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Li-Cheng Lan

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6 papers
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6

ICML Conference 2024 Conference Paper

Expert Proximity as Surrogate Rewards for Single Demonstration Imitation Learning

  • Chia-Cheng Chiang
  • Li-Cheng Lan
  • Wei-Fang Sun
  • Chien Feng
  • Cho-Jui Hsieh
  • Chun-Yi Lee

In this paper, we focus on single-demonstration imitation learning (IL), a practical approach for real-world applications where acquiring multiple expert demonstrations is costly or infeasible and the ground truth reward function is not available. In contrast to typical IL settings with multiple demonstrations, single-demonstration IL involves an agent having access to only one expert trajectory. We highlight the issue of sparse reward signals in this setting and propose to mitigate this issue through our proposed Transition Discriminator-based IL (TDIL) method. TDIL is an IRL method designed to address reward sparsity by introducing a denser surrogate reward function that considers environmental dynamics. This surrogate reward function encourages the agent to navigate towards states that are proximal to expert states. In practice, TDIL trains a transition discriminator to differentiate between valid and non-valid transitions in a given environment to compute the surrogate rewards. The experiments demonstrate that TDIL outperforms existing IL approaches and achieves expert-level performance in the single-demonstration IL setting across five widely adopted MuJoCo benchmarks as well as the "Adroit Door" robotic environment.

ICLR Conference 2023 Conference Paper

Can Agents Run Relay Race with Strangers? Generalization of RL to Out-of-Distribution Trajectories

  • Li-Cheng Lan
  • Huan Zhang 0001
  • Cho-Jui Hsieh

In this paper, we evaluate and improve the generalization performance for reinforcement learning (RL) agents on the set of ``controllable'' states, where good policies exist on these states to achieve the goal. An RL agent that generally masters a task should reach its goal starting from any controllable state of the environment instead of memorizing a small set of trajectories. To practically evaluate this type of generalization, we propose relay evaluation, which starts the test agent from the middle of other independently well-trained stranger agents' trajectories. With extensive experimental evaluation, we show the prevalence of generalization failure on controllable states from stranger agents. For example, in the Humanoid environment, we observed that a well-trained Proximal Policy Optimization (PPO) agent, with only 3.9\% failure rate during regular testing, failed on 81.6\% of the states generated by well-trained stranger PPO agents. To improve "relay generalization," we propose a novel method called Self-Trajectory Augmentation (STA), which will reset the environment to the agent's old states according to the Q function during training. After applying STA to the Soft Actor Critic's (SAC) training procedure, we reduced the failure rate of SAC under relay-evaluation by more than three times in most settings without impacting agent performance and increasing the needed number of environment interactions. Our code is available at https://github.com/lan-lc/STA.

NeurIPS Conference 2022 Conference Paper

Are AlphaZero-like Agents Robust to Adversarial Perturbations?

  • Li-Cheng Lan
  • Huan ZHang
  • Ti-Rong Wu
  • Meng-Yu Tsai
  • I-Chen Wu
  • Cho-Jui Hsieh

The success of AlphaZero (AZ) has demonstrated that neural-network-based Go AIs can surpass human performance by a large margin. Given that the state space of Go is extremely large and a human player can play the game from any legal state, we ask whether adversarial states exist for Go AIs that may lead them to play surprisingly wrong actions. In this paper, we first extend the concept of adversarial examples to the game of Go: we generate perturbed states that are ``semantically'' equivalent to the original state by adding meaningless moves to the game, and an adversarial state is a perturbed state leading to an undoubtedly inferior action that is obvious even for Go beginners. However, searching the adversarial state is challenging due to the large, discrete, and non-differentiable search space. To tackle this challenge, we develop the first adversarial attack on Go AIs that can efficiently search for adversarial states by strategically reducing the search space. This method can also be extended to other board games such as NoGo. Experimentally, we show that the actions taken by both Policy-Value neural network (PV-NN) and Monte Carlo tree search (MCTS) can be misled by adding one or two meaningless stones; for example, on 58\% of the AlphaGo Zero self-play games, our method can make the widely used KataGo agent with 50 simulations of MCTS plays a losing action by adding two meaningless stones. We additionally evaluated the adversarial examples found by our algorithm with amateur human Go players, and 90\% of examples indeed lead the Go agent to play an obviously inferior action. Ourcode is available at \url{https: //PaperCode. cc/GoAttack}.

ICLR Conference 2022 Conference Paper

Learning to Schedule Learning rate with Graph Neural Networks

  • Yuanhao Xiong
  • Li-Cheng Lan
  • Xiangning Chen
  • Ruochen Wang
  • Cho-Jui Hsieh

Recent decades have witnessed great development of stochastic optimization in training deep neural networks. Learning rate scheduling is one of the most important factors that influence the performance of stochastic optimizers like Adam. Traditional methods seek to find a relatively proper scheduling among a limited number of pre-defined rules and might not accommodate a particular target problem. Instead, we propose a novel Graph-Network-based Scheduler (GNS), aiming at learning a specific scheduling mechanism without restrictions to existing principles. By constructing a directed graph for the underlying neural network of the target problem, GNS encodes current dynamics with a graph message passing network and trains an agent to control the learning rate accordingly via reinforcement learning. The proposed scheduler can capture the intermediate layer information while being able to generalize to problems of varying scales. Besides, an efficient reward collection procedure is leveraged to speed up training. We evaluate our framework on benchmarking datasets, Fashion-MNIST and CIFAR10 for image classification, and GLUE for language understanding. GNS shows consistent improvement over popular baselines when training CNN and Transformer models. Moreover, GNS demonstrates great generalization to different datasets and network structures.

AAAI Conference 2021 Conference Paper

Learning to Stop: Dynamic Simulation Monte-Carlo Tree Search

  • Li-Cheng Lan
  • Ti-Rong Wu
  • I-Chen Wu
  • Cho-Jui Hsieh

Monte Carlo tree search (MCTS) has achieved state-of-the-art results in many domains such as Go and Atari games when combining with deep neural networks (DNNs). When more simulations are executed, MCTS can achieve higher performance but also requires enormous amounts of CPU and GPU resources. However, not all states require a long searching time to identify the best action that the agent can find. For example, in 19x19 Go and NoGo, we found that for more than half of the states, the best action predicted by DNN remains unchanged even after searching 2 minutes. This implies that a significant amount of resources can be saved if we are able to stop the searching earlier when we are confident with the current searching result. In this paper, we propose to achieve this goal by predicting the uncertainty of the current searching status and use the result to decide whether we should stop searching. With our algorithm, called Dynamic Simulation MCTS (DS-MCTS), we can speed up a NoGo agent trained by AlphaZero 2. 5 times faster while maintaining a similar winning rate, which is critical for training and conducting experiments. Also, under the same average simulation count, our method can achieve a 61% winning rate against the original program.

IJCAI Conference 2019 Conference Paper

Multiple Policy Value Monte Carlo Tree Search

  • Li-Cheng Lan
  • Wei Li
  • Ting-Han Wei
  • I-Chen Wu

Many of the strongest game playing programs use a combination of Monte Carlo tree search (MCTS) and deep neural networks (DNN), where the DNNs are used as policy or value evaluators. Given a limited budget, such as online playing or during the self-play phase of AlphaZero (AZ) training, a balance needs to be reached between accurate state estimation and more MCTS simulations, both of which are critical for a strong game playing agent. Typically, larger DNNs are better at generalization and accurate evaluation, while smaller DNNs are less costly, and therefore can lead to more MCTS simulations and bigger search trees with the same budget. This paper introduces a new method called the multiple policy value MCTS (MPV-MCTS), which combines multiple policy value neural networks (PV-NNs) of various sizes to retain advantages of each network, where two PV-NNs f_S and f_L are used in this paper. We show through experiments on the game NoGo that a combined f_S and f_L MPV-MCTS outperforms single PV-NN with policy value MCTS, called PV-MCTS. Additionally, MPV-MCTS also outperforms PV-MCTS for AZ training.

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