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Bei Shi

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7 papers
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7

AAAI Conference 2021 Conference Paper

A Theoretical Analysis of the Repetition Problem in Text Generation

  • Zihao Fu
  • Wai Lam
  • Anthony Man-Cho So
  • Bei Shi

Text generation tasks, including translation, summarization, language models, and etc. see rapid growth during recent years. Despite the remarkable achievements, the repetition problem has been observed in nearly all text generation models undermining the generation performance extensively. To solve the repetition problem, many methods have been proposed, but there is no existing theoretical analysis to show why this problem happens and how it is resolved. In this paper, we propose a new framework for theoretical analysis for the repetition problem. We first define the Average Repetition Probability (ARP) to characterize the repetition problem quantitatively. Then, we conduct an extensive analysis of the Markov generation model and derive several upper bounds of the average repetition probability with intuitive understanding. We show that most of the existing methods are essentially minimizing the upper bounds explicitly or implicitly. Grounded on our theory, we show that the repetition problem is, unfortunately, caused by the traits of our language itself. One major reason is attributed to the fact that there exist too many words predicting the same word as the subsequent word with high probability. Consequently, it is easy to go back to that word and form repetitions and we dub it as the high inflow problem. Furthermore, we extend our analysis to broader generation models by deriving a concentration bound of the average repetition probability for a general generation model. Finally, based on the theoretical upper bounds, we propose a novel rebalanced encoding approach to alleviate the high inflow problem and thus reducing the upper bound. The experimental results show that our theoretical framework is applicable in general generation models and our proposed rebalanced encoding approach alleviates the repetition problem significantly in both the translation task and the language modeling task. The source code of this paper can be obtained from https: //github. com/fuzihaofzh/repetition-problem-nlg.

IJCAI Conference 2021 Conference Paper

Combining Tree Search and Action Prediction for State-of-the-Art Performance in DouDiZhu

  • Yunsheng Zhang
  • Dong Yan
  • Bei Shi
  • Haobo Fu
  • Qiang Fu
  • Hang Su
  • Jun Zhu
  • Ning Chen

AlphaZero 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.

NeurIPS Conference 2021 Conference Paper

Learning Diverse Policies in MOBA Games via Macro-Goals

  • Yiming Gao
  • Bei Shi
  • Xueying Du
  • Liang Wang
  • Guangwei Chen
  • Zhenjie Lian
  • Fuhao Qiu
  • GUOAN HAN

Recently, many researchers have made successful progress in building the AI systems for MOBA-game-playing with deep reinforcement learning, such as on Dota 2 and Honor of Kings. Even though these AI systems have achieved or even exceeded human-level performance, they still suffer from the lack of policy diversity. In this paper, we propose a novel Macro-Goals Guided framework, called MGG, to learn diverse policies in MOBA games. MGG abstracts strategies as macro-goals from human demonstrations and trains a Meta-Controller to predict these macro-goals. To enhance policy diversity, MGG samples macro-goals from the Meta-Controller prediction and guides the training process towards these goals. Experimental results on the typical MOBA game Honor of Kings demonstrate that MGG can execute diverse policies in different matches and lineups, and also outperform the state-of-the-art methods over 102 heroes.

AAAI Conference 2020 Conference Paper

Mastering Complex Control in MOBA Games with Deep Reinforcement Learning

  • Deheng Ye
  • Zhao Liu
  • Mingfei Sun
  • Bei Shi
  • Peilin Zhao
  • Hao Wu
  • Hongsheng Yu
  • Shaojie Yang

We study the reinforcement learning problem of complex action control in the Multi-player Online Battle Arena (MOBA) 1v1 games. This problem involves far more complicated state and action spaces than those of traditional 1v1 games, such as Go and Atari series, which makes it very difficult to search any policies with human-level performance. In this paper, we present a deep reinforcement learning framework to tackle this problem from the perspectives of both system and algorithm. Our system is of low coupling and high scalability, which enables efficient explorations at large scale. Our algorithm includes several novel strategies, including control dependency decoupling, action mask, target attention, and dualclip PPO, with which our proposed actor-critic network can be effectively trained in our system. Tested on the MOBA game Honor of Kings, the trained AI agents can defeat top professional human players in full 1v1 games.

NeurIPS Conference 2020 Conference Paper

Towards Playing Full MOBA Games with Deep Reinforcement Learning

  • Deheng Ye
  • Guibin Chen
  • Wen Zhang
  • Sheng Chen
  • Bo Yuan
  • Bo Liu
  • Jia Chen
  • Zhao Liu

MOBA games, e. g. , Honor of Kings, League of Legends, and Dota 2, pose grand challenges to AI systems such as multi-agent, enormous state-action space, complex action control, etc. Developing AI for playing MOBA games has raised much attention accordingly. However, existing work falls short in handling the raw game complexity caused by the explosion of agent combinations, i. e. , lineups, when expanding the hero pool in case that OpenAI's Dota AI limits the play to a pool of only 17 heroes. As a result, full MOBA games without restrictions are far from being mastered by any existing AI system. In this paper, we propose a MOBA AI learning paradigm that methodologically enables playing full MOBA games with deep reinforcement learning. Specifically, we develop a combination of novel and existing learning techniques, including off-policy adaption, multi-head value estimation, curriculum self-play learning, policy distillation, and Monte-Carlo tree-search, in training and playing a large pool of heroes, meanwhile addressing the scalability issue skillfully. Tested on Honor of Kings, a popular MOBA game, we show how to build superhuman AI agents that can defeat top esports players. The superiority of our AI is demonstrated by the first large-scale performance test of MOBA AI agent in the literature.

AAAI Conference 2019 Conference Paper

Word Embedding as Maximum A Posteriori Estimation

  • Shoaib Jameel
  • Zihao Fu
  • Bei Shi
  • Wai Lam
  • Steven Schockaert

The GloVe word embedding model relies on solving a global optimization problem, which can be reformulated as a maximum likelihood estimation problem. In this paper, we propose to generalize this approach to word embedding by considering parametrized variants of the GloVe model and incorporating priors on these parameters. To demonstrate the usefulness of this approach, we consider a word embedding model in which each context word is associated with a corresponding variance, intuitively encoding how informative it is. Using our framework, we can then learn these variances together with the resulting word vectors in a unified way. We experimentally show that the resulting word embedding models outperform GloVe, as well as many popular alternatives.

IJCAI Conference 2015 Conference Paper

A Unified Model for Unsupervised Opinion Spamming Detection Incorporating Text Generality

  • Yinqing Xu
  • Bei Shi
  • Wentao Tian
  • Wai Lam

Many existing methods on review spam detection considering text content merely utilize simple text features such as content similarity. We explore a novel idea of exploiting text generality for improving spam detection. Besides, apart from the task of review spam detection, although there have also been some works on identifying the review spammers (users) and the manipulated offerings (items), no previous works have attempted to solve these three tasks in a unified model. We have proposed a unified probabilistic graphical model to detect the suspicious review spams, the review spammers and the manipulated offerings in an unsupervised manner. Experimental results on three review corpora including Amazon, Yelp and TripAdvisor have demonstrated the superiority of our proposed model compared with the state-of-the-art models.