a novel framework that powers LLM-based agents with reinforcement learning (RL). We consider Werewolf, a popular social deduction game, as a challenging testbed that emphasizes versatile communication and strategic gameplay. To mitigate the intrinsic bias in language actions, our agents use an LLM to perform deductive reasoning and generate a diverse set of action candidates. Then an RL policy trained to optimize the decision-making ability chooses an action from the candidates to play in the game. Extensive experiments show that our agents overcome the intrinsic bias and outperform existing LLM-based agents in the Werewolf game. We also conduct human-agent experiments and find that our agents achieve human-level performance and demonstrate strong strategic play. Zelai Xu, Chao Yu 0005, Fei Fang 0001, Yu Wang 0002, Yi Wu 0013 |
ICML | 5 |
| 2024 | Is DPO Superior to PPO for LLM Alignment? A Comprehensive StudyabstractReinforcement Learning from Human Feedback (RLHF) is currently the most widely used method to align large language models (LLMs) with human preferences. Existing RLHF methods can be roughly categorized as either reward-based or reward-free. Novel applications such as ChatGPT and Claude leverage reward-based methods that first learn a reward model and apply actor-critic algorithms, such as Proximal Policy Optimization (PPO). However, in academic benchmarks, state-of-the-art results are often achieved via reward-free methods, such as Direct Preference Optimization (DPO). Is DPO truly superior to PPO? Why does PPO perform poorly on these benchmarks? In this paper, we first conduct both theoretical and empirical studies on the algorithmic properties of DPO and show that DPO may have fundamental limitations. Moreover, we also comprehensively examine PPO and reveal the key factors for the best performances of PPO in fine-tuning LLMs. Finally, we benchmark DPO and PPO across a collection of RLHF testbeds, ranging from dialogue to code generation. Experiment results demonstrate that PPO is able to surpass other alignment methods in all cases and achieve state-of-the-art results in challenging code competitions. Shusheng Xu, Jiaxuan Gao, Zhiyu Mei, Guangju Wang, Chao Yu 0005, Yi Wu 0013 |
ICML | 9 |
| 2024 | Learning Agile Bipedal Motions on a Quadrupedal RobotabstractCan a quadrupedal robot perform bipedal motions like humans? Although developing human-like behaviors is more often studied on costly bipedal robot platforms, we present a solution over a lightweight quadrupedal robot that unlocks the agility of the quadruped in an upright standing pose and is capable of a variety of human-like motions. Our framework is with a hierarchical structure. At the low level is a motion-conditioned control policy that allows the quadrupedal robot to track desired base and front limb movements while balancing on two hind feet. The policy is commanded by a high-level motion generator that gives trajectories of parameterized human-like motions to the robot from multiple modalities of human input. We for the first time demonstrate various bipedal motions on a quadrupedal robot, and showcase interesting human-robot interaction modes including mimicking human videos, following natural language instructions, and physical interaction. The video is available at https://sites.google.com/view/bipedal-motions-quadruped. Yunfei Li 0005, Jinhan Li, Yi Wu 0013 |
ICRA | 4 |
| 2024 | LAGOON: Language-Guided Motion ControlabstractWe aim to control a robot to physically behave in the real world following any high-level language command like "cartwheel" or "kick". Although human motion datasets exist, this task remains particularly challenging since generative models can produce physically unrealistic motions, which will be more severe for robots due to different body structures and physical properties. Deploying such a motion to a physical robot can cause even greater difficulties due to the sim2real gap. We develop LAnguage-Guided mOtion cONtrol (LAGOON), a multi-phase reinforcement learning (RL) method to generate physically realistic robot motions under language commands. LAGOON first leverages a pretrained model to generate a human motion from a language command. Then an RL phase trains a control policy in simulation to mimic the generated human motion. Finally, with domain randomization, our learned policy can be deployed to a quadrupedal robot, leading to a quadrupedal robot that can take diverse behaviors in the real world under natural language commands. Shusheng Xu, Huaijie Wang, Yutao Ouyang, Jiaxuan Gao, Zhiyu Mei, Chao Yu 0005, Yi Wu 0013 |
ICRA | 7 |
| 2024 | Robot Synesthesia: In-Hand Manipulation with Visuotactile SensingabstractExecuting contact-rich manipulation tasks necessitates the fusion of tactile and visual feedback. However, the distinct nature of these modalities poses significant challenges. In this paper, we introduce a system that leverages visual and tactile sensory inputs to enable dexterous in-hand manipulation. Specifically, we propose Robot Synesthesia, a novel point cloudbased tactile representation inspired by human tactile-visual synesthesia. This approach allows for the simultaneous and seamless integration of both sensory inputs, offering richer spatial information and facilitating better reasoning about robot actions. Comprehensive ablations are performed on how the integration of vision and touch can improve reinforcement learning and Sim2Real performance. Our project page is available at https://yingyuan0414.github.io/visuotactile/. Haichuan Che, Yuzhe Qin, Binghao Huang, Zhao-Heng Yin, Kang-Won Lee 0001, Yi Wu 0013, Soo-Chul Lim, Xiaolong Wang 0004 |
ICRA | 7 |
| 2024 | Robot Generating Data for Learning Generalizable Visual Robotic ManipulationabstractIt has been a popular trend in AI to pretrain foundation models on massive data. However, collecting sufficient offline training trajectories for robot learning is particularly expensive since valid control actions are required. Therefore, most existing robotic datasets are collected from human experts. We tackle such a data collection issue with a new framework called "robot self-teaching", which asks the robot to self-generate effective training data instead of relying on human demonstrators. Our key idea is to train a separate data-generation policy operating on the state space to automatically generate meaningful actions and trajectories with ever-growing complexities. Then, these generated data can be further used to train a visual policy with strong compositional generalization capabilities. We validate our framework in two visual manipulation testbeds, including a multi-object stacking domain and a popular RL benchmark "Franka kitchen". Experiments show that the final visual policy trained on self-generated data can accomplish novel testing goals that require long-horizon robot executions. Project website https://sites.google.com/view/robot-self-teaching. Yunfei Li 0005, Jingzhi Cui, Haoran Huan, Jiaxuan Gao, Yi Wu 0013 |
IROS | 8 |
| 2024 | Leveraging Symmetry in RL-based Legged Locomotion ControlabstractModel-free reinforcement learning is a promising approach for autonomously solving challenging robotics control problems, but faces exploration difficulty without information about the robot’s morphology. The under-exploration of multiple modalities with symmetric states leads to behaviors that are often unnatural and sub-optimal. This issue becomes particularly pronounced in the context of robotic systems with morphological symmetries, such as legged robots for which the resulting asymmetric and aperiodic behaviors compromise performance, robustness, and transferability to real hardware. To mitigate this challenge, we can leverage symmetry to guide and improve the exploration in policy learning via equivariance / invariance constraints. We investigate the efficacy of two approaches to incorporate symmetry: modifying the network architectures to be strictly equivariant / invariant, and leveraging data augmentation to approximate equivariant / invariant actor-critics. We implement the methods on challenging loco-manipulation and bipedal locomotion tasks and compare with an unconstrained baseline. We find that the strictly equivariant policy consistently outperforms other methods in sample efficiency and task performance in simulation. Additionaly, symmetry-incorporated approaches exhibit better gait quality, higher robustness and can be deployed zero-shot to hardware. Zhi Su, Daniel Felipe Ordoñez Apraez, Yunfei Li 0005, Zhongyu Li 0003, Qiayuan Liao, Giulio Turrisi, Massimiliano Pontil, Claudio Semini, Yi Wu 0013, Koushil Sreenath |
IROS | 10 |
| 2024 | Quarl: A Learning-Based Quantum Circuit OptimizerabstractOptimizing quantum circuits is challenging due to the very large search space of functionally equivalent circuits and the necessity of applying transformations that temporarily decrease performance to achieve a final performance improvement. This paper presents Quarl, a learning-based quantum circuit optimizer. Applying reinforcement learning (RL) to quantum circuit optimization raises two main challenges: the large and varying action space and the non-uniform state representation. Quarl addresses these issues with a novel neural architecture and RL-training procedure. Our neural architecture decomposes the action space into two parts and leverages graph neural networks in its state representation, both of which are guided by the intuition that optimization decisions can be mostly guided by local reasoning while allowing global circuit-wide reasoning. Our evaluation shows that Quarl significantly outperforms existing circuit optimizers on almost all benchmark circuits. Surprisingly, Quarl can learn to perform rotation merging—a complex, non-local circuit optimization implemented as a separate pass in existing optimizers. Zikun Li, Jinjun Peng, Yixuan Mei, Sina Lin, Yi Wu 0013, Oded Padon |
Proc. ACM Program. Lang. | 5 |
| 2023 | AlphaSnake: Policy Iteration on a Nondeterministic NP-Hard Markov Decision Process (Student Abstract)abstractReinforcement learning has been used to approach well-known NP-hard combinatorial problems in graph theory. Among these, Hamiltonian cycle problems are exceptionally difficult to analyze, even when restricted to individual instances of structurally complex graphs. In this paper, we use Monte Carlo Tree Search (MCTS), the search algorithm behind many state-of-the-art reinforcement learning algorithms such as AlphaZero, to create autonomous agents that learn to play the game of Snake, a game centered on properties of Hamiltonian cycles on grid graphs. The game of Snake can be formulated as a single-player discounted Markov Decision Process (MDP), where the agent must behave optimally in a stochastic environment. Determining the optimal policy for Snake, defined as the policy that maximizes the probability of winning -- or win rate -- with higher priority and minimizes the expected number of time steps to win with lower priority, is conjectured to be NP-hard. Performance-wise, compared to prior work in the Snake game, our algorithm is the first to achieve a win rate over 0.5 (a uniform random policy achieves a win rate < 2.57 x 10^{-15}), demonstrating the versatility of AlphaZero in tackling NP-hard problems. Kevin Du, Ian Gemp, Yi Wu 0013 |
AAAI | 3 |
| 2023 | Maximum Entropy Population-Based Training for Zero-Shot Human-AI CoordinationabstractWe study the problem of training a Reinforcement Learning (RL) agent that is collaborative with humans without using human data. Although such agents can be obtained through self-play training, they can suffer significantly from the distributional shift when paired with unencountered partners, such as humans. In this paper, we propose Maximum Entropy Population-based training (MEP) to mitigate such distributional shift. In MEP, agents in the population are trained with our derived Population Entropy bonus to promote the pairwise diversity between agents and the individual diversity of agents themselves. After obtaining this diversified population, a common best agent is trained by paring with agents in this population via prioritized sampling, where the prioritization is dynamically adjusted based on the training progress. We demonstrate the effectiveness of our method MEP, with comparison to Self-Play PPO (SP), Population-Based Training (PBT), Trajectory Diversity (TrajeDi), and Fictitious Co-Play (FCP) in both matrix game and Overcooked game environments, with partners being human proxy models and real humans. A supplementary video showing experimental results is available at https://youtu.be/Xh-FKD0AAKE. Rui Zhao 0011, Jinming Song, Yufeng Yuan, Haifeng Hu 0009, Yang Gao 0029, Yi Wu 0013, Zhongqian Sun |
AAAI | 6 |
| 2023 | Learning Zero-Shot Cooperation with Humans, Assuming Humans Are Biased
Chao Yu 0005, Jiaxuan Gao, Botian Xu, Yu Wang 0002, Yi Wu 0013 |
ICLR | 8 |
| 2023 | SpeedyZero: Mastering Atari with Limited Data and Time
Yixuan Mei, Jiaxuan Gao, Weirui Ye, Shaohuai Liu, Yang Gao 0029, Yi Wu 0013 |
ICLR | 6 |
| 2023 | Efficient Bimanual Handover and Rearrangement via Symmetry-Aware Actor-Critic LearningabstractBimanual manipulation is important for building intelligent robots that unlock richer skills than single arms. We consider a multi-object bimanual rearrangement task, where a reinforcement learning (RL) agent aims to jointly control two arms to rearrange these objects as fast as possible. Solving this task efficiently is challenging for an RL agent due to the requirement of discovering precise intra-arm coordination in an exponentially large control space. We develop a symmetry-aware actor-critic framework that leverages the interchangeable roles of the two manipulators in the bimanual control setting to reduce the policy search space. To handle the compositionality over multiple objects, we augment training data with an object-centric relabeling technique. The overall approach produces an RL policy that can rearrange up to 8 objects with a success rate of over 70% in simulation. We deploy the policy to two Franka Panda arms and further show a successful demo on human-robot collaboration. Videos can be found at https://sites.google.com/view/bimanual. Yunfei Li 0005, Chaoyi Pan, Huazhe Xu, Xiaolong Wang 0004, Yi Wu 0013 |
ICRA | 5 |
| 2023 | Automatic Truss Design with Reinforcement LearningabstractTruss layout design, namely finding a lightweight truss layout satisfying all the physical constraints, is a fundamental problem in the building industry. Generating the optimal layout is a challenging combinatorial optimization problem, which can be extremely expensive to solve by exhaustive search. Directly applying end-to-end reinforcement learning (RL) methods to truss layout design is infeasible either, since only a tiny portion of the entire layout space is valid under the physical constraints, leading to particularly sparse rewards for RL training. In this paper, we develop AutoTruss, a two-stage framework to efficiently generate both lightweight and valid truss layouts. AutoTruss first adopts Monte Carlo tree search to discover a diverse collection of valid layouts. Then RL is applied to iteratively refine the valid solutions. We conduct experiments and ablation studies in popular truss layout design test cases in both 2D and 3D settings. AutoTruss outperforms the best-reported layouts by 25.1% in the most challenging 3D test cases, resulting in the first effective deep-RL-based approach in the truss layout design literature. Weihua Du, Jinglun Zhao, Chao Yu 0005, Xingcheng Yao, Zimeng Song, Siyang Wu, Ruifeng Luo, Xianzhong Zhao, Yi Wu 0013 |
IJCAI | 10 |
| 2023 | Iteratively Learn Diverse Strategies with State Distance InformationabstractIn complex reinforcement learning (RL) problems, policies with similar rewards may have substantially different behaviors. It remains a fundamental challenge to optimize rewards while also discovering as many *diverse* strategies as possible, which can be crucial in many practical applications. Our study examines two design choices for tackling this challenge, i.e., *diversity measure* and *computation framework*. First, we find that with existing diversity measures, visually indistinguishable policies can still yield high diversity scores. To accurately capture the behavioral difference, we propose to incorporate the state-space distance information into the diversity measure. In addition, we examine two common computation frameworks for this problem, i.e., population-based training (PBT) and iterative learning (ITR). We show that although PBT is the precise problem formulation, ITR can achieve comparable diversity scores with higher computation efficiency, leading to improved solution quality in practice. Based on our analysis, we further combine ITR with two tractable realizations of the state-distance-based diversity measures and develop a novel diversity-driven RL algorithm, *State-based Intrinsic-reward Policy Optimization* (SIPO), with provable convergence properties. We empirically examine SIPO across three domains from robot locomotion to multi-agent games. In all of our testing environments, SIPO consistently produces strategically diverse and human-interpretable policies that cannot be discovered by existing baselines. Weihua Du, Sunli Chen, Jingzhao Zhang, Yi Wu 0013 |
NeurIPS | 6 |
| 2022 | Sequence Level Contrastive Learning for Text SummarizationabstractContrastive learning models have achieved great success in unsupervised visual representation learning, which maximize the similarities between feature representations of different views of the same image, while minimize the similarities between feature representations of views of different images. In text summarization, the output summary is a shorter form of the input document and they have similar meanings. In this paper, we propose a contrastive learning model for supervised abstractive text summarization, where we view a document, its gold summary and its model generated summaries as different views of the same mean representation and maximize the similarities between them during training. We improve over a strong sequence-to-sequence text generation model (i.e., BART) on three different summarization datasets. Human evaluation also shows that our model achieves better faithfulness ratings compared to its counterpart without contrastive objectives. We release our code at https://github.com/xssstory/SeqCo. Shusheng Xu, Xingxing Zhang 0002, Yi Wu 0013, Furu Wei |
AAAI | 3 |
| 2022 | Learning Efficient Multi-agent Cooperative Visual Exploration
Chao Yu 0005, Xinyi Yang 0001, Jiaxuan Gao, Huazhong Yang, Yu Wang 0002, Yi Wu 0013 |
ECCV (39) | 6 |
| 2022 | Continuously Discovering Novel Strategies via Reward-Switching Policy Optimization
Zihan Zhou 0002, Bingliang Zhang, Yi Wu 0013 |
ICLR | 4 |
| 2022 | Revisiting Some Common Practices in Cooperative Multi-Agent Reinforcement LearningabstractMany advances in cooperative multi-agent reinforcement learning (MARL) are based on two common design principles: value decomposition and parameter sharing. A typical MARL algorithm of this fashion decomposes a centralized Q-function into local Q-networks with parameters shared across agents. Such an algorithmic paradigm enables centralized training and decentralized execution (CTDE) and leads to efficient learning in practice. Despite all the advantages, we revisit these two principles and show that in certain scenarios, e.g., environments with a highly multi-modal reward landscape, value decomposition, and parameter sharing can be problematic and lead to undesired outcomes. In contrast, policy gradient (PG) methods with individual policies provably converge to an optimal solution in these cases, which partially supports some recent empirical observations that PG can be effective in many MARL testbeds. Inspired by our theoretical analysis, we present practical suggestions on implementing multi-agent PG algorithms for either high rewards or diverse emergent behaviors and empirically validate our findings on a variety of domains, ranging from the simplified matrix and grid-world games to complex benchmarks such as StarCraft Multi-Agent Challenge and Google Research Football. We hope our insights could benefit the community towards developing more general and more powerful MARL algorithms. Chao Yu 0005, Zelai Xu, Yi Wu 0013 |
ICML | 5 |
| 2022 | Phasic Self-Imitative Reduction for Sparse-Reward Goal-Conditioned Reinforcement LearningabstractIt has been a recent trend to leverage the power of supervised learning (SL) towards more effective reinforcement learning (RL) methods. We propose a novel phasic solution by alternating online RL and offline SL for tackling sparse-reward goal-conditioned problems. In the online phase, we perform RL training and collect rollout data while in the offline phase, we perform SL on those successful trajectories from the dataset. To further improve sample efficiency, we adopt additional techniques in the online phase including task reduction to generate more feasible trajectories and a value-difference-based intrinsic reward to alleviate the sparse-reward issue. We call this overall framework, PhAsic self-Imitative Reduction (PAIR). PAIR is compatible with various online and offline RL methods and substantially outperforms both non-phasic RL and phasic SL baselines on sparse-reward robotic control problems, including a particularly challenging stacking task. PAIR is the first RL method that learns to stack 6 cubes with only 0/1 success rewards from scratch. Yunfei Li 0005, Huazhe Xu, Yi Wu 0013 |
ICML | 5 |
| 2022 | Learning Design and Construction with Varying-Sized Materials via Prioritized Memory ResetsabstractCan a robot autonomously learn to design and construct a bridge from varying-sized blocks without a blueprint? It is a challenging task with long horizon and sparse reward - the robot has to figure out physically stable design schemes and feasible actions to manipulate and transport blocks. Due to diverse block sizes, the state space and action trajectories are vast to explore. In this paper, we propose a hierarchical approach for this problem. It consists of a reinforcement-learning designer to propose high-level building instructions and a motion-planning-based action generator to manipulate blocks at the low level. For high-level learning, we develop a novel technique, prioritized memory resetting (PMR) to improve exploration. PMR adaptively resets the state to those most critical configurations from a replay buffer so that the robot can resume training on partial architectures instead of from scratch. Furthermore, we augment PMR with auxiliary training objectives and fine-tune the designer with the locomotion generator. Our experiments in simulation and on a real deployed robotic system demonstrate that it is able to effectively construct bridges with blocks of varying sizes at a high success rate. Demos can be found at https://sites.google.com/view/bridge-pmr. Yunfei Li 0005, Tao Kong, Lei Li 0005, Yi Wu 0013 |
ICRA | 4 |
| 2022 | Grounded Reinforcement Learning: Learning to Win the Game under Human CommandsabstractWe consider the problem of building a reinforcement learning (RL) agent that can both accomplish non-trivial tasks, like winning a real-time strategy game, and strictly follow high-level language commands from humans, like “attack”, even if a command is sub-optimal. We call this novel yet important problem, Grounded Reinforcement Learning (GRL). Compared with other language grounding tasks, GRL is particularly non-trivial and cannot be simply solved by pure RL or behavior cloning (BC). From the RL perspective, it is extremely challenging to derive a precise reward function for human preferences since the commands are abstract and the valid behaviors are highly complicated and multi-modal. From the BC perspective, it is impossible to obtain perfect demonstrations since human strategies in complex games are typically sub-optimal. We tackle GRL via a simple, tractable, and practical constrained RL objective and develop an iterative RL algorithm, REinforced demonstration Distillation (RED), to obtain a strong GRL policy. We evaluate the policies derived by RED, BC and pure RL methods on a simplified real-time strategy game, MiniRTS. Experiment results and human studies show that the RED policy is able to consistently follow human commands and achieve a higher win rate than the baselines. We release our code and present more examples at https://sites.google.com/view/grounded-rl. Shusheng Xu, Huaijie Wang, Yi Wu 0013 |
NeurIPS | 3 |
| 2022 | The Surprising Effectiveness of PPO in Cooperative Multi-Agent GamesabstractProximal Policy Optimization (PPO) is a ubiquitous on-policy reinforcement learning algorithm but is significantly less utilized than off-policy learning algorithms in multi-agent settings. This is often due to the belief that PPO is significantly less sample efficient than off-policy methods in multi-agent systems. In this work, we carefully study the performance of PPO in cooperative multi-agent settings. We show that PPO-based multi-agent algorithms achieve surprisingly strong performance in four popular multi-agent testbeds: the particle-world environments, the StarCraft multi-agent challenge, the Hanabi challenge, and Google Research Football, with minimal hyperparameter tuning and without any domain-specific algorithmic modifications or architectures. Importantly, compared to competitive off-policy methods, PPO often achieves competitive or superior results in both final returns and sample efficiency. Finally, through ablation studies, we analyze implementation and hyperparameter factors that are critical to PPO's empirical performance, and give concrete practical suggestions regarding these factors. Our results show that when using these practices, simple PPO-based methods are a strong baseline in cooperative multi-agent reinforcement learning. Source code is released at https://github.com/marlbenchmark/on-policy. Chao Yu 0005, Akash Velu, Eugene Vinitsky, Jiaxuan Gao, Yu Wang 0002, Alexandre M. Bayen, Yi Wu 0013 |
NeurIPS | 7 |
| 2022 | Pre-Trained Image Encoder for Generalizable Visual Reinforcement LearningabstractLearning generalizable policies that can adapt to unseen environments remains challenging in visual Reinforcement Learning (RL). Existing approaches try to acquire a robust representation via diversifying the appearances of in-domain observations for better generalization. Limited by the specific observations of the environment, these methods ignore the possibility of exploring diverse real-world image datasets. In this paper, we investigate how a visual RL agent would benefit from the off-the-shelf visual representations. Surprisingly, we find that the early layers in an ImageNet pre-trained ResNet model could provide rather generalizable representations for visual RL. Hence, we propose Pre-trained Image Encoder for Generalizable visual reinforcement learning (PIE-G), a simple yet effective framework that can generalize to the unseen visual scenarios in a zero-shot manner. Extensive experiments are conducted on DMControl Generalization Benchmark, DMControl Manipulation Tasks, Drawer World, and CARLA to verify the effectiveness of PIE-G. Empirical evidence suggests PIE-G improves sample efficiency and significantly outperforms previous state-of-the-art methods in terms of generalization performance. In particular, PIE-G boasts a 55% generalization performance gain on average in the challenging video background setting. Project Page: https://sites.google.com/view/pie-g/home. Zhecheng Yuan, Zhengrong Xue, Xueqian Wang 0001, Yi Wu 0013, Yang Gao 0029, Huazhe Xu |
NeurIPS | 5 |
| 2021 | Solving Compositional Reinforcement Learning Problems via Task Reduction
Yunfei Li 0005, Yilin Wu 0003, Huazhe Xu, Xiaolong Wang 0004, Yi Wu 0013 |
ICLR | 5 |
| 2021 | Discovering Diverse Multi-Agent Strategic Behavior via Reward Randomization
Zhenggang Tang, Chao Yu 0005, Boyuan Chen 0003, Huazhe Xu, Xiaolong Wang 0004, Fei Fang 0001, Simon S. Du, Yu Wang 0002, Yi Wu 0013 |
ICLR | 9 |
| 2021 | Temporal Induced Self-Play for Stochastic Bayesian GamesabstractOne practical requirement in solving dynamic games is to ensure that the players play well from any decision point onward. To satisfy this requirement, existing efforts focus on equilibrium refinement, but the scalability and applicability of existing techniques are limited. In this paper, we propose Temporal-Induced Self-Play (TISP), a novel reinforcement learning-based framework to find strategies with decent performances from any decision point onward. TISP uses belief-space representation, backward induction, policy learning, and non-parametric approximation. Building upon TISP, we design a policy-gradient-based algorithm TISP-PG. We prove that TISP-based algorithms can find approximate Perfect Bayesian Equilibrium in zero-sum one-sided stochastic Bayesian games with finite horizon. We test TISP-based algorithms in various games, including finitely repeated security games and a grid-world game. The results show that TISP-PG is more scalable than existing mathematical programming-based methods and significantly outperforms other learning-based methods. Weizhe Chen 0001, Zihan Zhou 0002, Yi Wu 0013, Fei Fang 0001 |
IJCAI | 3 |
| 2021 | Learning to Design and Construct Bridge without BlueprintabstractAutonomous assembly has been a desired functionality of many intelligent robot systems. We study a new challenging assembly task, designing and constructing a bridge without a blueprint. In this task, the robot needs to first design a feasible bridge architecture for arbitrarily wide cliffs and then manipulate the blocks reliably to construct a stable bridge according to the proposed design. In this paper, we propose a bi-level approach to tackle this task. At the high level, the system learns a bridge blueprint policy in a physical simulator using deep reinforcement learning and curriculum learning. A policy is represented as an attention-based neural network with object-centric input, which enables generalization to different number of blocks and cliff widths. For low-level control, we implement a motion-planning-based policy for real-robot motion control, which can be directly combined with a trained blueprint policy for real-world bridge construction without tuning. In our field study, our bi-level robot system demonstrates the capability of manipulating blocks to construct a diverse set of bridges with different architectures. Yunfei Li 0005, Tao Kong, Lei Li 0005, Yi Wu 0013 |
IROS | 5 |
| 2021 | Variational Automatic Curriculum Learning for Sparse-Reward Cooperative Multi-Agent ProblemsabstractWe introduce an automatic curriculum algorithm, Variational Automatic Curriculum Learning (VACL), for solving challenging goal-conditioned cooperative multi-agent reinforcement learning problems. We motivate our curriculum learning paradigm through a variational perspective, where the learning objective can be decomposed into two terms: task learning on the current curriculum, and curriculum update to a new task distribution. Local optimization over the second term suggests that the curriculum should gradually expand the training tasks from easy to hard. Our VACL algorithm implements this variational paradigm with two practical components, task expansion and entity curriculum, which produces a series of training tasks over both the task configurations as well as the number of entities in the task. Experiment results show that VACL solves a collection of sparse-reward problems with a large number of agents. Particularly, using a single desktop machine, VACL achieves 98% coverage rate with 100 agents in the simple-spread benchmark and reproduces the ramp-use behavior originally shown in OpenAI’s hide-and-seek project. Jiayu Chen 0005, Yuanxin Zhang, Yuanfan Xu, Huimin Ma 0001, Huazhong Yang, Jiaming Song, Yu Wang 0002, Yi Wu 0013 |
NeurIPS | 8 |
| 2021 | NovelD: A Simple yet Effective Exploration CriterionabstractEfficient exploration under sparse rewards remains a key challenge in deep reinforcement learning. Previous exploration methods (e.g., RND) have achieved strong results in multiple hard tasks. However, if there are multiple novel areas to explore, these methods often focus quickly on one without sufficiently trying others (like a depth-wise first search manner). In some scenarios (e.g., four corridor environment in Sec 4.2), we observe they explore in one corridor for long and fail to cover all the states. On the other hand, in theoretical RL, with optimistic initialization and the inverse square root of visitation count as a bonus, it won't suffer from this and explores different novel regions alternatively (like a breadth-first search manner). In this paper, inspired by this, we propose a simple but effective criterion called NovelD by weighting every novel area approximately equally. Our algorithm is very simple but yet shows comparable performance or even outperforms multiple SOTA exploration methods in many hard exploration tasks. Specifically, NovelD solves all the static procedurally-generated tasks in Mini-Grid with just 120M environment steps, without any curriculum learning. In comparison, the previous SOTA only solves 50% of them. NovelD also achieves SOTA on multiple tasks in NetHack, a rogue-like game that contains more challenging procedurally-generated environments. In multiple Atari games (e.g., MonteZuma's Revenge, Venture, Gravitar), NovelD outperforms RND. We analyze NovelD thoroughly in MiniGrid and found that empirically it helps the agent explore the environment more uniformly with a focus on exploring beyond the boundary. Tianjun Zhang, Huazhe Xu, Xiaolong Wang 0004, Yi Wu 0013, Kurt Keutzer, Joseph Gonzalez 0001, Yuandong Tian |
NeurIPS | 4 |
| 2021 | Near-Linear Time Local Polynomial Nonparametric Estimation with Box KernelsabstractSummary of Contribution: Big data analytics has become essential for modern operations research and operations management applications. Statistics methods, such as nonparametric density and function estimation, play important roles in predictive and exploratory data analysis for economics and operations management problems. In this paper, we concentrate on efficiently computing local polynomial regression estimates. We significantly accelerate the computation of such local polynomial estimates by novel applications of multidimensional binary indexed trees ( Fenwick 1994 ) and lazy memory allocation via hashing. Both time and space complexity of our proposed algorithm are nearly linear in the number of inputs. Simulation results confirm the efficiency and effectiveness of our proposed methods. Yining Wang 0001, Yi Wu 0013, Simon S. Du |
INFORMS J. Comput. | 2 |
| 2020 | Influence-Based Multi-Agent Exploration
Tonghan Wang 0001, Yi Wu 0013, Chongjie Zhang |
ICLR | 3 |
| 2020 | Emergent Tool Use From Multi-Agent Autocurricula
Bowen Baker, Ingmar Kanitscheider, Todor M. Markov, Yi Wu 0013, Glenn Powell, Bob McGrew, Igor Mordatch |
ICLR | 4 |
| 2020 | Evolutionary Population Curriculum for Scaling Multi-Agent Reinforcement Learning
Qian Long, Zihan Zhou 0002, Abhinav Gupta 0001, Fei Fang 0001, Yi Wu 0013, Xiaolong Wang 0004 |
ICLR | 5 |
| 2020 | Multi-Task Reinforcement Learning with Soft ModularizationabstractMulti-task learning is a very challenging problem in reinforcement learning. While training multiple tasks jointly allow the policies to share parameters across different tasks, the optimization problem becomes non-trivial: It remains unclear what parameters in the network should be reused across tasks, and how the gradients from different tasks may interfere with each other. Thus, instead of naively sharing parameters across tasks, we introduce an explicit modularization technique on policy representation to alleviate this optimization issue. Given a base policy network, we design a routing network which estimates different routing strategies to reconfigure the base network for each task. Instead of directly selecting routes for each task, our task-specific policy uses a method called soft modularization to softly combine all the possible routes, which makes it suitable for sequential tasks. We experiment with various robotics manipulation tasks in simulation and show our method improves both sample efficiency and performance over strong baselines by a large margin. Ruihan Yang, Huazhe Xu, Yi Wu 0013, Xiaolong Wang 0004 |
NeurIPS | 3 |
| 2019 | Robust Multi-Agent Reinforcement Learning via Minimax Deep Deterministic Policy GradientabstractDespite the recent advances of deep reinforcement learning (DRL), agents trained by DRL tend to be brittle and sensitive to the training environment, especially in the multi-agent scenarios. In the multi-agent setting, a DRL agent’s policy can easily get stuck in a poor local optima w.r.t. its training partners – the learned policy may be only locally optimal to other agents’ current policies. In this paper, we focus on the problem of training robust DRL agents with continuous actions in the multi-agent learning setting so that the trained agents can still generalize when its opponents’ policies alter. To tackle this problem, we proposed a new algorithm, MiniMax Multi-agent Deep Deterministic Policy Gradient (M3DDPG) with the following contributions: (1) we introduce a minimax extension of the popular multi-agent deep deterministic policy gradient algorithm (MADDPG), for robust policy learning; (2) since the continuous action space leads to computational intractability in our minimax learning objective, we propose Multi-Agent Adversarial Learning (MAAL) to efficiently solve our proposed formulation. We empirically evaluate our M3DDPG algorithm in four mixed cooperative and competitive multi-agent environments and the agents trained by our method significantly outperforms existing baselines. Yi Wu 0013, Honghua Dong, Fei Fang 0001, Stuart Russell 0001 |
AAAI | 2 |
| 2019 | Deep Reinforcement Learning for Green Security Games with Real-Time InformationabstractGreen Security Games (GSGs) have been proposed and applied to optimize patrols conducted by law enforcement agencies in green security domains such as combating poaching, illegal logging and overfishing. However, real-time information such as footprints and agents’ subsequent actions upon receiving the information, e.g., rangers following the footprints to chase the poacher, have been neglected in previous work. To fill the gap, we first propose a new game model GSG-I which augments GSGs with sequential movement and the vital element of real-time information. Second, we design a novel deep reinforcement learning-based algorithm, DeDOL, to compute a patrolling strategy that adapts to the real-time information against a best-responding attacker. DeDOL is built upon the double oracle framework and the policy-space response oracle, solving a restricted game and iteratively adding best response strategies to it through training deep Q-networks. Exploring the game structure, DeDOL uses domain-specific heuristic strategies as initial strategies and constructs several local modes for efficient and parallelized training. To our knowledge, this is the first attempt to use Deep Q-Learning for security games. Zheyuan Shi, Lantao Yu, Yi Wu 0013, Lucas Joppa, Fei Fang 0001 |
AAAI | 4 |
| 2019 | Bayesian Relational Memory for Semantic Visual NavigationabstractWe introduce a new memory architecture, Bayesian Relational Memory (BRM), to improve the generalization ability for semantic visual navigation agents in unseen environments, where an agent is given a semantic target to navigate towards. BRM takes the form of a probabilistic relation graph over semantic entities (e.g., room types), which allows (1) capturing the layout prior from training environments, i.e., prior knowledge, (2) estimating posterior layout at test time, i.e., memory update, and (3) efficient planning for navigation, altogether. We develop a BRM agent consisting of a BRM module for producing sub-goals and a goal-conditioned locomotion module for control. When testing in unseen environments, the BRM agent outperforms baselines that do not explicitly utilize the probabilistic relational memory structure. Yi Wu 0013, Yuxin Wu 0004, Aviv Tamar, Stuart Russell 0001, Georgia Gkioxari, Yuandong Tian |
ICCV | 1 |
| 2018 | Discrete-Continuous Mixtures in Probabilistic Programming: Generalized Semantics and Inference AlgorithmsabstractDespite the recent successes of probabilistic programming languages (PPLs) in AI applications, PPLs offer only limited support for random variables whose distributions combine discrete and continuous elements. We develop the notion of measure-theoretic Bayesian networks (MTBNs) and use it to provide more general semantics for PPLs with arbitrarily many random variables defined over arbitrary measure spaces. We develop two new general sampling algorithms that are provably correct under the MTBN framework: the lexicographic likelihood weighting (LLW) for general MTBNs and the lexicographic particle filter (LPF), a specialized algorithm for state-space models. We further integrate MTBNs into a widely used PPL system, BLOG, and verify the effectiveness of the new inference algorithms through representative examples. Yi Wu 0013, Siddharth Srivastava 0001, Nicholas Hay, Simon S. Du, Stuart Russell 0001 |
ICML | 1 |
| 2018 | Meta-Learning MCMC ProposalsabstractEffective implementations of sampling-based probabilistic inference often require manually constructed, model-specific proposals. Inspired by recent progresses in meta-learning for training learning agents that can generalize to unseen environments, we propose a meta-learning approach to building effective and generalizable MCMC proposals. We parametrize the proposal as a neural network to provide fast approximations to block Gibbs conditionals. The learned neural proposals generalize to occurrences of common structural motifs across different models, allowing for the construction of a library of learned inference primitives that can accelerate inference on unseen models with no model-specific training required. We explore several applications including open-universe Gaussian mixture models, in which our learned proposals outperform a hand-tuned sampler, and a real-world named entity recognition task, in which our sampler yields higher final F1 scores than classical single-site Gibbs sampling. Tongzhou Wang 0001, Yi Wu 0013, Dave Moore, Stuart Russell 0001 |
NeurIPS | 2 |
| 2017 | A Nearly-Black-Box Online Algorithm for Joint Parameter and State Estimation in Temporal ModelsabstractOnline joint parameter and state estimation is a core problem for temporal models.Most existing methods are either restricted to a particular class of models (e.g., the Storvik filter) or computationally expensive (e.g., particle MCMC). We propose a novel nearly-black-box algorithm, the Assumed Parameter Filter (APF), a hybrid of particle filtering for state variables and assumed density filtering for parameter variables.It has the following advantages:(a) it is online and computationally efficient;(b) it is applicable to both discrete and continuous parameter spaces with arbitrary transition dynamics.On a variety of toy and real models, APF generates more accurate results within a fixed computation budget compared to several standard algorithms from the literature. Yusuf Erol, Yi Wu 0013, Lei Li 0005, Stuart Russell 0001 |
AAAI | 2 |
| 2017 | Adversarial Training for Relation ExtractionabstractAdversarial training is a mean of regularizing classification algorithms by generating adversarial noise to the training data.We apply adversarial training in relation extraction within the multi-instance multi-label learning framework.We evaluate various neural network architectures on two different datasets.Experimental results demonstrate that adversarial training is generally effective for both CNN and RNN models and significantly improves the precision of predicted relations. Yi Wu 0013, David Bamman, Stuart Russell 0001 |
EMNLP | 1 |
| 2017 | Value Iteration NetworksabstractWe introduce the value iteration network (VIN): a fully differentiable neural network with a `planning module' embedded within. VINs can learn to plan, and are suitable for predicting outcomes that involve planning-based reasoning, such as policies for reinforcement learning. Key to our approach is a novel differentiable approximation of the value-iteration algorithm, which can be represented as a convolutional neural network, and trained end-to-end using standard backpropagation.We evaluate VIN based policies on discrete and continuous path-planning domains, and on a natural-language based search task. We show that by learning an explicit planning computation, VIN policies generalize better to new, unseen domains.This paper is a significantly abridged and IJCAI audience targeted version of the original NIPS 2016 paper with the same title, available here: https://arxiv.org/abs/1602.02867 Aviv Tamar, Yi Wu 0013, Garrett Thomas, Sergey Levine, Pieter Abbeel |
IJCAI | 2 |
| 2017 | Multi-Agent Actor-Critic for Mixed Cooperative-Competitive EnvironmentsabstractWe explore deep reinforcement learning methods for multi-agent domains. We begin by analyzing the difficulty of traditional algorithms in the multi-agent case: Q-learning is challenged by an inherent non-stationarity of the environment, while policy gradient suffers from a variance that increases as the number of agents grows. We then present an adaptation of actor-critic methods that considers action policies of other agents and is able to successfully learn policies that require complex multi-agent coordination. Additionally, we introduce a training regimen utilizing an ensemble of policies for each agent that leads to more robust multi-agent policies. We show the strength of our approach compared to existing methods in cooperative as well as competitive scenarios, where agent populations are able to discover various physical and informational coordination strategies. Ryan Lowe, Yi Wu 0013, Aviv Tamar, Jean Harb, Pieter Abbeel, Igor Mordatch |
NIPS | 2 |
| 2016 | Swift: Compiled Inference for Probabilistic Programming Languages
Yi Wu 0013, Lei Li 0005, Stuart Russell 0001, Rastislav Bodík |
IJCAI | 1 |
| 2016 | Value Iteration NetworksabstractWe introduce the value iteration network (VIN): a fully differentiable neural network with a `planning module' embedded within. VINs can learn to plan, and are suitable for predicting outcomes that involve planning-based reasoning, such as policies for reinforcement learning. Key to our approach is a novel differentiable approximation of the value-iteration algorithm, which can be represented as a convolutional neural network, and trained end-to-end using standard backpropagation. We evaluate VIN based policies on discrete and continuous path-planning domains, and on a natural-language based search task. We show that by learning an explicit planning computation, VIN policies generalize better to new, unseen domains. Aviv Tamar, Sergey Levine, Pieter Abbeel, Yi Wu 0013, Garrett Thomas |
NIPS | 4 |
| 2015 | Understanding and Evaluating Sparse Linear Discriminant AnalysisabstractLinear discriminant analysis (LDA) represents a simple yet powerful technique for partitioning a p-dimensional feature vector into one of K classes based on a linear projection learned from N labeled observations. However, it is well-established that in the high-dimensional setting (p > N) the underlying projection estimator degenerates. Moreover, any linear discriminate function involving a large number of features may be difficult to interpret. To ameliorate these issues, two general categories of sparse LDA modifications have been proposed, both to reduce the number of active features and to stabilize the resulting projections. The first, based on optimal scoring, is more straightforward to implement and analyze but has been heavily criticized for its ambiguous connection with the original LDA formulation. In contrast, a second strategy applies sparse penalty functions directly to the original LDA objective but requires additional heuristic trade-off parameters, has unknown global and local minima properties, and requires a greedy sequential optimization procedure. In all cases the choice of sparse regularizer can be important, but no rigorous guidelines have been provided regarding which penalty might be preferable. Against this backdrop, we winnow down the broad space of candidate sparse LDA algorithms and promote a specific selection based on optimal scoring coupled with a particular, complementary sparse regularizer. This overall process ultimately progresses our understanding of sparse LDA in general, while leading to targeted modifications of existing algorithms that produce superior results in practice on three high-dimensional gene data sets. Yi Wu 0013, David P. Wipf, Jeong-Min Yun |
AISTATS | 1 |
| 2012 | Dual-Space Analysis of the Sparse Linear ModelabstractSparse linear (or generalized linear) models combine a standard likelihood function with a sparse prior on the unknown coefficients. These priors can conveniently be expressed as a maximization over zero-mean Gaussians with different variance hyperparameters. Standard MAP estimation (Type I) involves maximizing over both the hyperparameters and coefficients, while an empirical Bayesian alternative (Type II) first marginalizes the coefficients and then maximizes over the hyperparameters, leading to a tractable posterior approximation. The underlying cost functions can be related via a dual-space framework from Wipf et al. (2011), which allows both the Type I or Type II objectives to be expressed in either coefficient or hyperparmeter space. This perspective is useful because some analyses or extensions are more conducive to development in one space or the other. Herein we consider the estimation of a trade-off parameter balancing sparsity and data fit. As this parameter is effectively a variance, natural estimators exist by assessing the problem in hyperparameter (variance) space, transitioning natural ideas from Type II to solve what is much less intuitive for Type I. In contrast, for analyses of update rules and sparsity properties of local and global solutions, as well as extensions to more general likelihood models, we can leverage coefficient-space techniques developed for Type I and apply them to Type II. For example, this allows us to prove that Type II-inspired techniques can be successful recovering sparse coefficients when unfavorable restricted isometry properties (RIP) lead to failure of popular L1 reconstructions. It also facilitates the analysis of Type II when non-Gaussian likelihood models lead to intractable integrations. David P. Wipf, Yi Wu 0013 |
NIPS | 2 |