EDBT 2026 Demo / reviewers in the wild / expert
Haobo Fu
dblp:85/8571
· DBLP profile ↗
38ranked-venue papers
7as first author
32since 2021 · last 2026
0000-0003-0730-8107ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 36 · 7 first-author · 30 since 2021Graphics, computer vision, multimedia, augmented reality and games · 8 · 8 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Deep (Predictive) Discounted Counterfactual Regret MinimizationabstractCounterfactual regret minimization (CFR) is a family of algorithms for effectively solving imperfect-information games. To enhance CFR's applicability in large games, researchers use neural networks to approximate its behavior. However, existing methods are mainly based on vanilla CFR and struggle to effectively integrate more advanced CFR variants. In this work, we propose an efficient model-free neural CFR algorithm, overcoming the limitations of existing methods in approximating advanced CFR variants. At each iteration, it collects variance-reduced sampled advantages based on a value network, fits cumulative advantages by bootstrapping, and applies discounting and clipping operations to simulate the update mechanisms of advanced CFR variants. Experimental results show that, compared with model-free neural algorithms, it exhibits faster convergence in typical imperfect-information games and demonstrates stronger adversarial performance in a large poker game. Hang Xu 0006, Kai Li 0022, Haobo Fu, Qiang Fu 0016, Junliang Xing, Jian Cheng 0001 |
AAAI | 3 |
| 2026 | Diversity from human feedback
Ren-Jian Wang, Ke Xue 0001, Yutong Wang 0012, Peng Yang 0008, Haobo Fu, Qiang Fu 0016, Chao Qian 0001 |
Frontiers Comput. Sci. | 5 |
| 2025 | An Open-Ended Learning Framework for Opponent ModelingabstractOpponent Modeling (OM) aims to enhance decision-making by modeling other agents in multi-agent environments. Existing works typically learn opponent models against a pre-designated fixed set of opponents during training. However, this will cause poor generalization when facing unknown opponents during testing, as previously unseen opponents can exhibit out-of-distribution (OOD) behaviors that the learned opponent models cannot handle. To tackle this problem, we introduce a novel Open-Ended Opponent Modeling (OEOM) framework, which continuously generates opponents with diverse strengths and styles to reduce the possibility of OOD situations occurring during testing. Founded on population-based training and information-theoretic trajectory space diversity regularization, OEOM generates a dynamic set of opponents. This set is then fed to any OM approaches to train a potentially generalizable opponent model. Upon this, we further propose a simple yet effective OM approach that naturally fits within the OEOM framework. This approach is based on in-context reinforcement learning and learns a Transformer that dynamically recognizes and responds to opponents based on their trajectories. Extensive experiments in cooperative, competitive, and mixed environments demonstrate that OEOM is an approach-agnostic framework that improves generalizability compared to training against a fixed set of opponents, regardless of OM approaches or testing opponent settings. The results also indicate that our proposed approach generally outperforms existing OM baselines. Yuheng Jing, Kai Li 0022, Bingyun Liu, Haobo Fu, Qiang Fu 0016, Junliang Xing, Jian Cheng 0001 |
AAAI | 4 |
| 2025 | Online-to-Offline RL for Agent AlignmentabstractReinforcement learning (RL) has shown remarkable success in training agents to achieve high-performing policies, particularly in domains like Game AI where simulation environments enable efficient interactions. However, despite their success in maximizing these returns, such online-trained policies often fail to align with human preferences concerning actions, styles, and values. The challenge lies in efficiently adapting these online-trained policies to align with human preferences, given the scarcity and high cost of collecting human behavior data. In this work, we formalize the problem as *online-to-offline* RL and propose ALIGNment of Game AI to Preferences (ALIGN-GAP), an innovative approach for the alignment of well-trained game agents to human preferences. Our method features a carefully designed reward model that encodes human preferences from limited offline data and incorporates curriculum-based preference learning to align RL agents with targeted human preferences. Experiments across diverse environments and preference types demonstrate the performance of ALIGN-GAP, achieving effective alignment with human preferences. Haobo Fu, Stefano V. Albrecht |
ICLR | 2 |
| 2025 | Diverse Policies Recovering via Pointwise Mutual Information Weighted Imitation LearningabstractRecovering a spectrum of diverse policies from a set of expert trajectories is an important research topic in imitation learning. After determining a latent style for a trajectory, previous diverse polices recovering methods usually employ a vanilla behavioral cloning learning objective conditioned on the latent style, treating each state-action pair in the trajectory with equal importance. Based on an observation that in many scenarios, behavioral styles are often highly relevant with only a subset of state-action pairs, this paper presents a new principled method in diverse polices recovering. In particular, after inferring or assigning a latent style for a trajectory, we enhance the vanilla behavioral cloning by incorporating a weighting mechanism based on pointwise mutual information.
This additional weighting reflects the significance of each state-action pair's contribution to learning the style, thus allowing our method to focus on state-action pairs most representative of that style.
We provide theoretical justifications for our new objective, and extensive empirical evaluations confirm the effectiveness of our method in recovering diverse polices from expert data. Jian Yao 0008, Weiming Liu 0004, Hanmin Qin, Hansheng Kong, Kirk Tang, Jiechao Xiong, Chao Yu 0004, Kai Li 0022, Junliang Xing, Hongwu Chen, Juchao Zhuo, Qiang Fu 0016, Haobo Fu |
ICLR | 16 |
| 2025 | Goal-Oriented Skill Abstraction for Offline Multi-Task Reinforcement LearningabstractOffline multi-task reinforcement learning aims to learn a unified policy capable of solving multiple tasks using only pre-collected task-mixed datasets, without requiring any online interaction with the environment. However, it faces significant challenges in effectively sharing knowledge across tasks. Inspired by the efficient knowledge abstraction observed in human learning, we propose Goal-Oriented Skill Abstraction (GO-Skill), a novel approach designed to extract and utilize reusable skills to enhance knowledge transfer and task performance. Our approach uncovers reusable skills through a goal-oriented skill extraction process and leverages vector quantization to construct a discrete skill library. To mitigate class imbalances between broadly applicable and task-specific skills, we introduce a skill enhancement phase to refine the extracted skills. Furthermore, we integrate these skills using hierarchical policy learning, enabling the construction of a high-level policy that dynamically orchestrates discrete skills to accomplish specific tasks. Extensive experiments on diverse robotic manipulation tasks within the MetaWorld benchmark demonstrate the effectiveness and versatility of GO-Skill. Jinmin He, Kai Li 0022, Yifan Zang 0001, Haobo Fu, Qiang Fu 0016, Junliang Xing, Jian Cheng 0001 |
ICML | 4 |
| 2025 | Offline Opponent Modeling with Truncated Q-driven Instant Policy RefinementabstractOffline Opponent Modeling (OOM) aims to learn an adaptive autonomous agent policy that dynamically adapts to opponents using an offline dataset from multi-agent games. Previous work assumes that the dataset is optimal. However, this assumption is difficult to satisfy in the real world. When the dataset is suboptimal, existing approaches struggle to work. To tackle this issue, we propose a simple and general algorithmic improvement framework, Truncated Q-driven Instant Policy Refinement (TIPR), to handle the suboptimality of OOM algorithms induced by datasets. The TIPR framework is plug-and-play in nature. Compared to original OOM algorithms, it requires only two extra steps: (1) Learn a horizon-truncated in-context action-value function, namely Truncated Q, using the offline dataset. The Truncated Q estimates the expected return within a fixed, truncated horizon and is conditioned on opponent information. (2) Use the learned Truncated Q to instantly decide whether to perform policy refinement and to generate policy after refinement during testing. Theoretically, we analyze the rationale of Truncated Q from the perspective of No Maximization Bias probability. Empirically, we conduct extensive comparison and ablation experiments in four representative competitive environments. TIPR effectively improves various OOM algorithms pretrained with suboptimal datasets. Yuheng Jing, Kai Li 0022, Bingyun Liu, Haobo Fu, Qiang Fu 0016, Junliang Xing, Jian Cheng 0001 |
ICML | 5 |
| 2025 | MCU: An Evaluation Framework for Open-Ended Game AgentsabstractDeveloping AI agents capable of interacting with open-world environments to solve diverse tasks is a compelling challenge. However, evaluating such open-ended agents remains difficult, with current benchmarks facing scalability limitations. To address this, we introduce \textit{Minecraft Universe} (MCU), a comprehensive evaluation framework set within the open-world video game Minecraft. MCU incorporates three key components: (1) an expanding collection of 3,452 composable atomic tasks that encompasses 11 major categories and 41 subcategories of challenges; (2) a task composition mechanism capable of generating infinite diverse tasks with varying difficulty; and (3) a general evaluation framework that achieves 91.5\% alignment with human ratings for open-ended task assessment. Empirical results reveal that even state-of-the-art foundation agents struggle with the increasing diversity and complexity of tasks. These findings highlight the necessity of MCU as a robust benchmark to drive progress in AI agent development within open-ended environments. Our evaluation code and scripts are available at https://github.com/CraftJarvis/MCU. Xinyue Zheng, Haowei Lin, Kaichen He, Qiang Fu 0016, Haobo Fu, Zilong Zheng, Yitao Liang |
ICML | 6 |
| 2025 | Learning Preferences without Interaction for Cooperative AI: A Hybrid Offline-Online ApproachabstractReinforcement learning (RL) for collaborative agents capable of cooperating with humans to accomplish tasks has long been a central goal in the RL community. While prior approaches have made progress in adapting collaborative agents to diverse human partners, they often focus solely on optimizing task performance and overlook human preferences—despite the fact that such preferences often diverge from the reward-maximization objective of the environment.
Addressing this discrepancy poses significant challenges: humans typically provide only a small amount of offline, preference-related feedback and are unable to engage in online interactions, resulting in a distributional mismatch between the agent’s online learning process and the offline human data. To tackle this, we formulate the problem as an online&offline reinforcement learning problem that jointly integrates online generalization and offline preference learning, entirely under an offline training regime.
We propose a simple yet effective training framework built upon existing RL algorithms that alternates between offline preference learning and online generalization recovery, ensuring the stability and alignment of both learning objectives.
We evaluate our approach on a benchmark built upon the Overcooked environment—a standard environment for human-agent collaboration—and demonstrate remarkable performance across diverse preference styles and cooperative scenarios. Haitong Ma, Haobo Fu |
NeurIPS | 3 |
| 2025 | Enhanced Equilibria-Solving via Private Information Pre-Branch Structure in Adversarial Team GamesabstractIn ex ante coordinated adversarial team games (ATGs), a team competes against an adversary, and team members can only coordinate their strategies before the game starts. The team-maxmin equilibrium with correlation (TMECor) is a suitable solution concept for extensive-form sequential ATGs. One class of TMECor-solving methods transforms the problem into solving NE in two-player zero-sum games, leveraging well-established tools for the latter. However, existing methods are fundamentally action-based, resulting in poor generalizability and low solving efficiency due to the exponential growth in the size of the transformed game. To address the above issues, we propose an efficient game transformation method based on private information, where all team members are represented by a single coordinator. We designed a structure called private information pre-branch, which makes decisions considering all possible private information from teammates. We prove that the size of the game transformed by our method is exponentially reduced compared to the current state-of-the-art. Moreover, we demonstrate equilibria equivalence. Experimentally, our method achieves a significant speedup of 182.89$\times$ to 694.44$\times$ in scenarios where the current state-of-the-art method can work, such as small-scale Kuhn poker and Leduc poker. Furthermore, our method is applicable to larger games and those with dynamically changing private information, such as Goofspiel. Haobo Fu |
UAI | 2 |
| 2025 | Towards Provably Efficient Learning of Imperfect Information Extensive-Form Games with Linear Function ApproximationabstractDespite significant advances in learning imperfect information extensive-form games (IIEFGs), most existing theoretical guarantees are limited to IIEFGs in the tabular case. To permit efficient learning of large-scale IIEFGs, we take the first step in studying two-player zero-sum IIEFGs with linear function approximation. In particular, we consider linear IIEFGs in the formulation of partially observable Markov games (POMGs) with linearly parameterized rewards. To address the challenge that the underlying function approximation structure is difficult to directly apply due to the imperfect information of states, we construct the composite "feature vectors" for information set-action pairs. Based on this, we further propose a "least-squares loss estimator", which we call the *fictitious* least-squares loss estimator. Through integrating this estimator with the follow-the-regularized-leader (FTRL) framework, we propose the *fictitious* least-squares follow-the-regularized-leader ($\text{F}^2\text{TRL}$) algorithm, which achieves a provable $\widetilde{\mathcal{O}}(\lambda\sqrt{d H^2 T})$ regret guarantee in the large $T$ regime, where $d$ is the ambient dimension of the feature mapping, $H$ is the horizon length, $\lambda$ is a "balance coefficient" and $T$ is the number of episodes. At the core of the analysis of $\text{F}^2\text{TRL}$ is the leverage of our proposed new "balanced transition" over information set-action space. Additionally, we complement our results with an $\Omega(\sqrt{d\min(d,H)T})$ regret lower bound for this problem and conduct empirical evaluations across various environments, which corroborate the effectiveness of our algorithm. Canzhe Zhao, Shuze Chen, Weiming Liu 0004, Haobo Fu, Qiang Fu 0016, Shuai Li 0010 |
UAI | 4 |
| 2025 | Heterogeneous Multiagent Zero-Shot Coordination by CoevolutionabstractGenerating agents that can achieve zero-shot coordination (ZSC) with unseen partners is a new challenge in cooperative multiagent reinforcement learning (MARL). Recently, some studies have made progress in ZSC by exposing the agents to diverse partners during the training process. They usually involve self-play when training the partners, implicitly assuming that the tasks are homogeneous. However, many real-world tasks are heterogeneous, and hence previous methods may be inefficient. In this article, we study the heterogeneous ZSC problem for the first time and propose a general method based on coevolution, which coevolves two populations of agents and partners through three subprocesses: 1) pairing; 2) updating; and 3) selection. Experimental results on various heterogeneous tasks highlight the necessity of considering the heterogeneous setting and demonstrate that our proposed method is a promising solution for heterogeneous ZSC tasks. To the best of our knowledge, we are the first to underscore the significance of the heterogeneous ZSC tasks and to introduce an effective framework for addressing it. Ke Xue 0001, Yutong Wang 0012, Cong Guan, Lei Yuan 0005, Haobo Fu, Qiang Fu 0016, Chao Qian 0001, Yang Yu 0001 |
IEEE Trans. Evol. Comput. | 5 |
| 2024 | Not All Tasks Are Equally Difficult: Multi-Task Deep Reinforcement Learning with Dynamic Depth RoutingabstractMulti-task reinforcement learning endeavors to accomplish a set of different tasks with a single policy. To enhance data efficiency by sharing parameters across multiple tasks, a common practice segments the network into distinct modules and trains a routing network to recombine these modules into task-specific policies. However, existing routing approaches employ a fixed number of modules for all tasks, neglecting that tasks with varying difficulties commonly require varying amounts of knowledge. This work presents a Dynamic Depth Routing (D2R) framework, which learns strategic skipping of certain intermediate modules, thereby flexibly choosing different numbers of modules for each task. Under this framework, we further introduce a ResRouting method to address the issue of disparate routing paths between behavior and target policies during off-policy training. In addition, we design an automatic route-balancing mechanism to encourage continued routing exploration for unmastered tasks without disturbing the routing of mastered ones. We conduct extensive experiments on various robotics manipulation tasks in the Meta-World benchmark, where D2R achieves state-of-the-art performance with significantly improved learning efficiency. Jinmin He, Kai Li 0022, Yifan Zang 0001, Haobo Fu, Qiang Fu 0016, Junliang Xing, Jian Cheng 0001 |
AAAI | 4 |
| 2024 | Towards Offline Opponent Modeling with In-context LearningabstractOpponent modeling aims at learning the opponent's behaviors, goals, or beliefs to reduce the uncertainty of the competitive environment and assist decision-making. Existing work has mostly focused on learning opponent models online, which is impractical and inefficient in practical scenarios. To this end, we formalize an Offline Opponent Modeling (OOM) problem with the objective of utilizing pre-collected offline datasets to learn opponent models that characterize the opponent from the viewpoint of the controlled agent, which aids in adapting to the unknown fixed policies of the opponent. Drawing on the promises of the Transformers for decision-making, we introduce a general approach, Transformer Against Opponent (TAO), for OOM. Essentially, TAO tackles the problem by harnessing the full potential of the supervised pre-trained Transformers' in-context learning capabilities. The foundation of TAO lies in three stages: an innovative offline policy embedding learning stage, an offline opponent-aware response policy training stage, and a deployment stage for opponent adaptation with in-context learning. Theoretical analysis establishes TAO's equivalence to Bayesian posterior sampling in opponent modeling and guarantees TAO's convergence in opponent policy recognition. Extensive experiments and ablation studies on competitive environments with sparse and dense rewards demonstrate the impressive performance of TAO. Our approach manifests remarkable prowess for fast adaptation, especially in the face of unseen opponent policies, confirming its in-context learning potency. Yuheng Jing, Kai Li 0022, Bingyun Liu, Yifan Zang 0001, Haobo Fu, Qiang Fu 0016, Junliang Xing, Jian Cheng 0001 |
ICLR | 5 |
| 2024 | Maximum Entropy Heterogeneous-Agent Reinforcement Learningabstract*Multi-agent reinforcement learning* (MARL) has been shown effective for cooperative games in recent years. However, existing state-of-the-art methods face challenges related to sample complexity, training instability, and the risk of converging to a suboptimal Nash Equilibrium. In this paper, we propose a unified framework for learning \emph{stochastic} policies to resolve these issues. We embed cooperative MARL problems into probabilistic graphical models, from which we derive the maximum entropy (MaxEnt) objective for MARL. Based on the MaxEnt framework, we propose *Heterogeneous-Agent Soft Actor-Critic* (HASAC) algorithm. Theoretically, we prove the monotonic improvement and convergence to *quantal response equilibrium* (QRE) properties of HASAC. Furthermore, we generalize a unified template for MaxEnt algorithmic design named *Maximum Entropy Heterogeneous-Agent Mirror Learning* (MEHAML), which provides any induced method with the same guarantees as HASAC. We evaluate HASAC on six benchmarks: Bi-DexHands, Multi-Agent MuJoCo, StarCraft Multi-Agent Challenge, Google Research Football, Multi-Agent Particle Environment, and Light Aircraft Game. Results show that HASAC consistently outperforms strong baselines, exhibiting better sample efficiency, robustness, and sufficient exploration. Jiarong Liu, Yifan Zhong, Siyi Hu 0001, Haobo Fu, Qiang Fu 0016, Xiaojun Chang, Yaodong Yang 0001 |
ICLR | 4 |
| 2024 | Dynamic Discounted Counterfactual Regret MinimizationabstractCounterfactual regret minimization (CFR) is a family of iterative algorithms showing promising results in solving imperfect-information games. Recent novel CFR variants (e.g., CFR+, DCFR) have significantly improved the convergence rate of the vanilla CFR. The key to these CFR variants’ performance is weighting each iteration non-uniformly, i.e., discounting earlier iterations. However, these algorithms use a fixed, manually-specified scheme to weight each iteration, which enormously limits their potential. In this work, we propose Dynamic Discounted CFR (DDCFR), the first equilibrium-finding framework that discounts prior iterations using a dynamic, automatically-learned scheme. We formalize CFR’s iteration process as a carefully designed Markov decision process and transform the discounting scheme learning problem into a policy optimization problem within it. The learned discounting scheme dynamically weights each iteration on the fly using information available at runtime. Experimental results across multiple games demonstrate that DDCFR’s dynamic discounting scheme has a strong generalization ability and leads to faster convergence with improved performance. The code is available at https://github.com/rpSebastian/DDCFR. Hang Xu 0006, Kai Li 0022, Haobo Fu, Qiang Fu 0016, Junliang Xing, Jian Cheng 0001 |
ICLR | 3 |
| 2024 | Minimizing Weighted Counterfactual Regret with Optimistic Online Mirror Descent
Hang Xu 0006, Kai Li 0022, Bingyun Liu, Haobo Fu, Qiang Fu 0016, Junliang Xing, Jian Cheng 0001 |
IJCAI | 4 |
| 2024 | Efficient Multi-task Reinforcement Learning with Cross-Task Policy GuidanceabstractMulti-task reinforcement learning endeavors to efficiently leverage shared information across various tasks, facilitating the simultaneous learning of multiple tasks. Existing approaches primarily focus on parameter sharing with carefully designed network structures or tailored optimization procedures. However, they overlook a direct and complementary way to exploit cross-task similarities: the control policies of tasks already proficient in some skills can provide explicit guidance for unmastered tasks to accelerate skills acquisition. To this end, we present a novel framework called Cross-Task Policy Guidance (CTPG), which trains a guide policy for each task to select the behavior policy interacting with the environment from all tasks' control policies, generating better training trajectories. In addition, we propose two gating mechanisms to improve the learning efficiency of CTPG: one gate filters out control policies that are not beneficial for guidance, while the other gate blocks tasks that do not necessitate guidance. CTPG is a general framework adaptable to existing parameter sharing approaches. Empirical evaluations demonstrate that incorporating CTPG with these approaches significantly enhances performance in manipulation and locomotion benchmarks. Jinmin He, Kai Li 0022, Yifan Zang 0001, Haobo Fu, Qiang Fu 0016, Junliang Xing, Jian Cheng 0001 |
NeurIPS | 4 |
| 2024 | Opponent Modeling with In-context SearchabstractOpponent modeling is a longstanding research topic aimed at enhancing decision-making by modeling information about opponents in multi-agent environments. However, existing approaches often face challenges such as having difficulty generalizing to unknown opponent policies and conducting unstable performance. To tackle these challenges, we propose a novel approach based on in-context learning and decision-time search named Opponent Modeling with In-context Search (OMIS). OMIS leverages in-context learning-based pretraining to train a Transformer model for decision-making. It consists of three in-context components: an actor learning best responses to opponent policies, an opponent imitator mimicking opponent actions, and a critic estimating state values. When testing in an environment that features unknown non-stationary opponent agents, OMIS uses pretrained in-context components for decision-time search to refine the actor's policy. Theoretically, we prove that under reasonable assumptions, OMIS without search converges in opponent policy recognition and has good generalization properties; with search, OMIS provides improvement guarantees, exhibiting performance stability. Empirically, in competitive, cooperative, and mixed environments, OMIS demonstrates more effective and stable adaptation to opponents than other approaches. See our project website at https://sites.google.com/view/nips2024-omis. Yuheng Jing, Bingyun Liu, Kai Li 0022, Yifan Zang 0001, Haobo Fu, Qiang Fu 0016, Junliang Xing, Jian Cheng 0001 |
NeurIPS | 5 |
| 2024 | Automatically designing counterfactual regret minimization algorithms for solving imperfect-information games
Kai Li 0022, Hang Xu 0006, Haobo Fu, Qiang Fu 0016, Junliang Xing |
Artif. Intell. | 3 |
| 2023 | Curriculum-based Co-design of Morphology and Control of Voxel-based Soft Robots
Haobo Fu, Qiang Fu 0016, Tiantian Zhang 0002, Yongzhe Chang, Xueqian Wang 0001 |
ICLR | 3 |
| 2023 | Quality-Similar Diversity via Population Based Reinforcement Learning
Jian Yao 0008, Haobo Fu, Chao Qian 0001, Yaodong Yang 0001, Qiang Fu 0016, Wei Yang 0032 |
ICLR | 3 |
| 2023 | Opponent-Limited Online Search for Imperfect Information GamesabstractIn recent years, online search has been playing an increasingly important role in imperfect information games (IIGs). Previous online search is known as common-knowledge subgame solving, which has to consider all the states in a common-knowledge closure. This is only computationally tolerable for medium size games, such as poker. To handle larger games, order-1 Knowledge-Limited Subgame Solving (1-KLSS) only considers the states in a knowledge-limited closure, which results in a much smaller subgame. However, 1-KLSS is unsafe. In this paper, we first extend 1-KLSS to Safe-1-KLSS and prove its safeness. To make Safe-1-KLSS applicable to even larger games, we propose Opponent-Limited Subgame Solving (OLSS) to limit how the opponent reaches a subgame and how it acts in the subgame. Limiting the opponent's strategy dramatically reduces the subgame size and improves the efficiency of subgame solving while still preserving some safety in the limit. Experiments in medium size poker show that Safe-1-KLSS and OLSS are orders of magnitude faster than previous common-knowledge subgame solving. Also, OLSS significantly improves the online performance in a two-player Mahjong game, whose game size prohibits the use of previous common-knowledge subgame-solving methods. Weiming Liu 0004, Haobo Fu, Qiang Fu 0016, Wei Yang 0032 |
ICML | 2 |
| 2023 | Multi-objective Optimization-based Selection for Quality-Diversity by Non-surrounded-dominated SortingabstractQuality-Diversity (QD) algorithms, a subset of evolutionary algorithms, maintain an archive (i.e., a set of solutions) and simulate the natural evolution process through iterative selection and reproduction, with the goal of generating a set of high-quality and diverse solutions. Though having found many successful applications in reinforcement learning, QD algorithms often select the parent solutions uniformly at random, which lacks selection pressure and may limit the performance. Recent studies have treated each type of behavior of a solution as an objective, and selected the parent solutions based on Multi-objective Optimization (MO), which is a natural idea, but has not lead to satisfactory performance as expected. This paper gives the reason for the first time, and then proposes a new MO-based selection method by non-surrounded-dominated sorting (NSS), which considers all possible directions of the behaviors, and thus can generate diverse solutions over the whole behavior space. By combining NSS with the most widespread QD algorithm, MAP-Elites, we perform experiments on synthetic functions and several complex tasks (i.e., QDGym, robotic arm, and Mario environment generation), showing that NSS achieves better performance than not only other MO-based selection methods but also state-of-the-art selection methods in QD. Ren-Jian Wang, Ke Xue 0001, Haopu Shang, Chao Qian 0001, Haobo Fu, Qiang Fu 0016 |
IJCAI | 5 |
| 2023 | A Robust and Opponent-Aware League Training Method for StarCraft IIabstractIt is extremely difficult to train a superhuman Artificial Intelligence (AI) for games of similar size to StarCraft II. AlphaStar is the first AI that beat human professionals in the full game of StarCraft II, using a league training framework that is inspired by a game-theoretic approach. In this paper, we improve AlphaStar's league training in two significant aspects. We train goal-conditioned exploiters, whose abilities of spotting weaknesses in the main agent and the entire league are greatly improved compared to the unconditioned exploiters in AlphaStar. In addition, we endow the agents in the league with the new ability of opponent modeling, which makes the agent more responsive to the opponent's real-time strategy. Based on these improvements, we train a better and superhuman AI with orders of magnitude less resources than AlphaStar (see Table 1 for a full comparison). Considering the iconic role of StarCraft II in game AI research, we believe our method and results on StarCraft II provide valuable design principles on how one would utilize the general league training framework for obtaining a least-exploitable strategy in various, large-scale, real-world games. Ruozi Huang, Xipeng Wu, Hongsheng Yu, Zhong Fan, Haobo Fu, Qiang Fu 0016, Wei Yang 0032 |
NeurIPS | 5 |
| 2023 | Policy Space Diversity for Non-Transitive GamesabstractPolicy-Space Response Oracles (PSRO) is an influential algorithm framework for approximating a Nash Equilibrium (NE) in multi-agent non-transitive games. Many previous studies have been trying to promote policy diversity in PSRO. A major weakness with existing diversity metrics is that a more diverse (according to their diversity metrics) population does not necessarily mean (as we proved in the paper) a better approximation to a NE. To alleviate this problem, we propose a new diversity metric, the improvement of which guarantees a better approximation to a NE. Meanwhile, we develop a practical and well-justified method to optimize our diversity metric using only state-action samples. By incorporating our diversity regularization into the best response solving of PSRO, we obtain a new PSRO variant, \textit{Policy Space Diversity} PSRO (PSD-PSRO). We present the convergence property of PSD-PSRO. Empirically, extensive experiments on single-state games, Leduc, and Goofspiel demonstrate that PSD-PSRO is more effective in producing significantly less exploitable policies than state-of-the-art PSRO variants. Jian Yao 0008, Weiming Liu 0004, Haobo Fu, Yaodong Yang 0001, Stephen McAleer, Qiang Fu 0016, Wei Yang 0032 |
NeurIPS | 3 |
| 2023 | Automatic Grouping for Efficient Cooperative Multi-Agent Reinforcement LearningabstractGrouping is ubiquitous in natural systems and is essential for promoting efficiency in team coordination. This paper proposes a novel formulation of Group-oriented Multi-Agent Reinforcement Learning (GoMARL), which learns automatic grouping without domain knowledge for efficient cooperation. In contrast to existing approaches that attempt to directly learn the complex relationship between the joint action-values and individual utilities, we empower subgroups as a bridge to model the connection between small sets of agents and encourage cooperation among them, thereby improving the learning efficiency of the whole team. In particular, we factorize the joint action-values as a combination of group-wise values, which guide agents to improve their policies in a fine-grained fashion. We present an automatic grouping mechanism to generate dynamic groups and group action-values. We further introduce a hierarchical control for policy learning that drives the agents in the same group to specialize in similar policies and possess diverse strategies for various groups. Experiments on the StarCraft II micromanagement tasks and Google Research Football scenarios verify our method's effectiveness. Extensive component studies show how grouping works and enhances performance. Yifan Zang 0001, Jinmin He, Kai Li 0022, Haobo Fu, Qiang Fu 0016, Junliang Xing, Jian Cheng 0001 |
NeurIPS | 4 |
| 2022 | AutoCFR: Learning to Design Counterfactual Regret Minimization AlgorithmsabstractCounterfactual regret minimization (CFR) is the most commonly used algorithm to approximately solving two-player zero-sum imperfect-information games (IIGs). In recent years, a series of novel CFR variants such as CFR+, Linear CFR, DCFR have been proposed and have significantly improved the convergence rate of the vanilla CFR. However, most of these new variants are hand-designed by researchers through trial and error based on different motivations, which generally requires a tremendous amount of efforts and insights. This work proposes to meta-learn novel CFR algorithms through evolution to ease the burden of manual algorithm design. We first design a search language that is rich enough to represent many existing hand-designed CFR variants. We then exploit a scalable regularized evolution algorithm with a bag of acceleration techniques to efficiently search over the combinatorial space of algorithms defined by this language. The learned novel CFR algorithm can generalize to new IIGs not seen during training and performs on par with or better than existing state-of-the-art CFR variants. The code is available at https://github.com/rpSebastian/AutoCFR. Hang Xu 0006, Kai Li 0022, Haobo Fu, Qiang Fu 0016, Junliang Xing |
AAAI | 3 |
| 2022 | Speedup Training Artificial Intelligence for Mahjong via Reward Variance ReductionabstractDespite significant breakthroughs in developing gaming artificial intelligence (AI), Mahjong remains quite challenging as a popular multi-player imperfect information game. Compared with games such as Go and Texas Hold’em, Mahjong has much more invisible information, unfixed game order, and a complicated scoring system, resulting in high randomness and variance of the rewarding signals during the reinforcement learning process. This paper presents a Mahjong AI by introducing Reward Variance Reduction (RVR) into a new self-play deep reinforcement learning algorithm. RVR handles the invisibility via a relative value network which leverages the global information to guide the model to converge to the optimal strategy under an oracle with perfect information. Moreover, RVR improves the training stability using an expected reward network to adapt to the complex, dynamic, and highly stochastic reward environment. Extensive experimental results show that RVR significantly reduces the variance in Mahjong AI training and improves the model performance. After only three days of self-play training on a single server with 8 GPUs, RVR defeats 62.5% opponents on the Botzone platform. Jinqiu Li, Haobo Fu, Qiang Fu 0016, Enmin Zhao, Junliang Xing |
CoG | 3 |
| 2022 | Actor-Critic Policy Optimization in a Large-Scale Imperfect-Information Game
Haobo Fu, Weiming Liu 0004, Kai Li 0022, Junliang Xing, Bin Li 0025, Qiang Fu 0016, Wei Yang 0032 |
ICLR | 1 |
| 2022 | Greedy when Sure and Conservative when Uncertain about the OpponentsabstractWe develop a new approach, named Greedy when Sure and Conservative when Uncertain (GSCU), to competing online against unknown and nonstationary opponents. GSCU improves in four aspects: 1) introduces a novel way of learning opponent policy embeddings offline; 2) trains offline a single best response (conditional additionally on our opponent policy embedding) instead of a finite set of separate best responses against any opponent; 3) computes online a posterior of the current opponent policy embedding, without making the discrete and ineffective decision which type the current opponent belongs to; and 4) selects online between a real-time greedy policy and a fixed conservative policy via an adversarial bandit algorithm, gaining a theoretically better regret than adhering to either. Experimental studies on popular benchmarks demonstrate GSCU’s superiority over the state-of-the-art methods. The code is available online at \url{https://github.com/YeTianJHU/GSCU}. Haobo Fu, Hongxiang Yu, Weiming Liu 0004, Jiechao Xiong, Ying Wen 0001, Kai Li 0022, Junliang Xing, Qiang Fu 0016, Wei Yang 0032 |
ICML | 1 |
| 2021 | Combining Tree Search and Action Prediction for State-of-the-Art Performance in DouDiZhuabstractAlphaZero has achieved superhuman performance on various perfect-information games, such as chess, shogi and Go. However, directly applying AlphaZero to imperfect-information games (IIG) is infeasible, due to the fact that traditional MCTS methods cannot handle missing information of other players. Meanwhile, there have been several extensions of MCTS for IIGs, by implicitly or explicitly sampling a state of other players. But, due to the inability to handle private and public information well, the performance of these methods is not satisfactory. In this paper, we extend AlphaZero to multiplayer IIGs by developing a new MCTS method, Action-Prediction MCTS (AP-MCTS). In contrast to traditional MCTS extensions for IIGs, AP-MCTS first builds the search tree based on public information, adopts the policy-value network to generalize between hidden states, and finally predicts other players' actions directly. This design bypasses the inefficiency of sampling and the difficulty of predicting the state of other players. We conduct extensive experiments on the popular 3-player poker game DouDiZhu to evaluate the performance of AP-MCTS combined with the framework AlphaZero. When playing against experienced human players, AP-MCTS achieved a 65.65\% winning rate, which is almost twice the human's winning rate. When comparing with state-of-the-art DouDiZhu AIs, the Elo rating of AP-MCTS is 50 to 200 higher than them. The ablation study shows that accurate action prediction is the key to AP-MCTS winning. Bei Shi, Haobo Fu, Qiang Fu 0016, Hang Su 0006, Jun Zhu 0001, Ning Chen 0002 |
IJCAI | 4 |
| 2015 | Robust Optimization Over Time: Problem Difficulties and Benchmark ProblemsabstractThe focus of most research in evolutionary dynamic optimization has been tracking moving optimum (TMO). Yet, TMO does not capture all the characteristics of real-world dynamic optimization problems (DOPs), especially in situations where a solution's future fitness has to be considered. To account for a solution's future fitness explicitly, we propose to find robust solutions to DOPs, which are formulated as the robust optimization over time (ROOT) problem. In this paper we analyze two robustness definitions in ROOT and then develop two types of benchmark problems for the two robustness definitions in ROOT, respectively. The two types of benchmark problems are motivated by the inappropriateness of existing DOP benchmarks for the study of ROOT. Additionally, we evaluate four representative methods from the literature on our proposed ROOT benchmarks, in order to gain a better understanding of ROOT problems and their relationship to more popular TMO problems. The experimental results are analyzed, which show the strengths and weaknesses of different methods in solving ROOT problems with different dynamics. In particular, the real challenges of ROOT problems have been revealed for the first time by the experimental results on our proposed ROOT benchmarks. Haobo Fu, Bernhard Sendhoff, Ke Tang 0001, Xin Yao 0001 |
IEEE Trans. Evol. Comput. | 1 |
| 2014 | What are dynamic optimization problems?abstractDynamic Optimization Problems (DOPs) have been widely studied using Evolutionary Algorithms (EAs). Yet, a clear and rigorous definition of DOPs is lacking in the Evolutionary Dynamic Optimization (EDO) community. In this paper, we propose a unified definition of DOPs based on the idea of multiple-decision-making discussed in the Reinforcement Learning (RL) community. We draw a connection between EDO and RL by arguing that both of them are studying DOPs according to our definition of DOPs. We point out that existing EDO or RL research has been mainly focused on some types of DOPs. A conceptualized benchmark problem, which is aimed at the systematic study of various DOPs, is then developed. Some interesting experimental studies on the benchmark reveal that EDO and RL methods are specialized in certain types of DOPs and more importantly new algorithms for DOPs can be developed by combining the strength of both EDO and RL methods. Haobo Fu, Peter R. Lewis 0001, Bernhard Sendhoff, Ke Tang 0001, Xin Yao 0001 |
IEEE Congress on Evolutionary Computation | 1 |
| 2014 | Find robust solutions over time by two-layer multi-objective optimization methodabstractRobust optimization over time is a practical dynamic optimization method, which provides two detailed computable metrics to get the possible robust solutions for dynamic scalar optimization problems. However, the robust solutions fit for more time-varying moments or approximate the optimum more because only one metric is considered as the optimization objective. To find the true robust solution set satisfying maximum both survival time and average fitness simultaneously during all dynamic environments, a novel two-layer multi-objective optimization method is proposed. In the first layer, considering both metrics, the acceptable optimal solutions for each changing environment is found. Subsequently, they are composed of the practical robust solution set in the second layer. Taking the average fitness and the length of the robust solution set as two objectives, the optimal combinations for the whole time-varying environments are explored. The experimental results for the modified moving peaks benchmark shows that the robust solution sets considering both metrics are superior to the robust solutions gotten by ROOT. As the key parameters, the fitness threshold has the more obvious impact on the performances of MROOT than the time window, whereas ROOT is more sensitive to both of them. Yinan Guo 0001, Meirong Chen, Haobo Fu |
IEEE Congress on Evolutionary Computation | 3 |
| 2013 | Finding Robust Solutions to Dynamic Optimization Problems
Haobo Fu, Bernhard Sendhoff, Ke Tang 0001, Xin Yao 0001 |
EvoApplications | 1 |
| 2012 | Characterizing environmental changes in Robust Optimization Over TimeabstractEvolutionary dynamic optimization has been drawing more and more research attention, and yet most work in this area is focused on Tracking Moving Optimum (TMO), which is to optimize the current fitness function at any time point. Recently, we proposed a more practical way to solve dynamic optimization problems, which is referred to as Robust Optimization Over Time (ROOT). In ROOT, we are trying to find solutions whose performances are acceptable over more than one environmental state, i.e., fitness functions. Before any development of benchmarks or algorithms for ROOT, it is necessary to have some understanding of what aspects of an environment can change and more importantly how these changes influence the solving of ROOT problems. In this paper, we develop a number of measures which can be used to characterize and analyse the underlying changing environment in the framework of ROOT. We test these measures on several benchmark problem instances, and it is shown that these measures are able to differentiate different dynamics effectively and provide useful information about what kind of algorithms might or might not suit certain dynamic environments. Haobo Fu, Bernhard Sendhoff, Ke Tang 0001, Xin Yao 0001 |
IEEE Congress on Evolutionary Computation | 1 |
| 2010 | Memetic algorithm with heuristic candidate list strategy for Capacitated Arc Routing ProblemabstractCapacitated Arc Routing Problem (CARP) has drawn much attention during the last few years because of its applications in the real world. Recently, we developed a Memetic Algorithm with Extended Neighborhood Search (MAENS), which is powerful in solving CARP. The excellent performance of MAENS is mainly due to one of its local search operators, namely the Merge-Split (MS) operator. However, the higher computational complexity of the MS operator compared to traditional local search operators remains as the major drawback of MAENS, especially when applying it to large-size instances. In this paper, we propose a heuristic candidate list strategy to sample the neighbors generated by the MS operator instead of enumerating or sampling them randomly, in order to avoid unnecessary callings of the MS operator during local search. Based on the strategy, an improved algorithm of MAENS, namely MAENS-II, is developed. Experimental results on benchmark instances showed that MAENS-II managed to obtain the same level of solution quality as MAENS with much less computational time. This should be credited to the utilization of the proposed heuristic strategy. On the other hand, in case both MAENS and MAENS-II were provided comparable computational time, MAENS-II outperformed MAENS in terms of solution quality. Haobo Fu, Yi Mei 0001, Ke Tang 0001, Yanbo Zhu |
IEEE Congress on Evolutionary Computation | 1 |