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Tangjie Lv

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22 papers
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AAAI Conference 2026 Conference Paper

Ψ-Arena: Interactive Assessment and Optimization of LLM-based Psychological Counselors with Tripartite Feedback

  • Shijing Zhu
  • Zhuang Chen
  • Guanqun Bi
  • Binghang Li
  • Yaxi Deng
  • Dazhen Wan
  • Libiao Peng
  • Xiyao Xiao

Large language models (LLMs) have shown promise in providing scalable mental health support, while evaluating their counseling capability remains crucial to ensure both efficacy and safety. Existing evaluations are limited by the static assessment that focuses on knowledge tests, the single perspective that centers on user experience, and the open-loop framework that lacks actionable feedback. To address these issues, we propose Ψ-Arena, an interactive framework for comprehensive assessment and optimization of LLM-based counselors, featuring three key characteristics: (1) Realistic arena interactions that simulate real-world counseling through multi-stage dialogues with psychologically profiled NPC clients; (2) Tripartite evaluation that integrates assessments from the client, supervisor, and counselor perspectives; (3) Closed-loop optimization that iteratively improves LLM counselors using diagnostic feedback. Experiments across eight state-of-the-art LLMs show significant performance variations in different real-world scenarios and evaluation perspectives. Moreover, reflection-based optimization results in up to a 141% improvement in counseling performance. We hope Ψ-Arena provides a foundational resource for advancing reliable and human-aligned LLM applications in mental healthcare.

AAAI Conference 2025 Conference Paper

CharacterBench: Benchmarking Character Customization of Large Language Models

  • Jinfeng Zhou
  • Yongkang Huang
  • Bosi Wen
  • Guanqun Bi
  • Yuxuan Chen
  • Pei Ke
  • Zhuang Chen
  • Xiyao Xiao

Character-based dialogue (aka role-playing) enables users to freely customize characters for interaction, which often relies on LLMs, raising the need to evaluate LLMs’ character customization capability. However, existing benchmarks fail to ensure a robust evaluation as they often only involve a single character category or evaluate limited dimensions. Moreover, the sparsity of character features in responses makes feature-focused generative evaluation both ineffective and inefficient. To address these issues, we propose CharacterBench, the largest bilingual generative benchmark, with 22,859 human-annotated samples covering 3,956 characters from 25 detailed character categories. We define 11 dimensions of 6 aspects, classified as sparse and dense dimensions based on whether character features evaluated by specific dimensions manifest in each response. We enable effective and efficient evaluation by crafting tailored queries for each dimension to induce characters’ responses related to specific dimensions. Further, we develop CharacterJudge model for cost-effective and stable evaluations. Experiments show its superiority over SOTA automatic judges (e.g., GPT-4) and our benchmark’s potential to optimize LLMs’ character customization.

ICLR Conference 2025 Conference Paper

Reinforcement Learning from Imperfect Corrective Actions and Proxy Rewards

  • Zhao-Hui Jiang
  • Xuening Feng
  • Paul Weng
  • Yifei Zhu
  • Yan Song
  • Tianze Zhou
  • Yujing Hu
  • Tangjie Lv

In practice, reinforcement learning (RL) agents are often trained with a possibly imperfect proxy reward function, which may lead to a human-agent alignment issue (i.e., the learned policy either converges to non-optimal performance with low cumulative rewards, or achieves high cumulative rewards but in an undesired manner). To tackle this issue, we consider a framework where a human labeler can provide additional feedback in the form of corrective actions, which expresses the labeler's action preferences although this feedback may possibly be imperfect as well. In this setting, to obtain a better-aligned policy guided by both learning signals, we propose a novel value-based deep RL algorithm called **I**terative learning from **Co**rrective actions and **Pro**xy rewards (ICoPro), which cycles through three phases: (1) Solicit sparse corrective actions from a human labeler on the agent's demonstrated trajectories; (2) Incorporate these corrective actions into the Q-function using a margin loss to enforce adherence to labeler's preferences; (3) Train the agent with standard RL losses regularized with a margin loss to learn from proxy rewards and propagate the Q-values learned from human feedback. Moreover, another novel design in our approach is to integrate pseudo-labels from the target Q-network to reduce human labor and further stabilize training. We experimentally validate our proposition on a variety of tasks (Atari games and autonomous driving on highway). On the one hand, using proxy rewards with different levels of imperfection, our method can better align with human and is more sample-efficient than baseline methods. On the other hand, facing corrective actions with different types of imperfection, our method can overcome the non-optimality of this feedback thanks to the guidance from proxy rewards.

AAAI Conference 2025 Conference Paper

StoryWeaver: A Unified World Model for Knowledge-Enhanced Story Character Customization

  • Jinlu Zhang
  • Jiji Tang
  • Rongsheng Zhang
  • Tangjie Lv
  • Xiaoshuai Sun

Story visualization has gained increasing attention in artificial intelligence. However, existing methods still struggle with maintaining a balance between character identity preservation and text-semantics alignment, largely due to a lack of detailed semantic modeling of the story scene. To tackle this challenge, we propose a novel knowledge graph, namely Character-Graph (CG), which represents various story-related knowledge, including the characters, their attributes and the relationship. We then introduce StoryWeaver, an image generator that achieves Customization via Character-Graph (C-CG), capable of consistent story visualization with rich text semantics. To further improve the multi-character generation performance, we incorporate knowledge-enhanced spatial guidance (KE-SG) into StoryWeaver to precisely inject character semantics into generation. To validate the effectiveness of our proposed method, extensive experiments are conducted using a new benchmark called TBC-Bench. The experiments confirm that our StoryWeaver excels not only in creating vivid visual story plots but also in accurately conveying character identities across various scenarios with considerable storage efficiency, e.g., achieving an average increase of +9.03% DINO-I and +13.44% CLIP-T. Furthermore, ablation experiments are conducted to verify the superiority of each proposed module.

AAMAS Conference 2024 Conference Paper

A Trajectory Perspective on the Role of Data Sampling Techniques in Offline Reinforcement Learning

  • Jinyi Liu
  • Yi Ma
  • Jianye Hao
  • Yujing Hu
  • Yan Zheng
  • Tangjie Lv
  • Changjie Fan

In recent years, offline reinforcement learning (RL) algorithms have gained considerable attention. However, the role of data sampling techniques in offline RL has been somewhat overlooked, despite their potential to enhance online RL performance. Recent research in offline RL indicates that applying sampling techniques directly to state-transitions does not consistently improve performance. Therefore, to better leverage limited offline trajectory data, we investigate the impact of data sampling processes on offline RL algorithms from a trajectory perspective. In this paper, we introduce a memory technique, (Prioritized) Trajectory Replay (TR/PTR), to facilitate trajectory data storage and sampling. Building on TR, we delve into the potential of trajectory backward sampling, a method that has already proven effective in online RL, in the offline RL domain. Furthermore, to improve the sampling efficiency, we examine the influence of prioritized sampling based on various trajectory priority metrics on offline training. Integrating with existing algorithms, our findings demonstrate that data sampling and updates based on vanilla TR can contribute to more stable training. Also, our proposed 13 trajectory priority metrics for PTR exhibit outstanding performance on their respective applicable types of dataset, with the best-case scenario resulting in performance improvements exceeding 25%. These performance gains are achieved at a slight extra cost during the data sampling process, highlighting the significant advantages of trajectory-based data sampling for offline RL. †Corresponding author: Yan Zheng (yanzheng@tju. edu. cn). ∗This work is done when Jinyi Liu was intern in NetEase Fuxi AI Lab. This work is licensed under a Creative Commons Attribution International 4. 0 License. Proc. of the 23rd International Conference on Autonomous Agents and Multiagent Systems (AAMAS 2024), N. Alechina, V. Dignum, M. Dastani, J. S. Sichman (eds.), May 6 – 10, 2024, Auckland, New Zealand. © 2024 International Foundation for Autonomous Agents and Multiagent Systems (www. ifaamas. org).

ICLR Conference 2024 Conference Paper

AlignDiff: Aligning Diverse Human Preferences via Behavior-Customisable Diffusion Model

  • Zibin Dong
  • Yifu Yuan
  • Jianye Hao
  • Fei Ni 0001
  • Yao Mu 0001
  • Yan Zheng 0002
  • Yujing Hu
  • Tangjie Lv

Aligning agent behaviors with diverse human preferences remains a challenging problem in reinforcement learning (RL), owing to the inherent abstractness and mutability of human preferences. To address these issues, we propose AlignDiff, a novel framework that leverages RLHF to quantify human preferences, covering abstractness, and utilizes them to guide diffusion planning for zero-shot behavior customizing, covering mutability. AlignDiff can accurately match user-customized behaviors and efficiently switch from one to another. To build the framework, we first establish the multi-perspective human feedback datasets, which contain comparisons for the attributes of diverse behaviors, and then train an attribute strength model to predict quantified relative strengths. After relabeling behavioral datasets with relative strengths, we proceed to train an attribute-conditioned diffusion model, which serves as a planner with the attribute strength model as a director for preference aligning at the inference phase. We evaluate AlignDiff on various locomotion tasks and demonstrate its superior performance on preference matching, switching, and covering compared to other baselines. Its capability of completing unseen downstream tasks under human instructions also showcases the promising potential for human-AI collaboration. More visualization videos are released on https://aligndiff.github.io/.

ICML Conference 2024 Conference Paper

Bayesian Design Principles for Offline-to-Online Reinforcement Learning

  • Hao Hu 0006
  • Yiqin Yang
  • Jianing Ye
  • Chengjie Wu
  • Ziqing Mai
  • Yujing Hu
  • Tangjie Lv
  • Changjie Fan

Offline reinforcement learning (RL) is crucial for real-world applications where exploration can be costly or unsafe. However, offline learned policies are often suboptimal, and further online fine-tuning is required. In this paper, we tackle the fundamental dilemma of offline-to-online fine-tuning: if the agent remains pessimistic, it may fail to learn a better policy, while if it becomes optimistic directly, performance may suffer from a sudden drop. We show that Bayesian design principles are crucial in solving such a dilemma. Instead of adopting optimistic or pessimistic policies, the agent should act in a way that matches its belief in optimal policies. Such a probability-matching agent can avoid a sudden performance drop while still being guaranteed to find the optimal policy. Based on our theoretical findings, we introduce a novel algorithm that outperforms existing methods on various benchmarks, demonstrating the efficacy of our approach. Overall, the proposed approach provides a new perspective on offline-to-online RL that has the potential to enable more effective learning from offline data.

AAAI Conference 2024 Conference Paper

EnMatch: Matchmaking for Better Player Engagement via Neural Combinatorial Optimization

  • Kai Wang
  • Haoyu Liu
  • Zhipeng Hu
  • Xiaochuan Feng
  • Minghao Zhao
  • Shiwei Zhao
  • Runze Wu
  • Xudong Shen

Matchmaking is a core task in e-sports and online games, as it contributes to player engagement and further influences the game's lifecycle. Previous methods focus on creating fair games at all times. They divide players into different tiers based on skill levels and only select players from the same tier for each game. Though this strategy can ensure fair matchmaking, it is not always good for player engagement. In this paper, we propose a novel Engagement-oriented Matchmaking (EnMatch) framework to ensure fair games and simultaneously enhance player engagement. Two main issues need to be addressed. First, it is unclear how to measure the impact of different team compositions and confrontations on player engagement during the game considering the variety of player characteristics. Second, such a detailed consideration on every single player during matchmaking will result in an NP-hard combinatorial optimization problem with non-linear objectives. In light of these challenges, we turn to real-world data analysis to reveal engagement-related factors. The resulting insights guide the development of engagement modeling, enabling the estimation of quantified engagement before a match is completed. To handle the combinatorial optimization problem, we formulate the problem into a reinforcement learning framework, in which a neural combinatorial optimization problem is built and solved. The performance of EnMatch is finally demonstrated through the comparison with other state-of-the-art methods based on several real-world datasets and online deployments on two games.

UAI Conference 2024 Conference Paper

Hybrid CtrlFormer: Learning Adaptive Search Space Partition for Hybrid Action Control via Transformer-based Monte Carlo Tree Search

  • Jiashun Liu
  • Xiaotian Hao
  • Jianye Hao
  • Yan Zheng 0002
  • Yujing Hu
  • Changjie Fan
  • Tangjie Lv
  • Zhipeng Hu

Hybrid action control tasks are common in the real world, which require controlling some discrete and continuous actions simultaneously. To solve these tasks, existing Deep Reinforcement learning (DRL) methods either directly build a separate policy for each type of action or simplify the hybrid action space into a discrete or continuous action control problem. However, these methods neglect the challenge of exploration resulting from the complexity of the hybrid action space. Thus, it is necessary to design more sample efficient algorithms. To this end, we propose a novel Hybrid Control Transformer (Hybrid CtrlFormer), to achieve better exploration and exploitation for the hybrid action control problems. The core idea is: 1) we construct a hybrid action space tree with the discrete actions at the higher level and the continuous parameter space at the lower level. Each parameter space is split into multiple subregions. 2) To simplify the exploration space, a Transformer-based Monte-Carlo tree search method is designed to efficiently evaluate and partition the hybrid action space into good and bad subregions along the tree. Our method achieves state-of-the-art performance and sample efficiency in a variety of environments with discrete-continuous action space.

AAAI Conference 2024 Conference Paper

Optimistic Value Instructors for Cooperative Multi-Agent Reinforcement Learning

  • Chao Li
  • Yupeng Zhang
  • Jianqi Wang
  • Yujing Hu
  • Shaokang Dong
  • Wenbin Li
  • Tangjie Lv
  • Changjie Fan

In cooperative multi-agent reinforcement learning, decentralized agents hold the promise of overcoming the combinatorial explosion of joint action space and enabling greater scalability. However, they are susceptible to a game-theoretic pathology called relative overgeneralization that shadows the optimal joint action. Although recent value-decomposition algorithms guide decentralized agents by learning a factored global action value function, the representational limitation and the inaccurate sampling of optimal joint actions during the learning process make this problem still. To address this limitation, this paper proposes a novel algorithm called Optimistic Value Instructors (OVI). The main idea behind OVI is to introduce multiple optimistic instructors into the value-decomposition paradigm, which are capable of suggesting potentially optimal joint actions and rectifying the factored global action value function to recover these optimal actions. Specifically, the instructors maintain optimistic value estimations of per-agent local actions and thus eliminate the negative effects caused by other agents' exploratory or sub-optimal non-cooperation, enabling accurate identification and suggestion of optimal joint actions. Based on the instructors' suggestions, the paper further presents two instructive constraints to rectify the factored global action value function to recover these optimal joint actions, thus overcoming the RO problem. Experimental evaluation of OVI on various cooperative multi-agent tasks demonstrates its superior performance against multiple baselines, highlighting its effectiveness.

IJCAI Conference 2024 Conference Paper

STAR: Spatio-Temporal State Compression for Multi-Agent Tasks with Rich Observations

  • Chao Li
  • Yujing Hu
  • Shangdong Yang
  • Tangjie Lv
  • Changjie Fan
  • Wenbin Li
  • Chongjie Zhang
  • Yang Gao

This paper focuses on the problem of learning compressed state representations for multi-agent tasks. Under the assumption of rich observation, we pinpoint that the state representations should be compressed both spatially and temporally to enable efficient prioritization of task-relevant features, while existing works typically fail. To overcome this limitation, we propose a novel method named Spatio-Temporal stAte compRession (STAR) that explicitly defines both spatial and temporal compression operations on the learned state representations to encode per-agent task-relevant features. Specifically, we first formalize this problem by introducing Task Informed Partially Observable Stochastic Game (TI-POSG). Then, we identify the spatial representation compression in it as encoding the latent states from the joint observations of all agents, and achieve this by learning representations that approximate the latent states based on the information theoretical principle. After that, we further extract the task-relevant features of each agent from these representations by aligning them based on their reward similarities, which is regarded as the temporal representation compression. Structurally, we implement these two compression by learning a set of agent-specific decoding functions and incorporate them into a critic shared by agents for scalable learning. We evaluate our method by developing decentralized policies on 12 maps of the StarCraft Multi-Agent Challenge benchmark, and the superior performance demonstrates its effectiveness.

AAAI Conference 2024 Conference Paper

Structure-CLIP: Towards Scene Graph Knowledge to Enhance Multi-Modal Structured Representations

  • Yufeng Huang
  • Jiji Tang
  • Zhuo Chen
  • Rongsheng Zhang
  • Xinfeng Zhang
  • Weijie Chen
  • Zeng Zhao
  • Zhou Zhao

Large-scale vision-language pre-training has achieved significant performance in multi-modal understanding and generation tasks. However, existing methods often perform poorly on image-text matching tasks that require structured representations, i.e., representations of objects, attributes, and relations. The models cannot make a distinction between "An astronaut rides a horse" and "A horse rides an astronaut". This is because they fail to fully leverage structured knowledge when learning multi-modal representations. In this paper, we present an end-to-end framework Structure-CLIP, which integrates Scene Graph Knowledge (SGK) to enhance multi-modal structured representations. Firstly, we use scene graphs to guide the construction of semantic negative examples, which results in an increased emphasis on learning structured representations. Moreover, a Knowledge-Enhance Encoder (KEE) is proposed to leverage SGK as input to further enhance structured representations. To verify the effectiveness of the proposed framework, we pre-train our model with the aforementioned approaches and conduct experiments on downstream tasks. Experimental results demonstrate that Structure-CLIP achieves state-of-the-art (SOTA) performance on VG-Attribution and VG-Relation datasets, with 12.5% and 4.1% ahead of the multi-modal SOTA model respectively. Meanwhile, the results on MSCOCO indicate that Structure-CLIP significantly enhances the structured representations while maintaining the ability of general representations. Our code is available at https://github.com/zjukg/Structure-CLIP.

ICLR Conference 2024 Conference Paper

Stylized Offline Reinforcement Learning: Extracting Diverse High-Quality Behaviors from Heterogeneous Datasets

  • Yihuan Mao
  • Chengjie Wu
  • Xi Chen
  • Hao Hu 0006
  • Ji Jiang
  • Tianze Zhou
  • Tangjie Lv
  • Changjie Fan

Previous literature on policy diversity in reinforcement learning (RL) either focuses on the online setting or ignores the policy performance. In contrast, offline RL, which aims to learn high-quality policies from batched data, has yet to fully leverage the intrinsic diversity of the offline dataset. Addressing this dichotomy and aiming to balance quality and diversity poses a significant challenge to extant methodologies. This paper introduces a novel approach, termed Stylized Offline RL (SORL), which is designed to extract high-performing, stylistically diverse policies from a dataset characterized by distinct behavioral patterns. Drawing inspiration from the venerable Expectation-Maximization (EM) algorithm, SORL innovatively alternates between policy learning and trajectory clustering, a mechanism that promotes policy diversification. To further augment policy performance, we introduce advantage-weighted style learning into the SORL framework. Experimental evaluations across multiple environments demonstrate the significant superiority of SORL over previous methods in extracting high-quality policies with diverse behaviors. A case in point is that SORL successfully learns strong policies with markedly distinct playing patterns from a real-world human dataset of a popular basketball video game "Dunk City Dynasty."

IJCAI Conference 2024 Conference Paper

vMFER: Von Mises-Fisher Experience Resampling Based on Uncertainty of Gradient Directions for Policy Improvement

  • Yiwen Zhu
  • Jinyi Liu
  • Wenya Wei
  • Qianyi Fu
  • Yujing Hu
  • Zhou Fang
  • Bo An
  • Jianye Hao

Reinforcement Learning (RL) is a widely employed technique in decision-making problems, encompassing two fundamental operations -- policy evaluation and policy improvement. Enhancing learning efficiency remains a key challenge in RL, with many efforts focused on using ensemble critics to boost policy evaluation efficiency. However, when using multiple critics, the actor in the policy improvement process can obtain different gradients. Previous studies have combined these gradients without considering their disagreements. Therefore, optimizing the policy improvement process is crucial to enhance learning efficiency. This study focuses on investigating the impact of gradient disagreements caused by ensemble critics on policy improvement. We introduce the concept of uncertainty of gradient directions as a means to measure the disagreement among gradients utilized in the policy improvement process. Through measuring the disagreement among gradients, we find that transitions with lower uncertainty of gradient directions are more reliable in the policy improvement process. Building on this analysis, we propose a method called von Mises-Fisher Experience Resampling (vMFER), which optimizes the policy improvement process by resampling transitions and assigning higher confidence to transitions with lower uncertainty of gradient directions. Our experiments demonstrate that vMFER significantly outperforms the benchmark and is particularly well-suited for ensemble structures in RL.

AAMAS Conference 2024 Conference Paper

vMFER: von Mises-Fisher Experience Resampling Based on Uncertainty of Gradient Directions for Policy Improvement of Actor-Critic Algorithms

  • Yiwen Zhu
  • Jinyi Liu
  • Wenya Wei
  • Qianyi Fu
  • Yujing Hu
  • Zhou Fang
  • Bo An
  • Jianye Hao

Reinforcement Learning (RL) is a widely employed technique in decision-making problems, encompassing two fundamental operations – policy evaluation and policy improvement. Actor-critic algorithms dominate the field of RL, but there is a challenge in improving their learning efficiency. To address this, ensemble critics are often employed to enhance policy evaluation efficiency. However, when using multiple critics, the actor in the policy improvement process can obtain different gradients. Previous studies have combined these gradients without considering their disagreements. Therefore, optimizing the policy improvement process is crucial to enhance the learning efficiency of actor-critic algorithms. This study focuses on investigating the impact of gradient disagreements caused by ensemble critics on policy improvement. We introduce the concept of uncertainty of gradient directions as a means to measure the disagreement among gradients utilized in the policy improvement process. Through measuring the disagreement among gradients, we find that transitions with lower uncertainty of gradient directions are more reliable in the policy improvement process. Building on this analysis, we propose a method called von Mises-Fisher Experience Resampling (vMFER), which optimizes This work is licensed under a Creative Commons Attribution International 4. 0 License. Proc. of the 23rd International Conference on Autonomous Agents and Multiagent Systems (AAMAS 2024), N. Alechina, V. Dignum, M. Dastani, J. S. Sichman (eds.), May 6 – 10, 2024, Auckland, New Zealand. © 2024 International Foundation for Autonomous Agents and Multiagent Systems (www. ifaamas. org). the policy improvement process by resampling transitions and assigning higher confidence to transitions with lower uncertainty of gradient directions. Our experiments on Mujoco robotic control tasks and robotic arm tasks with sparse rewards demonstrate that vMFER significantly outperforms the benchmark and is particularly well-suited for ensemble structures in RL.

NeurIPS Conference 2023 Conference Paper

Conservative Offline Policy Adaptation in Multi-Agent Games

  • Chengjie Wu
  • Pingzhong Tang
  • Jun Yang
  • Yujing Hu
  • Tangjie Lv
  • Changjie Fan
  • Chongjie Zhang

Prior research on policy adaptation in multi-agent games has often relied on online interaction with the target agent in training, which can be expensive and impractical in real-world scenarios. Inspired by recent progress in offline reinforcement learn- ing, this paper studies offline policy adaptation, which aims to utilize the target agent’s behavior data to exploit its weakness or enable effective cooperation. We investigate its distinct challenges of distributional shift and risk-free deviation, and propose a novel learning objective, conservative offline adaptation, that optimizes the worst-case performance against any dataset consistent proxy models. We pro- pose an efficient algorithm called Constrained Self-Play (CSP) that incorporates dataset information into regularized policy learning. We prove that CSP learns a near-optimal risk-free offline adaptation policy upon convergence. Empirical results demonstrate that CSP outperforms non-conservative baselines in various environments, including Maze, predator-prey, MuJoCo, and Google Football.

AAAI Conference 2023 Conference Paper

DINet: Deformation Inpainting Network for Realistic Face Visually Dubbing on High Resolution Video

  • Zhimeng Zhang
  • Zhipeng Hu
  • Wenjin Deng
  • Changjie Fan
  • Tangjie Lv
  • Yu Ding

For few-shot learning, it is still a critical challenge to realize photo-realistic face visually dubbing on high-resolution videos. Previous works fail to generate high-fidelity dubbing results. To address the above problem, this paper proposes a Deformation Inpainting Network (DINet) for high-resolution face visually dubbing. Different from previous works relying on multiple up-sample layers to directly generate pixels from latent embeddings, DINet performs spatial deformation on feature maps of reference images to better preserve high-frequency textural details. Specifically, DINet consists of one deformation part and one inpainting part. In the first part, five reference facial images adaptively perform spatial deformation to create deformed feature maps encoding mouth shapes at each frame, in order to align with input driving audio and also the head poses of input source images. In the second part, to produce face visually dubbing, a feature decoder is responsible for adaptively incorporating mouth movements from the deformed feature maps and other attributes (i.e., head pose and upper facial expression) from the source feature maps together. Finally, DINet achieves face visually dubbing with rich textural details. We conduct qualitative and quantitative comparisons to validate our DINet on high-resolution videos. The experimental results show that our method outperforms state-of-the-art works.

AAAI Conference 2023 Conference Paper

FlowFace: Semantic Flow-Guided Shape-Aware Face Swapping

  • Hao Zeng
  • Wei Zhang
  • Changjie Fan
  • Tangjie Lv
  • Suzhen Wang
  • Zhimeng Zhang
  • Bowen Ma
  • Lincheng Li

In this work, we propose a semantic flow-guided two-stage framework for shape-aware face swapping, namely FlowFace. Unlike most previous methods that focus on transferring the source inner facial features but neglect facial contours, our FlowFace can transfer both of them to a target face, thus leading to more realistic face swapping. Concretely, our FlowFace consists of a face reshaping network and a face swapping network. The face reshaping network addresses the shape outline differences between the source and target faces. It first estimates a semantic flow (i.e. face shape differences) between the source and the target face, and then explicitly warps the target face shape with the estimated semantic flow. After reshaping, the face swapping network generates inner facial features that exhibit the identity of the source face. We employ a pre-trained face masked autoencoder (MAE) to extract facial features from both the source face and the target face. In contrast to previous methods that use identity embedding to preserve identity information, the features extracted by our encoder can better capture facial appearances and identity information. Then, we develop a cross-attention fusion module to adaptively fuse inner facial features from the source face with the target facial attributes, thus leading to better identity preservation. Extensive quantitative and qualitative experiments on in-the-wild faces demonstrate that our FlowFace outperforms the state-of-the-art significantly.

AAAI Conference 2023 Conference Paper

StyleTalk: One-Shot Talking Head Generation with Controllable Speaking Styles

  • Yifeng Ma
  • Suzhen Wang
  • Zhipeng Hu
  • Changjie Fan
  • Tangjie Lv
  • Yu Ding
  • Zhidong Deng
  • Xin Yu

Different people speak with diverse personalized speaking styles. Although existing one-shot talking head methods have made significant progress in lip sync, natural facial expressions, and stable head motions, they still cannot generate diverse speaking styles in the final talking head videos. To tackle this problem, we propose a one-shot style-controllable talking face generation framework. In a nutshell, we aim to attain a speaking style from an arbitrary reference speaking video and then drive the one-shot portrait to speak with the reference speaking style and another piece of audio. Specifically, we first develop a style encoder to extract dynamic facial motion patterns of a style reference video and then encode them into a style code. Afterward, we introduce a style-controllable decoder to synthesize stylized facial animations from the speech content and style code. In order to integrate the reference speaking style into generated videos, we design a style-aware adaptive transformer, which enables the encoded style code to adjust the weights of the feed-forward layers accordingly. Thanks to the style-aware adaptation mechanism, the reference speaking style can be better embedded into synthesized videos during decoding. Extensive experiments demonstrate that our method is capable of generating talking head videos with diverse speaking styles from only one portrait image and an audio clip while achieving authentic visual effects. Project Page: https://github.com/FuxiVirtualHuman/styletalk.

AAAI Conference 2022 System Paper

EasySM: A Data-Driven Intelligent Decision Support System for Server Merge

  • Manhu Qu
  • Jie Huang
  • Hao Deng
  • Runze Wu
  • Xudong Shen
  • Jianrong Tao
  • Tangjie Lv

As independent social economic entities, game servers play a dominant role in building a living and attractive virtual world in massive multi-player online role-playing games (MMORPGs). We propose and implement a novel intelligent decision support system for server merge (SM) which could benefit the maintaining of game ecology at the macro level. The services provided by the system consist of server health diagnosis, server merge assessment, and combination strategy recommendation. In particular, we design an effective time series prediction algorithm to diagnose the health status of one server (e. g. , player activity) based on real game scenarios, and then select the servers with poor status from all servers. Moreover, to dig out the inherent development laws of servers from the historical merge records, we leverage a correlation measurement algorithm to find the historical merged servers that are similar to the servers to be merged and then evaluate the potential trend after merging, which can assist experts to make reasonable decisions. We deploy our system online for multiple MMORPGs and achieve sound online performance endorsed by the game operation team.

ICML Conference 2022 Conference Paper

Individual Reward Assisted Multi-Agent Reinforcement Learning

  • Li Wang
  • Yupeng Zhang
  • Yujing Hu
  • Weixun Wang
  • Chongjie Zhang
  • Yang Gao 0001
  • Jianye Hao
  • Tangjie Lv

In many real-world multi-agent systems, the sparsity of team rewards often makes it difficult for an algorithm to successfully learn a cooperative team policy. At present, the common way for solving this problem is to design some dense individual rewards for the agents to guide the cooperation. However, most existing works utilize individual rewards in ways that do not always promote teamwork and sometimes are even counterproductive. In this paper, we propose Individual Reward Assisted Team Policy Learning (IRAT), which learns two policies for each agent from the dense individual reward and the sparse team reward with discrepancy constraints for updating the two policies mutually. Experimental results in different scenarios, such as the Multi-Agent Particle Environment and the Google Research Football Environment, show that IRAT significantly outperforms the baseline methods and can greatly promote team policy learning without deviating from the original team objective, even when the individual rewards are misleading or conflict with the team rewards.

IJCAI Conference 2019 Conference Paper

Reinforcement Learning Experience Reuse with Policy Residual Representation

  • WenJi Zhou
  • Yang Yu
  • Yingfeng Chen
  • Kai Guan
  • Tangjie Lv
  • Changjie Fan
  • Zhi-Hua Zhou

Experience reuse is key to sample-efficient reinforcement learning. One of the critical issues is how the experience is represented and stored. Previously, the experience can be stored in the forms of features, individual models, and the average model, each lying at a different granularity. However, new tasks may require experience across multiple granularities. In this paper, we propose the policy residual representation (PRR) network, which can extract and store multiple levels of experience. PRR network is trained on a set of tasks with a multi-level architecture, where a module in each level corresponds to a subset of the tasks. Therefore, the PRR network represents the experience in a spectrum-like way. When training on a new task, PRR can provide different levels of experience for accelerating the learning. We experiment with the PRR network on a set of grid world navigation tasks, locomotion tasks, and fighting tasks in a video game. The results show that the PRR network leads to better reuse of experience and thus outperforms some state-of-the-art approaches.

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