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Yu-Cheng Chen

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7 papers
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7

NeurIPS Conference 2025 Conference Paper

Learning Human-Like RL Agents Through Trajectory Optimization With Action Quantization

  • Jian-Ting Guo
  • Yu-Cheng Chen
  • Ping-Chun Hsieh
  • Kuo-Hao Ho
  • Po-Wei Huang
  • Ti-Rong Wu
  • I-Chen Wu

Human-like agents have long been one of the goals in pursuing artificial intelligence. Although reinforcement learning (RL) has achieved superhuman performance in many domains, relatively little attention has been focused on designing human-like RL agents. As a result, many reward-driven RL agents often exhibit unnatural behaviors compared to humans, raising concerns for both interpretability and trustworthiness. To achieve human-like behavior in RL, this paper first formulates human-likeness as trajectory optimization, where the objective is to find an action sequence that closely aligns with human behavior while also maximizing rewards, and adapts the classic receding-horizon control to human-like learning as a tractable and efficient implementation. To achieve this, we introduce Macro Action Quantization (MAQ), a human-like RL framework that distills human demonstrations into macro actions via Vector-Quantized VAE. Experiments on D4RL Adroit benchmarks show that MAQ significantly improves human-likeness, increasing trajectory similarity scores, and achieving the highest human-likeness rankings among all RL agents in the human evaluation study. Our results also demonstrate that MAQ can be easily integrated into various off-the-shelf RL algorithms, opening a promising direction for learning human-like RL agents. Our code is available at https: //rlg. iis. sinica. edu. tw/papers/MAQ.

IROS Conference 2024 Conference Paper

Gradient-based Regularization for Action Smoothness in Robotic Control with Reinforcement Learning

  • I Lee
  • Hoang-Giang Cao
  • Cong-Tinh Dao
  • Yu-Cheng Chen
  • I-Chen Wu

Deep Reinforcement Learning (DRL) has achieved remarkable success, ranging from complex computer games to real-world applications, showing the potential for intelligent agents capable of learning in dynamic environments. However, its application in real-world scenarios presents challenges, including the jerky problem, in which jerky trajectories not only compromise system safety but also increase power consumption and shorten the service life of robotic and autonomous systems. To address jerky actions, a method called conditioning for action policy smoothness (CAPS) was proposed by adding regularization terms to reduce the action changes. This paper further proposes a novel method, named Gradient-based CAPS (Grad-CAPS), that modifies CAPS by reducing the difference in the gradient of action and then uses displacement normalization to enable the agent to adapt to invariant action scales. Consequently, our method effectively reduces zigzagging action sequences while enhancing policy expressiveness and the adaptability of our method across diverse scenarios and environments. In the experiments, we integrated Grad-CAPS with different reinforcement learning algorithms and evaluated its performance on various robotic-related tasks in DeepMind Control Suite and OpenAI Gym environments. The results demonstrate that Grad-CAPS effectively improves performance while maintaining a comparable level of smoothness compared to CAPS and Vanilla agents.

TMLR Journal 2024 Journal Article

Identifying and Clustering Counter Relationships of Team Compositions in PvP Games for Efficient Balance Analysis

  • Chiu-Chou Lin
  • Yu-Wei Shih
  • Kuei-Ting Kuo
  • Yu-Cheng Chen
  • Chien-Hua Chen
  • Wei-Chen Chiu
  • I-Chen Wu

\textbf{How can balance be quantified in game settings?} This question is crucial for game designers, especially in player-versus-player (PvP) games, where analyzing the strength relations among predefined team compositions—such as hero combinations in multiplayer online battle arena (MOBA) games or decks in card games—is essential for enhancing gameplay and achieving balance. We have developed two advanced measures that extend beyond the simplistic win rate to quantify balance in zero-sum competitive scenarios. These measures are derived from win value estimations, which employ strength rating approximations via the Bradley-Terry model and counter relationship approximations via vector quantization, significantly reducing the computational complexity associated with traditional win value estimations. Throughout the learning process of these models, we identify useful categories of compositions and pinpoint their counter relationships, aligning with the experiences of human players without requiring specific game knowledge. Our methodology hinges on a simple technique to enhance codebook utilization in discrete representation with a deterministic vector quantization process for an extremely small state space. Our framework has been validated in popular online games, including \textit{Age of Empires II}, \textit{Hearthstone}, \textit{Brawl Stars}, and \textit{League of Legends}. The accuracy of the observed strength relations in these games is comparable to traditional pairwise win value predictions, while also offering a more manageable complexity for analysis. Ultimately, our findings contribute to a deeper understanding of PvP game dynamics and present a methodology that significantly improves game balance evaluation and design.

JBHI Journal 2021 Journal Article

Deep Learning Methods for Lung Cancer Segmentation in Whole-Slide Histopathology Images—The ACDC@LungHP Challenge 2019

  • Zhang Li
  • Jiehua Zhang
  • Tao Tan
  • Xichao Teng
  • Xiaoliang Sun
  • Hong Zhao
  • Lihong Liu
  • Yang Xiao

Accurate segmentation of lung cancer in pathology slides is a critical step in improving patient care. We proposed the ACDC@LungHP (Automatic Cancer Detection and Classification in Whole-slide Lung Histopathology) challenge for evaluating different computer-aided diagnosis (CADs) methods on the automatic diagnosis of lung cancer. The ACDC@LungHP 2019 focused on segmentation (pixel-wise detection) of cancer tissue in whole slide imaging (WSI), using an annotated dataset of 150 training images and 50 test images from 200 patients. This paper reviews this challenge and summarizes the top 10 submitted methods for lung cancer segmentation. All methods were evaluated using metrics using the precision, accuracy, sensitivity, specificity, and DICE coefficient (DC). The DC ranged from 0. 7354 $\pm$ 0. 1149 to 0. 8372 $\pm$ 0. 0858. The DC of the best method was close to the inter-observer agreement (0. 8398 $\pm$ 0. 0890). All methods were based on deep learning and categorized into two groups: multi-model method and single model method. In general, multi-model methods were significantly better ( p $< $ 0. 01) than single model methods, with mean DC of 0. 7966 and 0. 7544, respectively. Deep learning based methods could potentially help pathologists find suspicious regions for further analysis of lung cancer in WSI.

ICML Conference 2019 Conference Paper

A Gradual, Semi-Discrete Approach to Generative Network Training via Explicit Wasserstein Minimization

  • Yu-Cheng Chen
  • Matus Telgarsky
  • Chao Zhang 0014
  • Bolton Bailey
  • Daniel J. Hsu
  • Jian Peng 0001

This paper provides a simple procedure to fit generative networks to target distributions, with the goal of a small Wasserstein distance (or other optimal transport costs). The approach is based on two principles: (a) if the source randomness of the network is a continuous distribution (the "semi-discrete" setting), then the Wasserstein distance is realized by a deterministic optimal transport mapping; (b) given an optimal transport mapping between a generator network and a target distribution, the Wasserstein distance may be decreased via a regression between the generated data and the mapped target points. The procedure here therefore alternates these two steps, forming an optimal transport and regressing against it, gradually adjusting the generator network towards the target distribution. Mathematically, this approach is shown to minimize the Wasserstein distance to both the empirical target distribution, and also its underlying population counterpart. Empirically, good performance is demonstrated on the training and testing sets of the MNIST and Thin-8 data. The paper closes with a discussion of the unsuitability of the Wasserstein distance for certain tasks, as has been identified in prior work (Arora et al. , 2017; Huang et al. , 2017).

ICRA Conference 2019 Conference Paper

Learning Recursive Bayesian Nonparametric Modeling of Moving Targets via Mobile Decentralized Sensors

  • Chang Liu 0002
  • Yu-Cheng Chen
  • Jake Gemerek
  • Hengye Yang
  • Silvia Ferrari

Bayesian nonparametric models, such as the Dirichlet Process Gaussian Process (DPGP), have been shown very effective at learning models of dynamic targets exclusively from data. Previous work on batch DPGP learning and inference, however, ceases to be efficient in multi-sensor applications that require decentralized measurements to be obtained sequentially over time. Batch processing, in this case, leads to redundant computations that may hinder online applicability. This paper develops a recursive approach for DPGP learning and inference in which a novel Dirichlet Process prior based on Wasserstein metric is used for measuring the similarity between multiple Gaussian Processes (GPs). Combined with the GP recursive fusion law, the proposed recursive DPGP fusion approach enables efficient online data fusion. The problem of active sensing for recursive DPGP learning and inference is also investigated by uncertainty reduction via expected mutual information. Simulation and experimental results show that the proposed approach successfully learns the models of moving targets and outperforms existing benchmark methods.

IROS Conference 2007 Conference Paper

Obstacle avoidance and role assignment algorithms for robot formation control

  • Yu-Cheng Chen
  • Yin-Tien Wang

An obstacle avoidance mechanism is developed in this paper for formation control of multiple mobile robots. This mechanism is designed based on the sequential situations when the robots likely have a chance to collide with each other. First, the obstacle avoidance is enabled if the distance between robot and obstacle is smaller than a designed distance and the obstacle is located on the way where the robot is moving to. Second, the time to turn on the mechanism for obstacle avoidance is decided by a predefined distance. Finally, an alternative path is generated for the robot to avoid obstacles by using a vector operation. Meanwhile, a robot behavior-based formation control is also constructed which has architecture of three levels. The developed mechanism is applied to the formation control of a group omni-directional driven robots. Simulation and experimental results show that the proposed algorithm is efficient for robot formation control.

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