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Brandon Cui

Possible papers associated with this exact author name in Arrow. This page groups case-insensitive exact name matches and is not a full identity disambiguation profile.

9 papers
2 author rows

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9

ICLR Conference 2023 Conference Paper

Adversarial Diversity in Hanabi

  • Brandon Cui
  • Andrei Lupu
  • Samuel Sokota
  • Hengyuan Hu
  • David J. Wu 0002
  • Jakob N. Foerster

Many Dec-POMDPs admit a qualitatively diverse set of ''reasonable'' joint policies, where reasonableness is indicated by symmetry equivariance, non-sabotaging behaviour and the graceful degradation of performance when paired with ad-hoc partners. Some of the work in diversity literature is concerned with generating these policies. Unfortunately, existing methods fail to produce teams of agents that are simultaneously diverse, high performing, and reasonable. In this work, we propose a novel approach, adversarial diversity (ADVERSITY), which is designed for turn-based Dec-POMDPs with public actions. ADVERSITY relies on off-belief learning to encourage reasonableness and skill, and on ''repulsive'' fictitious transitions to encourage diversity. We use this approach to generate new agents with distinct but reasonable play styles for the card game Hanabi and open-source our agents to be used for future research on (ad-hoc) coordination.

NeurIPS Conference 2022 Conference Paper

Off-Team Learning

  • Brandon Cui
  • Hengyuan Hu
  • Andrei Lupu
  • Samuel Sokota
  • Jakob Foerster

Zero-shot coordination (ZSC) evaluates an algorithm by the performance of a team of agents that were trained independently under that algorithm. Off-belief learning (OBL) is a recent method that achieves state-of-the-art results in ZSC in the game Hanabi. However, the implementation of OBL relies on a belief model that experiences covariate shift. Moreover, during ad-hoc coordination, OBL or any other neural policy may experience test-time covariate shift. We present two methods addressing these issues. The first method, off-team belief learning (OTBL), attempts to improve the accuracy of the belief model of a target policy πT on a broader range of inputs by weighting trajectories approximately according to the distribution induced by a different policy πb. The second, off-team off-belief learning (OT-OBL), attempts to compute an OBL equilibrium, where fixed point error is weighted according to the distribution induced by cross-play between the training policy π and a different fixed policy πb instead of self-play of π. We investigate these methods in variants of Hanabi.

NeurIPS Conference 2022 Conference Paper

Self-Explaining Deviations for Coordination

  • Hengyuan Hu
  • Samuel Sokota
  • David Wu
  • Anton Bakhtin
  • Andrei Lupu
  • Brandon Cui
  • Jakob Foerster

Fully cooperative, partially observable multi-agent problems are ubiquitous in the real world. In this paper, we focus on a specific subclass of coordination problems in which humans are able to discover self-explaining deviations (SEDs). SEDs are actions that deviate from the common understanding of what reasonable behavior would be in normal circumstances. They are taken with the intention of causing another agent or other agents to realize, using theory of mind, that the circumstance must be abnormal. We motivate this idea with a real world example and formalize its definition. Next, we introduce an algorithm for improvement maximizing SEDs (IMPROVISED). Lastly, we evaluate IMPROVISED both in an illustrative toy setting and the popular benchmark setting Hanabi, where we show that it can produce so called finesse plays.

ICLR Conference 2021 Conference Paper

Control-Aware Representations for Model-based Reinforcement Learning

  • Brandon Cui
  • Yinlam Chow
  • Mohammad Ghavamzadeh

A major challenge in modern reinforcement learning (RL) is efficient control of dynamical systems from high-dimensional sensory observations. Learning controllable embedding (LCE) is a promising approach that addresses this challenge by embedding the observations into a lower-dimensional latent space, estimating the latent dynamics, and utilizing it to perform control in the latent space. Two important questions in this area are how to learn a representation that is amenable to the control problem at hand, and how to achieve an end-to-end framework for representation learning and control. In this paper, we take a few steps towards addressing these questions. We first formulate a LCE model to learn representations that are suitable to be used by a policy iteration style algorithm in the latent space.We call this model control-aware representation learning(CARL). We derive a loss function and three implementations for CARL. In the offline implementation, we replace the locally-linear control algorithm (e.g., iLQR) used by the existing LCE methods with a RL algorithm, namely model-based soft actor-critic, and show that it results in significant improvement. In online CARL, we interleave representation learning and control, and demonstrate further gain in performance. Finally, we propose value-guided CARL, a variation in which we optimize a weighted version of the CARL loss function, where the weights depend on the TD-error of the current policy. We evaluate the proposed algorithms by extensive experiments on benchmark tasks and compare them with several LCE baselines.

NeurIPS Conference 2021 Conference Paper

K-level Reasoning for Zero-Shot Coordination in Hanabi

  • Brandon Cui
  • Hengyuan Hu
  • Luis Pineda
  • Jakob Foerster

The standard problem setting in cooperative multi-agent settings is \emph{self-play} (SP), where the goal is to train a \emph{team} of agents that works well together. However, optimal SP policies commonly contain arbitrary conventions (``handshakes'') and are not compatible with other, independently trained agents or humans. This latter desiderata was recently formalized by \cite{Hu2020-OtherPlay} as the \emph{zero-shot coordination} (ZSC) setting and partially addressed with their \emph{Other-Play} (OP) algorithm, which showed improved ZSC and human-AI performance in the card game Hanabi. OP assumes access to the symmetries of the environment and prevents agents from breaking these in a mutually \emph{incompatible} way during training. However, as the authors point out, discovering symmetries for a given environment is a computationally hard problem. Instead, we show that through a simple adaption of k-level reasoning (KLR) \cite{Costa-Gomes2006-K-level}, synchronously training all levels, we can obtain competitive ZSC and ad-hoc teamplay performance in Hanabi, including when paired with a human-like proxy bot. We also introduce a new method, synchronous-k-level reasoning with a best response (SyKLRBR), which further improves performance on our synchronous KLR by co-training a best response.

NeurIPS Conference 2021 Conference Paper

Learning Space Partitions for Path Planning

  • Kevin Yang
  • Tianjun Zhang
  • Chris Cummins
  • Brandon Cui
  • Benoit Steiner
  • Linnan Wang
  • Joseph E. Gonzalez
  • Dan Klein

Path planning, the problem of efficiently discovering high-reward trajectories, often requires optimizing a high-dimensional and multimodal reward function. Popular approaches like CEM and CMA-ES greedily focus on promising regions of the search space and may get trapped in local maxima. DOO and VOOT balance exploration and exploitation, but use space partitioning strategies independent of the reward function to be optimized. Recently, LaMCTS empirically learns to partition the search space in a reward-sensitive manner for black-box optimization. In this paper, we develop a novel formal regret analysis for when and why such an adaptive region partitioning scheme works. We also propose a new path planning method LaP3 which improves the function value estimation within each sub-region, and uses a latent representation of the search space. Empirically, LaP3 outperforms existing path planning methods in 2D navigation tasks, especially in the presence of difficult-to-escape local optima, and shows benefits when plugged into the planning components of model-based RL such as PETS. These gains transfer to highly multimodal real-world tasks, where we outperform strong baselines in compiler phase ordering by up to 39% on average across 9 tasks, and in molecular design by up to 0. 4 on properties on a 0-1 scale. Code is available at https: //github. com/yangkevin2/neurips2021-lap3.

ICML Conference 2021 Conference Paper

Off-Belief Learning

  • Hengyuan Hu
  • Adam Lerer
  • Brandon Cui
  • Luis Pineda
  • Noam Brown
  • Jakob N. Foerster

The standard problem setting in Dec-POMDPs is self-play, where the goal is to find a set of policies that play optimally together. Policies learned through self-play may adopt arbitrary conventions and implicitly rely on multi-step reasoning based on fragile assumptions about other agents’ actions and thus fail when paired with humans or independently trained agents at test time. To address this, we present off-belief learning (OBL). At each timestep OBL agents follow a policy $\pi_1$ that is optimized assuming past actions were taken by a given, fixed policy ($\pi_0$), but assuming that future actions will be taken by $\pi_1$. When $\pi_0$ is uniform random, OBL converges to an optimal policy that does not rely on inferences based on other agents’ behavior (an optimal grounded policy). OBL can be iterated in a hierarchy, where the optimal policy from one level becomes the input to the next, thereby introducing multi-level cognitive reasoning in a controlled manner. Unlike existing approaches, which may converge to any equilibrium policy, OBL converges to a unique policy, making it suitable for zero-shot coordination (ZSC). OBL can be scaled to high-dimensional settings with a fictitious transition mechanism and shows strong performance in both a toy-setting and the benchmark human-AI & ZSC problem Hanabi.

ICML Conference 2021 Conference Paper

Trajectory Diversity for Zero-Shot Coordination

  • Andrei Lupu
  • Brandon Cui
  • Hengyuan Hu
  • Jakob N. Foerster

We study the problem of zero-shot coordination (ZSC), where agents must independently produce strategies for a collaborative game that are compatible with novel partners not seen during training. Our first contribution is to consider the need for diversity in generating such agents. Because self-play (SP) agents control their own trajectory distribution during training, each policy typically only performs well on this exact distribution. As a result, they achieve low scores in ZSC, since playing with another agent is likely to put them in situations they have not encountered during training. To address this issue, we train a common best response (BR) to a population of agents, which we regulate to be diverse. To this end, we introduce \textit{Trajectory Diversity} (TrajeDi) – a differentiable objective for generating diverse reinforcement learning policies. We derive TrajeDi as a generalization of the Jensen-Shannon divergence between policies and motivate it experimentally in two simple settings. We then focus on the collaborative card game Hanabi, demonstrating the scalability of our method and improving upon the cross-play scores of both independently trained SP agents and BRs to unregularized populations.

IJCAI Conference 2021 Conference Paper

Variational Model-based Policy Optimization

  • Yinlam Chow
  • Brandon Cui
  • Moonkyung Ryu
  • Mohammad Ghavamzadeh

Model-based reinforcement learning (RL) algorithms allow us to combine model-generated data with those collected from interaction with the real system in order to alleviate the data efficiency problem in RL. However, designing such algorithms is often challenging because the bias in simulated data may overshadow the ease of data generation. A potential solution to this challenge is to jointly learn and improve model and policy using a universal objective function. In this paper, we leverage the connection between RL and probabilistic inference, and formulate such an objective function as a variational lower-bound of a log-likelihood. This allows us to use expectation maximization (EM) and iteratively fix a baseline policy and learn a variational distribution, consisting of a model and a policy (E-step), followed by improving the baseline policy given the learned variational distribution (M-step). We propose model-based and model-free policy iteration (actor-critic) style algorithms for the E-step and show how the variational distribution learned by them can be used to optimize the M-step in a fully model-based fashion. Our experiments on a number of continuous control tasks show that our model-based (E-step) algorithm, called variational model-based policy optimization (VMBPO), is more sample-efficient and robust to hyper-parameter tuning than its model-free (E-step) counterpart. Using the same control tasks, we also compare VMBPO with several state-of-the-art model-based and model-free RL algorithms and show its sample efficiency and performance.