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Feifei Tong

dblp:177/4803 · DBLP profile ↗
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3ranked-venue papers
0as first author
3since 2021 · last 2023
—ORCID · none

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

Artificial intelligence and machine learning · 3 · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
3 papers
Reinforcement learning · 87% Optimization for machine learning · 13%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
multi-agent reinforcement learning
1.222023
MANSA: Learning Fast and Slow in Multi-Agent Systems · ICML 2023
LIGS: Learnable Intrinsic-Reward Generation Selection for Multi-Agent Learning · ICLR 2022
Machine learning › Reinforcement learning › reward design
reward shaping
1.222023
Learning to Shape Rewards Using a Game of Two Partners · AAAI 2023
LIGS: Learnable Intrinsic-Reward Generation Selection for Multi-Agent Learning · ICLR 2022
Machine learning › Optimization for machine learning
convergence guarantees
0.712023
MANSA: Learning Fast and Slow in Multi-Agent Systems · ICML 2023
Machine learning › Reinforcement learning › multi-agent reinforcement learning › decentralized multi-agent reinforcement learning
independent learning
0.712023
MANSA: Learning Fast and Slow in Multi-Agent Systems · ICML 2023
Machine learning › Reinforcement learning › multi-agent reinforcement learning
markov games
0.712023
Learning to Shape Rewards Using a Game of Two Partners · AAAI 2023
Machine learning › Reinforcement learning › exploration
intrinsic motivation
0.612022
LIGS: Learnable Intrinsic-Reward Generation Selection for Multi-Agent Learning · ICLR 2022
Machine learning › Reinforcement learning
value-based reinforcement learning
0.212023
MANSA: Learning Fast and Slow in Multi-Agent Systems · ICML 2023

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

switching control · 1.3reinforcement learning · 0.7independent learning · 0.7centralized learning · 0.7
YearPublicationVenuePosition
2023 Learning to Shape Rewards Using a Game of Two Partners
abstract
Reward shaping (RS) is a powerful method in reinforcement learning (RL) for overcoming the problem of sparse or uninformative rewards. However, RS typically relies on manually engineered shaping-reward functions whose construc- tion is time-consuming and error-prone. It also requires domain knowledge which runs contrary to the goal of autonomous learning. We introduce Reinforcement Learning Optimising Shaping Algorithm (ROSA), an automated reward shaping framework in which the shaping-reward function is constructed in a Markov game between two agents. A reward-shaping agent (Shaper) uses switching controls to determine which states to add shaping rewards for more efficient learning while the other agent (Controller) learns the optimal policy for the task using these shaped rewards. We prove that ROSA, which adopts existing RL algorithms, learns to construct a shaping-reward function that is beneficial to the task thus ensuring efficient convergence to high performance policies. We demonstrate ROSA’s properties in three didactic experiments and show its superior performance against state-of-the-art RS algorithms in challenging sparse reward environments.
David Mguni, Taher Jafferjee, Nicolas Perez Nieves, Wenbin Song, Feifei Tong, Matthew E. Taylor, Tianpei Yang, Zipeng Dai, Jiangcheng Zhu, Kun Shao, Jun Wang 0012, Yaodong Yang 0001
AAAI6
2023 MANSA: Learning Fast and Slow in Multi-Agent Systems
abstract
In multi-agent reinforcement learning (MARL), independent learning (IL) often shows remarkable performance and easily scales with the number of agents. Yet, using IL can be inefficient and runs the risk of failing to successfully train, particularly in scenarios that require agents to coordinate their actions. Using centralised learning (CL) enables MARL agents to quickly learn how to coordinate their behaviour but employing CL everywhere is often prohibitively expensive in real-world applications. Besides, using CL in value-based methods often needs strong representational constraints (e.g. individual-global-max condition) that can lead to poor performance if violated. In this paper, we introduce a novel plug & play IL framework named Multi-Agent Network Selection Algorithm (MANSA) which selectively employs CL only at states that require coordination. At its core, MANSA has an additional agent that uses switching controls to quickly learn the best states to activate CL during training, using CL only where necessary and vastly reducing the computational burden of CL. Our theory proves MANSA preserves cooperative MARL convergence properties, boosts IL performance and can optimally make use of a fixed budget on the number CL calls. We show empirically in Level-based Foraging (LBF) and StarCraft Multi-agent Challenge (SMAC) that MANSA achieves fast, superior and more reliable performance while making 40% fewer CL calls in SMAC and using CL at only 1% CL calls in LBF.
David Mguni, Haojun Chen, Taher Jafferjee, Longfei Yue, Xidong Feng, Stephen McAleer, Feifei Tong, Jun Wang 0012, Yaodong Yang 0001
ICML8
2022 LIGS: Learnable Intrinsic-Reward Generation Selection for Multi-Agent Learning
David Mguni, Taher Jafferjee, Nicolas Perez Nieves, Oliver Slumbers, Feifei Tong, Yang Li 0116, Jiangcheng Zhu, Yaodong Yang 0001, Jun Wang 0012
ICLR6