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Junyin Ye

dblp:354/4051 · DBLP profile ↗
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6ranked-venue papers
0as first author
6since 2021 · last 2025
—ORCID · none

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

Artificial intelligence and machine learning · 6 · 6 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
6 papers
Reinforcement learning · 85% Generative modeling · 5% Motion planning and robot control · 5%

Topics — the 16 heaviest of 16, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
offline reinforcement learning
2.332025
Any-step Dynamics Model Improves Future Predictions for Online and Offline Reinforcement Learning · ICLR 2025
Flow to Better: Offline Preference-based Reinforcement Learning via Preferred Trajectory Generation · ICLR 2024
Model-Bellman Inconsistency for Model-based Offline Reinforcement Learning · ICML 2023
Machine learning › Reinforcement learning
imitation learning
1.732024
Deep Demonstration Tracing: Learning Generalizable Imitator Policy for Runtime Imitation from a Single Demonstration · ICML 2024
Limited Preference Aided Imitation Learning from Imperfect Demonstrations · ICML 2024
Flow to Better: Offline Preference-based Reinforcement Learning via Preferred Trajectory Generation · ICLR 2024
Machine learning › Reinforcement learning › reinforcement learning from human feedback
preference-based reinforcement learning
1.522024
Limited Preference Aided Imitation Learning from Imperfect Demonstrations · ICML 2024
Flow to Better: Offline Preference-based Reinforcement Learning via Preferred Trajectory Generation · ICLR 2024
Machine learning › Reinforcement learning › model-based reinforcement learning › world model
learned dynamics models
0.912025
Any-step Dynamics Model Improves Future Predictions for Online and Offline Reinforcement Learning · ICLR 2025
Machine learning › Reinforcement learning
model-based reinforcement learning
0.912025
Any-step Dynamics Model Improves Future Predictions for Online and Offline Reinforcement Learning · ICLR 2025
Machine learning › Reinforcement learning › multi-agent reinforcement learning
credit assignment
0.812024
Episodic Return Decomposition by Difference of Implicitly Assigned Sub-trajectory Reward · AAAI 2024
Machine learning › Generative modeling
diffusion model
0.812024
Flow to Better: Offline Preference-based Reinforcement Learning via Preferred Trajectory Generation · ICLR 2024
Machine learning › Reinforcement learning › imitation learning
learning from imperfect demonstrations
0.812024
Limited Preference Aided Imitation Learning from Imperfect Demonstrations · ICML 2024
Machine learning › Reinforcement learning
meta-reinforcement learning
0.812024
Deep Demonstration Tracing: Learning Generalizable Imitator Policy for Runtime Imitation from a Single Demonstration · ICML 2024
Machine learning › Reinforcement learning › imitation learning › few-shot imitation learning
one-shot imitation learning
0.812024
Deep Demonstration Tracing: Learning Generalizable Imitator Policy for Runtime Imitation from a Single Demonstration · ICML 2024
Machine learning › Reinforcement learning › reward design
reward shaping
0.812024
Episodic Return Decomposition by Difference of Implicitly Assigned Sub-trajectory Reward · AAAI 2024
Robotics › Motion planning and robot control
trajectory planning
0.812024
Flow to Better: Offline Preference-based Reinforcement Learning via Preferred Trajectory Generation · ICLR 2024
Machine learning › Reinforcement learning › offline reinforcement learning
model-based offline reinforcement learning
0.712023
Model-Bellman Inconsistency for Model-based Offline Reinforcement Learning · ICML 2023
Machine learning › Trustworthy machine learning
uncertainty estimation
0.712023
Model-Bellman Inconsistency for Model-based Offline Reinforcement Learning · ICML 2023
Machine learning › Reinforcement learning › online decision making
online reinforcement learning
0.312025
Any-step Dynamics Model Improves Future Predictions for Online and Offline Reinforcement Learning · ICLR 2025
Machine learning › Reinforcement learning
policy optimization
0.212024
Limited Preference Aided Imitation Learning from Imperfect Demonstrations · ICML 2024

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

policy optimization · 2.3any-step dynamics model · 0.9return decomposition · 0.8preference learning · 0.8preference augmentation · 0.8meta-reinforcement learning · 0.8imitation learning · 0.8diffusion model · 0.8demonstration transformer · 0.8ensemble dynamics model · 0.7
YearPublicationVenuePosition
2025 Any-step Dynamics Model Improves Future Predictions for Online and Offline Reinforcement Learning
abstract
Model-based methods in reinforcement learning offer a promising approach to enhance data efficiency by facilitating policy exploration within a dynamics model. However, accurately predicting sequential steps in the dynamics model remains a challenge due to the bootstrapping prediction, which attributes the next state to the prediction of the current state. This leads to accumulated errors during model roll-out. In this paper, we propose the Any-step Dynamics Model (ADM) to mitigate the compounding error by reducing bootstrapping prediction to direct prediction. ADM allows for the use of variable-length plans as inputs for predicting future states without frequent bootstrapping. We design two algorithms, ADMPO-ON and ADMPO-OFF, which apply ADM in online and offline model-based frameworks, respectively. In the online setting, ADMPO-ON demonstrates improved sample efficiency compared to previous state-of-the-art methods. In the offline setting, ADMPO-OFF not only demonstrates superior performance compared to recent state-of-the-art offline approaches but also offers better quantification of model uncertainty using only a single ADM.
Haoxin Lin, Yu-Yan Xu, Yi-Chen Li 0001, Chengxing Jia, Junyin Ye, Yang Yu 0001
ICLR7
2024 Episodic Return Decomposition by Difference of Implicitly Assigned Sub-trajectory Reward
abstract
Real-world decision-making problems are usually accompanied by delayed rewards, which affects the sample efficiency of Reinforcement Learning, especially in the extremely delayed case where the only feedback is the episodic reward obtained at the end of an episode. Episodic return decomposition is a promising way to deal with the episodic-reward setting. Several corresponding algorithms have shown remarkable effectiveness of the learned step-wise proxy rewards from return decomposition. However, these existing methods lack either attribution or representation capacity, leading to inefficient decomposition in the case of long-term episodes. In this paper, we propose a novel episodic return decomposition method called Diaster (Difference of implicitly assigned sub-trajectory reward). Diaster decomposes any episodic reward into credits of two divided sub-trajectories at any cut point, and the step-wise proxy rewards come from differences in expectation. We theoretically and empirically verify that the decomposed proxy reward function can guide the policy to be nearly optimal. Experimental results show that our method outperforms previous state-of-the-art methods in terms of both sample efficiency and performance. The code is available at https://github.com/HxLyn3/Diaster.
Haoxin Lin, Hongqiu Wu, Junyin Ye, Yang Yu 0001
AAAI5
2024 Flow to Better: Offline Preference-based Reinforcement Learning via Preferred Trajectory Generation
abstract
Offline preference-based reinforcement learning (PbRL) offers an effective solution to overcome the challenges associated with designing rewards and the high costs of online interactions. In offline PbRL, agents are provided with a fixed dataset containing human preferences between pairs of trajectories. Previous studies mainly focus on recovering the rewards from the preferences, followed by policy optimization with an off-the-shelf offline RL algorithm. However, given that preference label in PbRL is inherently trajectory-based, accurately learning transition-wise rewards from such label can be challenging, potentially leading to misguidance during subsequent offline RL training. To address this issue, we introduce our method named $\textit{Flow-to-Better (FTB)}$, which leverages the pairwise preference relationship to guide a generative model in producing preferred trajectories, avoiding Temporal Difference (TD) learning with inaccurate rewards. Conditioning on a low-preference trajectory, $\textit{FTB}$ uses a diffusion model to generate a better one with a higher preference, achieving high-fidelity full-horizon trajectory improvement. During diffusion training, we propose a technique called $\textit{Preference Augmentation}$ to alleviate the problem of insufficient preference data. As a result, we surprisingly find that the model-generated trajectories not only exhibit increased preference and consistency with the real transition but also introduce elements of $\textit{novelty}$ and $\textit{diversity}$, from which we can derive a desirable policy through imitation learning. Experimental results on D4RL benchmarks demonstrate that FTB achieves a remarkable improvement compared to state-of-the-art offline PbRL methods. Furthermore, we show that FTB can also serve as an effective data augmentation method for offline RL.
Junyin Ye, Tian-Shuo Liu, Yang Yu 0001
ICLR3
2024 Limited Preference Aided Imitation Learning from Imperfect Demonstrations
abstract
Imitation learning mimics high-quality policies from expert data for sequential decision-making tasks. However, its efficacy is hindered in scenarios where optimal demonstrations are unavailable, and only imperfect demonstrations are present. To address this issue, introducing additional limited human preferences is a suitable approach as it can be obtained in a human-friendly manner, offering a promising way to learn the policy that exceeds the performance of imperfect demonstrations. In this paper, we propose a novel imitation learning (IL) algorithm, Preference Aided Imitation Learning from imperfect demonstrations (PAIL). Specifically, PAIL learns a preference reward by querying experts for limited preferences from imperfect demonstrations. This serves two purposes during training: 1) Reweighting imperfect demonstrations with the preference reward for higher quality. 2) Selecting explored trajectories with high cumulative preference rewards to augment imperfect demonstrations. The dataset with continuously improving quality empowers the performance of PAIL to transcend the initial demonstrations. Comprehensive empirical results across a synthetic task and two locomotion benchmarks show that PAIL surpasses baselines by 73.2% and breaks through the performance bottleneck of imperfect demonstrations.
Xingchen Cao, Fan-Ming Luo, Junyin Ye, Tian Xu 0003, Yang Yu 0001
ICML3
2024 Deep Demonstration Tracing: Learning Generalizable Imitator Policy for Runtime Imitation from a Single Demonstration
abstract
One-shot imitation learning (OSIL) is to learn an imitator agent that can execute multiple tasks with only a single demonstration. In real-world scenario, the environment is dynamic, e.g., unexpected changes can occur after demonstration. Thus, achieving generalization of the imitator agent is crucial as agents would inevitably face situations unseen in the provided demonstrations. While traditional OSIL methods excel in relatively stationary settings, their adaptability to such unforeseen changes, which asking for a higher level of generalization ability for the imitator agents, is limited and rarely discussed. In this work, we present a new algorithm called Deep Demonstration Tracing (DDT). In DDT, we propose a demonstration transformer architecture to encourage agents to adaptively trace suitable states in demonstrations. Besides, it integrates OSIL into a meta-reinforcement-learning training paradigm, providing regularization for policies in unexpected situations. We evaluate DDT on a new navigation task suite and robotics tasks, demonstrating its superior performance over existing OSIL methods across all evaluated tasks in dynamic environments with unforeseen changes. The project page is in https://osil-ddt.github.io.
Xiong-Hui Chen, Junyin Ye, Hang Zhao 0018, Yi-Chen Li 0001, XuHui Liu, Yu-Yan Xu, Zhihao Ye, Si-Hang Yang, Yang Yu 0001, Kai Xu 0004, Zongzhang Zhang
ICML2
2023 Model-Bellman Inconsistency for Model-based Offline Reinforcement Learning
abstract
For offline reinforcement learning (RL), model-based methods are expected to be data-efficient as they incorporate dynamics models to generate more data. However, due to inevitable model errors, straightforwardly learning a policy in the model typically fails in the offline setting. Previous studies have incorporated conservatism to prevent out-of-distribution exploration. For example, MOPO penalizes rewards through uncertainty measures from predicting the next states, which we have discovered are loose bounds of the ideal uncertainty, i.e., the Bellman error. In this work, we propose MOdel-Bellman Inconsistency penalized offLinE Policy Optimization (MOBILE), a novel uncertainty-driven offline RL algorithm. MOBILE conducts uncertainty quantification through the inconsistency of Bellman estimations under an ensemble of learned dynamics models, which can be a better approximator to the true Bellman error, and penalizes the Bellman estimation based on this uncertainty. Empirically we have verified that our proposed uncertainty quantification can be significantly closer to the true Bellman error than the compared methods. Consequently, MOBILE outperforms prior offline RL approaches on most tasks of D4RL and NeoRL benchmarks.
Chengxing Jia, Haoxin Lin, Junyin Ye, Yang Yu 0001
ICML5