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Hengyuan Hu

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20 papers
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20

ICML Conference 2025 Conference Paper

Diffusion Models are Secretly Exchangeable: Parallelizing DDPMs via Auto Speculation

  • Hengyuan Hu
  • Aniket Das
  • Dorsa Sadigh
  • Nima Anari

Denoising Diffusion Probabilistic Models (DDPMs) have emerged as powerful tools for generative modeling. However, their sequential computation requirements lead to significant inference-time bottlenecks. In this work, we utilize the connection between DDPMs and Stochastic Localization to prove that, under an appropriate reparametrization, the increments of DDPM satisfy an exchangeability property. This general insight enables near-black-box adaptation of various performance optimization techniques from autoregressive models to the diffusion setting. To demonstrate this, we introduce Autospeculative Decoding (ASD), an extension of the widely used speculative decoding algorithm to DDPMs that does not require any auxiliary draft models. Our theoretical analysis shows that ASD achieves a $\tilde{O}(K^{\frac{1}{3}})$ parallel runtime speedup over the $K$ step sequential DDPM. We also demonstrate that a practical implementation of autospeculative decoding accelerates DDPM inference significantly in various domains.

ICLR Conference 2025 Conference Paper

What's the Move? Hybrid Imitation Learning via Salient Points

  • Priya Sundaresan
  • Hengyuan Hu
  • Quan Vuong
  • Jeannette Bohg
  • Dorsa Sadigh

While imitation learning (IL) offers a promising framework for teaching robots various behaviors, learning complex tasks remains challenging. Existing IL policies struggle to generalize effectively across visual and spatial variations even for simple tasks. In this work, we introduce **SPHINX**: **S**alient **P**oint-based **H**ybrid **I**mitatio**N** and e**X**ecution, a flexible IL policy that leverages multimodal observations (point clouds and wrist images), along with a hybrid action space of low-frequency, sparse waypoints and high-frequency, dense end effector movements. Given 3D point cloud observations, SPHINX learns to infer task-relevant points within a point cloud, or *salient points*, which support spatial generalization by focusing on semantically meaningful features. These salient points serve as anchor points to predict waypoints for long-range movement, such as reaching target poses in free-space. Once near a salient point, SPHINX learns to switch to predicting dense end-effector movements given close-up wrist images for precise phases of a task. By exploiting the strengths of different input modalities and action representations for different manipulation phases, SPHINX tackles complex tasks in a sample-efficient, generalizable manner. Our method achieves **86.7%** success across 4 real-world and 2 simulated tasks, outperforming the next best state-of-the-art IL baseline by **41.1%** on average across **440** real world trials. SPHINX additionally generalizes to novel viewpoints, visual distractors, spatial arrangements, and execution speeds with a **1.7x** speedup over the most competitive baseline. Our website (http://sphinx-manip.github.io) provides open-sourced code for data collection, training, and evaluation, along with supplementary videos.

ICLR Conference 2024 Conference Paper

The Update-Equivalence Framework for Decision-Time Planning

  • Samuel Sokota
  • Gabriele Farina
  • David J. Wu 0002
  • Hengyuan Hu
  • Kevin A. Wang
  • J. Zico Kolter
  • Noam Brown

The process of revising (or constructing) a policy at execution time---known as decision-time planning---has been key to achieving superhuman performance in perfect-information games like chess and Go. A recent line of work has extended decision-time planning to imperfect-information games, leading to superhuman performance in poker. However, these methods involve solving subgames whose sizes grow quickly in the amount of non-public information, making them unhelpful when the amount of non-public information is large. Motivated by this issue, we introduce an alternative framework for decision-time planning that is not based on solving subgames, but rather on update equivalence. In this update-equivalence framework, decision-time planning algorithms replicate the updates of last-iterate algorithms, which need not rely on public information. This facilitates scalability to games with large amounts of non-public information. Using this framework, we derive a provably sound search algorithm for fully cooperative games based on mirror descent and a search algorithm for adversarial games based on magnetic mirror descent. We validate the performance of these algorithms in cooperative and adversarial domains, notably in Hanabi, the standard benchmark for search in fully cooperative imperfect-information games. Here, our mirror descent approach exceeds or matches the performance of public information-based search while using two orders of magnitude less search time. This is the first instance of a non-public-information-based algorithm outperforming public-information-based approaches in a domain they have historically dominated.

ICRA Conference 2024 Conference Paper

Toward Grounded Commonsense Reasoning

  • Minae Kwon
  • Hengyuan Hu
  • Vivek Myers
  • Siddharth Karamcheti
  • Anca D. Dragan
  • Dorsa Sadigh

Consider a robot tasked with tidying a desk with a meticulously constructed Lego sports car. A human may recognize that it is not appropriate to disassemble the sports car and put it away as part of the "tidying. " How can a robot reach that conclusion? Although large language models (LLMs) have recently been used to enable commonsense reasoning, grounding this reasoning in the real world has been challenging. To reason in the real world, robots must go beyond passively querying LLMs and actively gather information from the environment that is required to make the right decision. For instance, after detecting that there is an occluded car, the robot may need to actively perceive the car to know whether it is an advanced model car made out of Legos or a toy car built by a toddler. We propose an approach that leverages an LLM and vision language model (VLM) to help a robot actively perceive its environment to perform grounded commonsense reasoning. To evaluate our framework at scale, we release the MessySurfaces dataset which contains images of 70 real-world surfaces that need to be cleaned. We additionally illustrate our approach with a robot on 2 carefully designed surfaces. We find an average 12. 9% improvement on the MessySurfaces benchmark and an average 15% improvement on the robot experiments over baselines that do not use active perception. The dataset, code, and videos of our approach can be found at https://minaek.github.io/grounded_commonsense_reasoning/.

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.

ICML Conference 2023 Conference Paper

Language Instructed Reinforcement Learning for Human-AI Coordination

  • Hengyuan Hu
  • Dorsa Sadigh

One of the fundamental quests of AI is to produce agents that coordinate well with humans. This problem is challenging, especially in domains that lack high quality human behavioral data, because multi-agent reinforcement learning (RL) often converges to different equilibria from the ones that humans prefer. We propose a novel framework, instructRL, that enables humans to specify what kind of strategies they expect from their AI partners through natural language instructions. We use pretrained large language models to generate a prior policy conditioned on the human instruction and use the prior to regularize the RL objective. This leads to the RL agent converging to equilibria that are aligned with human preferences. We show that instructRL converges to human-like policies that satisfy the given instructions in a proof-of-concept environment as well as the challenging Hanabi benchmark. Finally, we show that knowing the language instruction significantly boosts human-AI coordination performance in human evaluations in Hanabi.

ICLR Conference 2022 Conference Paper

A Fine-Tuning Approach to Belief State Modeling

  • Samuel Sokota
  • Hengyuan Hu
  • David J. Wu 0002
  • J. Zico Kolter
  • Jakob N. Foerster
  • Noam Brown

We investigate the challenge of modeling the belief state of a partially observable Markov system, given sample-access to its dynamics model. This problem setting is often approached using parametric sequential generative modeling methods. However, these methods do not leverage any additional computation at inference time to increase their accuracy. Moreover, applying these methods to belief state modeling in certain multi-agent settings would require passing policies into the belief model---at the time of writing, there have been no successful demonstrations of this. Toward addressing these shortcomings, we propose an inference-time improvement framework for parametric sequential generative modeling methods called belief fine-tuning (BFT). BFT leverages approximate dynamic programming in the form of fine-tuning to determine the model parameters at each time step. It can improve the accuracy of the belief model at test time because it specializes the model to the space of local observations. Furthermore, because this specialization occurs after the action or policy has already been decided, BFT does not require the belief model to process it as input. As a result of the latter point, BFT enables, for the first time, approximate public belief state search in imperfect-information games where the number of possible information states is too large to track tabularly. We exhibit these findings on large-scale variants of the benchmark game Hanabi.

ICML Conference 2022 Conference Paper

Modeling Strong and Human-Like Gameplay with KL-Regularized Search

  • Athul Paul Jacob
  • David J. Wu 0002
  • Gabriele Farina
  • Adam Lerer
  • Hengyuan Hu
  • Anton Bakhtin
  • Jacob Andreas
  • Noam Brown

We consider the task of accurately modeling strong human policies in multi-agent decision-making problems, given examples of human behavior. Imitation learning is effective at predicting human actions but may not match the strength of expert humans (e. g. , by sometimes committing blunders), while self-play learning and search techniques such as AlphaZero lead to strong performance but may produce policies that differ markedly from human behavior. In chess and Go, we show that regularized search algorithms that penalize KL divergence from an imitation-learned policy yield higher prediction accuracy of strong humans and better performance than imitation learning alone. We then introduce a novel regret minimization algorithm that is regularized based on the KL divergence from an imitation-learned policy, and show that using this algorithm for search in no-press Diplomacy yields a policy that matches the human prediction accuracy of imitation learning while being substantially stronger.

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.

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.

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.

NeurIPS Conference 2021 Conference Paper

Scalable Online Planning via Reinforcement Learning Fine-Tuning

  • Arnaud Fickinger
  • Hengyuan Hu
  • Brandon Amos
  • Stuart Russell
  • Noam Brown

Lookahead search has been a critical component of recent AI successes, such as in the games of chess, go, and poker. However, the search methods used in these games, and in many other settings, are tabular. Tabular search methods do not scale well with the size of the search space, and this problem is exacerbated by stochasticity and partial observability. In this work we replace tabular search with online model-based fine-tuning of a policy neural network via reinforcement learning, and show that this approach outperforms state-of-the-art search algorithms in benchmark settings. In particular, we use our search algorithm to achieve a new state-of-the-art result in self-play Hanabi, and show the generality of our algorithm by also showing that it outperforms tabular search in the Atari game Ms. Pacman.

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.

AAMAS Conference 2021 Conference Paper

Trajectory Diversity for Zero-Shot Coordination

  • Andrei Lupu
  • Hengyuan Hu
  • Jakob 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. In particular, our first contribution is to consider the need for diversity in generating such agents. Because self-play agents control their own trajectory distribution during training, their policy 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 as diverse as possible. For that purpose, we introduce Trajectory Diversity (TrajeDi) - a differentiable objective for generating diverse reinforcement learning (RL) policies. We present TrajeDi as a generalization of the Jensen-Shannon divergence (JSD) between policies and motivate it experimentally in a simple matrix game, where it allows to find the unique ZSC-optimal solution.

ICML Conference 2020 Conference Paper

"Other-Play" for Zero-Shot Coordination

  • Hengyuan Hu
  • Adam Lerer
  • Alex Peysakhovich
  • Jakob N. Foerster

We consider the problem of zero-shot coordination - constructing AI agents that can coordinate with novel partners they have not seen before (e. g. humans). Standard Multi-Agent Reinforcement Learning (MARL) methods typically focus on the self-play (SP) setting where agents construct strategies by playing the game with themselves repeatedly. Unfortunately, applying SP naively to the zero-shot coordination problem can produce agents that establish highly specialized conventions that do not carry over to novel partners they have not been trained with. We introduce a novel learning algorithm called other-play (OP), that enhances self-play by looking for more robust strategies. We characterize OP theoretically as well as experimentally. We study the cooperative card game Hanabi and show that OP agents achieve higher scores when paired with independently trained agents as well as with human players than SP agents.

AAAI Conference 2020 Conference Paper

Improving Policies via Search in Cooperative Partially Observable Games

  • Adam Lerer
  • Hengyuan Hu
  • Jakob Foerster
  • Noam Brown

Recent superhuman results in games have largely been achieved in a variety of zero-sum settings, such as Go and Poker, in which agents need to compete against others. However, just like humans, real-world AI systems have to coordinate and communicate with other agents in cooperative partially observable environments as well. These settings commonly require participants to both interpret the actions of others and to act in a way that is informative when being interpreted. Those abilities are typically summarized as theory of mind and are seen as crucial for social interactions. In this paper we propose two different search techniques that can be applied to improve an arbitrary agreed-upon policy in a cooperative partially observable game. The first one, single-agent search, effectively converts the problem into a single agent setting by making all but one of the agents play according to the agreed-upon policy. In contrast, in multi-agent search all agents carry out the same common-knowledge search procedure whenever doing so is computationally feasible, and fall back to playing according to the agreed-upon policy otherwise. We prove that these search procedures are theoretically guaranteed to at least maintain the original performance of the agreed-upon policy (up to a bounded approximation error). In the benchmark challenge problem of Hanabi, our search technique greatly improves the performance of every agent we tested and when applied to a policy trained using RL achieves a new state-of-the-art score of 24. 61 / 25 in the game, compared to a previous-best of 24. 08 / 25.

NeurIPS Conference 2020 Conference Paper

Ridge Rider: Finding Diverse Solutions by Following Eigenvectors of the Hessian

  • Jack Parker-Holder
  • Luke Metz
  • Cinjon Resnick
  • Hengyuan Hu
  • Adam Lerer
  • Alistair Letcher
  • Alexander Peysakhovich
  • Aldo Pacchiano

Over the last decade, a single algorithm has changed many facets of our lives - Stochastic Gradient Descent (SGD). In the era of ever decreasing loss functions, SGD and its various offspring have become the go-to optimization tool in machine learning and are a key component of the success of deep neural networks (DNNs). While SGD is guaranteed to converge to a local optimum (under loose assumptions), in some cases it may matter which local optimum is found, and this is often context-dependent. Examples frequently arise in machine learning, from shape-versus-texture-features to ensemble methods and zero-shot coordination. In these settings, there are desired solutions which SGD on standard' loss functions will not find, since it instead converges to the easy' solutions. In this paper, we present a different approach. Rather than following the gradient, which corresponds to a locally greedy direction, we instead follow the eigenvectors of the Hessian. By iteratively following and branching amongst the ridges, we effectively span the loss surface to find qualitatively different solutions. We show both theoretically and experimentally that our method, called Ridge Rider (RR), offers a promising direction for a variety of challenging problems.

ICLR Conference 2020 Conference Paper

Simplified Action Decoder for Deep Multi-Agent Reinforcement Learning

  • Hengyuan Hu
  • Jakob N. Foerster

In recent years we have seen fast progress on a number of benchmark problems in AI, with modern methods achieving near or super human performance in Go, Poker and Dota. One common aspect of all of these challenges is that they are by design adversarial or, technically speaking, zero-sum. In contrast to these settings, success in the real world commonly requires humans to collaborate and communicate with others, in settings that are, at least partially, cooperative. In the last year, the card game Hanabi has been established as a new benchmark environment for AI to fill this gap. In particular, Hanabi is interesting to humans since it is entirely focused on theory of mind, i.e. the ability to effectively reason over the intentions, beliefs and point of view of other agents when observing their actions. Learning to be informative when observed by others is an interesting challenge for Reinforcement Learning (RL): Fundamentally, RL requires agents to explore in order to discover good policies. However, when done naively, this randomness will inherently make their actions less informative to others during training. We present a new deep multi-agent RL method, the Simplified Action Decoder (SAD), which resolves this contradiction exploiting the centralized training phase. During training SAD allows other agents to not only observe the (exploratory) action chosen, but agents instead also observe the greedy action of their team mates. By combining this simple intuition with an auxiliary task for state prediction and best practices for multi-agent learning, SAD establishes a new state of the art for 2-5 players on the self-play part of the Hanabi challenge.

NeurIPS Conference 2019 Conference Paper

Hierarchical Decision Making by Generating and Following Natural Language Instructions

  • Hengyuan Hu
  • Denis Yarats
  • Qucheng Gong
  • Yuandong Tian
  • Mike Lewis

We explore using latent natural language instructions as an expressive and compositional representation of complex actions for hierarchical decision making. Rather than directly selecting micro-actions, our agent first generates a latent plan in natural language, which is then executed by a separate model. We introduce a challenging real-time strategy game environment in which the actions of a large number of units must be coordinated across long time scales. We gather a dataset of 76 thousand pairs of instructions and executions from human play, and train instructor and executor models. Experiments show that models using natural language as a latent variable significantly outperform models that directly imitate human actions. The compositional structure of language proves crucial to its effectiveness for action representation. We also release our code, models and data.

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