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Yujing Hu

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29 papers
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29

NeurIPS Conference 2025 Conference Paper

Improving Reward Models with Proximal Policy Exploration for Preference-Based Reinforcement Learning

  • Yiwen Zhu
  • Jinyi Liu
  • Pengjie Gu
  • Yifu Yuan
  • Zhenxing Ge
  • Wenya Wei
  • Zhou Fang
  • Yujing Hu

Reinforcement learning (RL) heavily depends on well-designed reward functions, which are often biased and difficult to design for complex behaviors. Preference-based RL (PbRL) addresses this by learning reward models from human feedback, but its practicality is constrained by a critical dilemma: while existing methods reduce human effort through query optimization, they neglect the preference buffer's restricted coverage — a factor that fundamentally determines the reliability of reward model. We systematically demonstrate this limitation creates distributional mismatch: reward models trained on static buffers reliably assess in-distribution trajectories but falter with out-of-distribution (OOD) trajectories from policy exploration. Crucially, such failures in policy-proximal regions directly misguide iterative policy updates. To address this, we propose Proximal Policy Exploration (PPE) with two key components: (1) a proximal-policy extension method that expands exploration in undersampled policy-proximal regions, and (2) a mixture distribution query method that balances in-distribution and OOD trajectory sampling. By enhancing buffer coverage while preserving evaluation accuracy in policy-proximal regions, PPE enables more reliable policy updates. Experiments across continuous control tasks demonstrate that PPE enhances preference feedback utilization efficiency and RL sample efficiency over baselines, highlighting preference buffer coverage management's vital role in PbRL.

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.

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.

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.

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."

NeurIPS Conference 2024 Conference Paper

Unlock the Intermittent Control Ability of Model Free Reinforcement Learning

  • Jiashun Liu
  • Jianye Hao
  • Xiaotian Hao
  • Yi Ma
  • Yan Zheng
  • Yujing Hu
  • Tangji Lv

Intermittent control problems are common in real world. The interactions between the decision maker and the executor can be discontinuous (intermittent) due to various types of interruptions, e. g. unstable communication channel. Due to intermittent interaction, agents are unable to acquire the state sent by the executor and cannot transmit actions to the executor within a period of time step, i. e. bidirectional blockage, which may lead to inefficiencies of reinforcement learning policies and prevent the executors from completing the task. Such problem is not well studied in the RL community. In this paper, we model Intermittent control problem as an Intermittent Control Markov Decision Process, i. e agents are expected to generate action sequences corresponding to the unavailable states and transmit them before disabling interactions to ensure the smooth and effective motion of executors. However, directly generating multiple future actions in the original action space has unnatural motion issue and exploration difficulty. We propose M ulti-step A ction R epre S entation ( MARS ), which encodes a sequence of actions from the original action space to a compact and decodable latent space. Then based on the latent action sequence representation, the mainstream RL methods can be easily optimized to learn a smooth and efficient motion policy. Extensive experiments on simulation tasks and real-world robotic grasping tasks show that MARS significantly improves the learning efficiency and final performances compared with existing baselines.

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.

AAMAS Conference 2023 Conference Paper

Adaptive Value Decomposition with Greedy Marginal Contribution Computation for Cooperative Multi-Agent Reinforcement Learning

  • Shanqi Liu
  • Yujing Hu
  • Runze Wu
  • Dong Xing
  • Yu Xiong
  • Changjie Fan
  • Kun Kuang
  • Yong Liu

Real-world cooperation often requires intensive coordination among agents simultaneously. This task has been extensively studied within the framework of cooperative multi-agent reinforcement learning (MARL), and value decomposition methods are among those cuttingedge solutions. However, traditional methods that learn the value function as a monotonic mixing of per-agent utilities cannot solve the tasks with non-monotonic returns. This hinders their application in generic scenarios. Recent methods tackle this problem from the perspective of implicit credit assignment by learning value functions with complete expressiveness or using additional structures to improve cooperation. However, they are either difficult to learn due to large joint action spaces or insufficient to capture the complicated interactions among agents which are essential to solving tasks with non-monotonic returns. Moreover, applications in real-world scenarios usually require policies to be interpretable, but interpretability is limited in the implicit credit assignment methods. To address these problems, we propose a novel explicit credit assignment method to address the non-monotonic problem. Our method, Adaptive Value decomposition with Greedy Marginal contribution (AVGM), is based on an adaptive value decomposition that learns the cooperative value of a group of dynamically changing agents. We first illustrate that the proposed value decomposition can consider the complicated interactions among agents and is feasible to learn in large-scale scenarios. Then, our method uses a greedy marginal contribution computed from the value decomposition as an individual credit to incentivize agents to learn the optimal cooperative policy. We further extend the module with an action encoder to guarantee the linear time complexity for computing the greedy marginal contribution. Experimental results demonstrate that our method achieves significant performance improvements Proc. of the 22nd International Conference on Autonomous Agents and Multiagent Systems (AAMAS 2023), A. Ricci, W. Yeoh, N. Agmon, B. An (eds.), May 29 – June 2, 2023, London, United Kingdom. © 2023 International Foundation for Autonomous Agents and Multiagent Systems (www. ifaamas. org). All rights reserved. in several non-monotonic domains. Besides, we showcase that our model maintains a good sense of interpretability and rationality. This suggests our model can be applied to scenarios with more realistic demands.

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.

ICLR Conference 2023 Conference Paper

EUCLID: Towards Efficient Unsupervised Reinforcement Learning with Multi-choice Dynamics Model

  • Yifu Yuan
  • Jianye Hao
  • Fei Ni 0001
  • Yao Mu 0001
  • Yan Zheng 0002
  • Yujing Hu
  • Jinyi Liu 0002
  • Yingfeng Chen

Unsupervised reinforcement learning (URL) poses a promising paradigm to learn useful behaviors in a task-agnostic environment without the guidance of extrinsic rewards to facilitate the fast adaptation of various downstream tasks. Previous works focused on the pre-training in a model-free manner while lacking the study of transition dynamics modeling that leaves a large space for the improvement of sample efficiency in downstream tasks. To this end, we propose an Efficient Unsupervised Reinforcement Learning Framework with Multi-choice Dynamics model (EUCLID), which introduces a novel model-fused paradigm to jointly pre-train the dynamics model and unsupervised exploration policy in the pre-training phase, thus better leveraging the environmental samples and improving the downstream task sampling efficiency. However, constructing a generalizable model which captures the local dynamics under different behaviors remains a challenging problem. We introduce the multi-choice dynamics model that covers different local dynamics under different behaviors concurrently, which uses different heads to learn the state transition under different behaviors during unsupervised pre-training and selects the most appropriate head for prediction in the downstream task. Experimental results in the manipulation and locomotion domains demonstrate that EUCLID achieves state-of-the-art performance with high sample efficiency, basically solving the state-based URLB benchmark and reaching a mean normalized score of 104.0±1.2% in downstream tasks with 100k fine-tuning steps, which is equivalent to DDPG’s performance at 2M interactive steps with 20× more data. More visualization videos are released on our homepage.

ICLR Conference 2023 Conference Paper

Neural Episodic Control with State Abstraction

  • Zhuo Li 0021
  • Derui Zhu
  • Yujing Hu
  • Xiaofei Xie
  • Lei Ma 0003
  • Yan Zheng 0002
  • Yan Song
  • Yingfeng Chen

Existing Deep Reinforcement Learning (DRL) algorithms suffer from sample inefficiency. Generally, episodic control-based approaches are solutions that leverage highly rewarded past experiences to improve sample efficiency of DRL algorithms. However, previous episodic control-based approaches fail to utilize the latent information from the historical behaviors (\eg, state transitions, topological similarities, \etc) and lack scalability during DRL training. This work introduces Neural Episodic Control with State Abstraction (NECSA), a simple but effective state abstraction-based episodic control containing a more comprehensive episodic memory, a novel state evaluation, and a multi-step state analysis. We evaluate our approach to the MuJoCo and Atari tasks in OpenAI gym domains. The experimental results indicate that NECSA achieves higher sample efficiency than the state-of-the-art episodic control-based approaches. Our data and code are available at the project website\footnote{\url{https://sites.google.com/view/drl-necsa}}.

AAMAS Conference 2023 Conference Paper

Off-Beat Multi-Agent Reinforcement Learning

  • Wei Qiu
  • Weixun Wang
  • Rundong Wang
  • Bo An
  • Yujing Hu
  • Svetlana Obraztsova
  • Zinovi Rabinovich
  • Jianye Hao

We investigate cooperative multi-agent reinforcement learning in environments with off-beat actions, i. e. , all actions have execution durations. During execution durations, the environmental changes are not synchronised with action executions. To learn efficient multi-agent coordination in environments with off-beat actions, we propose a novel reward redistribution method built on our novel graph-based episodic memory. We name our solution method as LeGEM. Empirical results on stag-hunter game show that it significantly boosts multi-agent coordination.

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.

NeurIPS Conference 2021 Conference Paper

An Efficient Transfer Learning Framework for Multiagent Reinforcement Learning

  • Tianpei Yang
  • Weixun Wang
  • Hongyao Tang
  • Jianye Hao
  • Zhaopeng Meng
  • Hangyu Mao
  • Dong Li
  • Wulong Liu

Transfer Learning has shown great potential to enhance single-agent Reinforcement Learning (RL) efficiency. Similarly, Multiagent RL (MARL) can also be accelerated if agents can share knowledge with each other. However, it remains a problem of how an agent should learn from other agents. In this paper, we propose a novel Multiagent Policy Transfer Framework (MAPTF) to improve MARL efficiency. MAPTF learns which agent's policy is the best to reuse for each agent and when to terminate it by modeling multiagent policy transfer as the option learning problem. Furthermore, in practice, the option module can only collect all agent's local experiences for update due to the partial observability of the environment. While in this setting, each agent's experience may be inconsistent with each other, which may cause the inaccuracy and oscillation of the option-value's estimation. Therefore, we propose a novel option learning algorithm, the successor representation option learning to solve it by decoupling the environment dynamics from rewards and learning the option-value under each agent's preference. MAPTF can be easily combined with existing deep RL and MARL approaches, and experimental results show it significantly boosts the performance of existing methods in both discrete and continuous state spaces.

NeurIPS Conference 2021 Conference Paper

Episodic Multi-agent Reinforcement Learning with Curiosity-driven Exploration

  • Lulu Zheng
  • Jiarui Chen
  • Jianhao Wang
  • Jiamin He
  • Yujing Hu
  • Yingfeng Chen
  • Changjie Fan
  • Yang Gao

Efficient exploration in deep cooperative multi-agent reinforcement learning (MARL) still remains challenging in complex coordination problems. In this paper, we introduce a novel Episodic Multi-agent reinforcement learning with Curiosity-driven exploration, called EMC. We leverage an insight of popular factorized MARL algorithms that the ``induced" individual Q-values, i. e. , the individual utility functions used for local execution, are the embeddings of local action-observation histories, and can capture the interaction between agents due to reward backpropagation during centralized training. Therefore, we use prediction errors of individual Q-values as intrinsic rewards for coordinated exploration and utilize episodic memory to exploit explored informative experience to boost policy training. As the dynamics of an agent's individual Q-value function captures the novelty of states and the influence from other agents, our intrinsic reward can induce coordinated exploration to new or promising states. We illustrate the advantages of our method by didactic examples, and demonstrate its significant outperformance over state-of-the-art MARL baselines on challenging tasks in the StarCraft II micromanagement benchmark.

NeurIPS Conference 2021 Conference Paper

Towards Unifying Behavioral and Response Diversity for Open-ended Learning in Zero-sum Games

  • Xiangyu Liu
  • Hangtian Jia
  • Ying Wen
  • Yujing Hu
  • Yingfeng Chen
  • Changjie Fan
  • Zhipeng Hu
  • Yaodong Yang

Measuring and promoting policy diversity is critical for solving games with strong non-transitive dynamics where strategic cycles exist, and there is no consistent winner (e. g. , Rock-Paper-Scissors). With that in mind, maintaining a pool of diverse policies via open-ended learning is an attractive solution, which can generate auto-curricula to avoid being exploited. However, in conventional open-ended learning algorithms, there are no widely accepted definitions for diversity, making it hard to construct and evaluate the diverse policies. In this work, we summarize previous concepts of diversity and work towards offering a unified measure of diversity in multi-agent open-ended learning to include all elements in Markov games, based on both Behavioral Diversity (BD) and Response Diversity (RD). At the trajectory distribution level, we re-define BD in the state-action space as the discrepancies of occupancy measures. For the reward dynamics, we propose RD to characterize diversity through the responses of policies when encountering different opponents. We also show that many current diversity measures fall in one of the categories of BD or RD but not both. With this unified diversity measure, we design the corresponding diversity-promoting objective and population effectivity when seeking the best responses in open-ended learning. We validate our methods in both relatively simple games like matrix game, non-transitive mixture model, and the complex \textit{Google Research Football} environment. The population found by our methods reveals the lowest exploitability, highest population effectivity in matrix game and non-transitive mixture model, as well as the largest goal difference when interacting with opponents of various levels in \textit{Google Research Football}.

ICLR Conference 2020 Conference Paper

Action Semantics Network: Considering the Effects of Actions in Multiagent Systems

  • Weixun Wang
  • Tianpei Yang
  • Yong Liu 0007
  • Jianye Hao
  • Xiaotian Hao
  • Yujing Hu
  • Yingfeng Chen
  • Changjie Fan

In multiagent systems (MASs), each agent makes individual decisions but all of them contribute globally to the system evolution. Learning in MASs is difficult since each agent's selection of actions must take place in the presence of other co-learning agents. Moreover, the environmental stochasticity and uncertainties increase exponentially with the increase in the number of agents. Previous works borrow various multiagent coordination mechanisms into deep learning architecture to facilitate multiagent coordination. However, none of them explicitly consider action semantics between agents that different actions have different influences on other agents. In this paper, we propose a novel network architecture, named Action Semantics Network (ASN), that explicitly represents such action semantics between agents. ASN characterizes different actions' influence on other agents using neural networks based on the action semantics between them. ASN can be easily combined with existing deep reinforcement learning (DRL) algorithms to boost their performance. Experimental results on StarCraft II micromanagement and Neural MMO show ASN significantly improves the performance of state-of-the-art DRL approaches compared with several network architectures.

IJCAI Conference 2020 Conference Paper

Efficient Deep Reinforcement Learning via Adaptive Policy Transfer

  • Tianpei Yang
  • Jianye Hao
  • Zhaopeng Meng
  • Zongzhang Zhang
  • Yujing Hu
  • Yingfeng Chen
  • Changjie Fan
  • Weixun Wang

Transfer learning has shown great potential to accelerate Reinforcement Learning (RL) by leveraging prior knowledge from past learned policies of relevant tasks. Existing approaches either transfer previous knowledge by explicitly computing similarities between tasks or select appropriate source policies to provide guided explorations. However, how to directly optimize the target policy by alternatively utilizing knowledge from appropriate source policies without explicitly measuring the similarities is currently missing. In this paper, we propose a novel Policy Transfer Framework (PTF) by taking advantage of this idea. PTF learns when and which source policy is the best to reuse for the target policy and when to terminate it by modeling multi-policy transfer as an option learning problem. PTF can be easily combined with existing DRL methods and experimental results show it significantly accelerates RL and surpasses state-of-the-art policy transfer methods in terms of learning efficiency and final performance in both discrete and continuous action spaces.

AAAI Conference 2020 Conference Paper

From Few to More: Large-Scale Dynamic Multiagent Curriculum Learning

  • Weixun Wang
  • Tianpei Yang
  • Yong Liu
  • Jianye Hao
  • Xiaotian Hao
  • Yujing Hu
  • Yingfeng Chen
  • Changjie Fan

A lot of efforts have been devoted to investigating how agents can learn effectively and achieve coordination in multiagent systems. However, it is still challenging in large-scale multiagent settings due to the complex dynamics between the environment and agents and the explosion of state-action space. In this paper, we design a novel Dynamic Multiagent Curriculum Learning (DyMA-CL) to solve large-scale problems by starting from learning on a multiagent scenario with a small size and progressively increasing the number of agents. We propose three transfer mechanisms across curricula to accelerate the learning process. Moreover, due to the fact that the state dimension varies across curricula, and existing network structures cannot be applied in such a transfer setting since their network input sizes are fixed. Therefore, we design a novel network structure called Dynamic Agent-number Network (DyAN) to handle the dynamic size of the network input. Experimental results show that DyMA-CL using DyAN greatly improves the performance of large-scale multiagent learning compared with state-of-the-art deep reinforcement learning approaches. We also investigate the influence of three transfer mechanisms across curricula through extensive simulations.

NeurIPS Conference 2020 Conference Paper

Learning to Utilize Shaping Rewards: A New Approach of Reward Shaping

  • Yujing Hu
  • Weixun Wang
  • Hangtian Jia
  • Yixiang Wang
  • Yingfeng Chen
  • Jianye Hao
  • Feng Wu
  • Changjie Fan

Reward shaping is an effective technique for incorporating domain knowledge into reinforcement learning (RL). Existing approaches such as potential-based reward shaping normally make full use of a given shaping reward function. However, since the transformation of human knowledge into numeric reward values is often imperfect due to reasons such as human cognitive bias, completely utilizing the shaping reward function may fail to improve the performance of RL algorithms. In this paper, we consider the problem of adaptively utilizing a given shaping reward function. We formulate the utilization of shaping rewards as a bi-level optimization problem, where the lower level is to optimize policy using the shaping rewards and the upper level is to optimize a parameterized shaping weight function for true reward maximization. We formally derive the gradient of the expected true reward with respect to the shaping weight function parameters and accordingly propose three learning algorithms based on different assumptions. Experiments in sparse-reward cartpole and MuJoCo environments show that our algorithms can fully exploit beneficial shaping rewards, and meanwhile ignore unbeneficial shaping rewards or even transform them into beneficial ones.

AAAI Conference 2020 Conference Paper

Multi-Agent Game Abstraction via Graph Attention Neural Network

  • Yong Liu
  • Weixun Wang
  • Yujing Hu
  • Jianye Hao
  • Xingguo Chen
  • Yang Gao

In large-scale multi-agent systems, the large number of agents and complex game relationship cause great difficulty for policy learning. Therefore, simplifying the learning process is an important research issue. In many multi-agent systems, the interactions between agents often happen locally, which means that agents neither need to coordinate with all other agents nor need to coordinate with others all the time. Traditional methods attempt to use pre-defined rules to capture the interaction relationship between agents. However, the methods cannot be directly used in a large-scale environment due to the difficulty of transforming the complex interactions between agents into rules. In this paper, we model the relationship between agents by a complete graph and propose a novel game abstraction mechanism based on two-stage attention network (G2ANet), which can indicate whether there is an interaction between two agents and the importance of the interaction. We integrate this detection mechanism into graph neural network-based multi-agent reinforcement learning for conducting game abstraction and propose two novel learning algorithms GA-Comm and GA-AC. We conduct experiments in Traffic Junction and Predator-Prey. The results indicate that the proposed methods can simplify the learning process and meanwhile get better asymptotic performance compared with state-of-the-art algorithms.

ICML Conference 2020 Conference Paper

Q-value Path Decomposition for Deep Multiagent Reinforcement Learning

  • Yaodong Yang 0002
  • Jianye Hao
  • Guangyong Chen
  • Hongyao Tang
  • Yingfeng Chen
  • Yujing Hu
  • Changjie Fan
  • Zhongyu Wei

Recently, deep multiagent reinforcement learning (MARL) has become a highly active research area as many real-world problems can be inherently viewed as multiagent systems. A particularly interesting and widely applicable class of problems is the partially observable cooperative multiagent setting, in which a team of agents learns to coordinate their behaviors conditioning on their private observations and commonly shared global reward signals. One natural solution is to resort to the centralized training and decentralized execution paradigm and during centralized training, one key challenge is the multiagent credit assignment: how to allocate the global rewards for individual agent policies for better coordination towards maximizing system-level’s benefits. In this paper, we propose a new method called Q-value Path Decomposition (QPD) to decompose the system’s global Q-values into individual agents’ Q-values. Unlike previous works which restrict the representation relation of the individual Q-values and the global one, we leverage the integrated gradient attribution technique into deep MARL to directly decompose global Q-values along trajectory paths to assign credits for agents. We evaluate QPD on the challenging StarCraft II micromanagement tasks and show that QPD achieves the state-of-the-art performance in both homogeneous and heterogeneous multiagent scenarios compared with existing cooperative MARL algorithms.

IJCAI Conference 2019 Conference Paper

Explicitly Coordinated Policy Iteration

  • Yujing Hu
  • Yingfeng Chen
  • Changjie Fan
  • Jianye Hao

Coordination on an optimal policy between independent learners in fully cooperative stochastic games is difficult due to problems such as relative overgeneralization and miscoordination. Most state-of-the-art algorithms apply fusion heuristics on agents' optimistic and average rewards, by which coordination between agents can be achieved implicitly. However, such implicit coordination faces practical issues such as tedious parameter-tuning in real world applications. The lack of an explicit coordination mechanism may also lead to a low likelihood of coordination in problems with multiple optimal policies. Based on the necessary conditions of an optimal policy, we propose the explicitly coordinated policy iteration (EXCEL) algorithm which always forces agents to coordinate by comparing the agents' separated optimistic and average value functions. We also propose three solutions for deep reinforcement learning extensions of EXCEL. Extensive experiments in matrix games (from 2-agent 2-action games to 5-agent 20-action games) and stochastic games (from 2-agent games to 5-agent games) show that EXCEL has better performance than the state-of-the-art algorithms (such as faster convergence and better coordination).

IJCAI Conference 2019 Conference Paper

Value Function Transfer for Deep Multi-Agent Reinforcement Learning Based on N-Step Returns

  • Yong Liu
  • Yujing Hu
  • Yang Gao
  • Yingfeng Chen
  • Changjie Fan

Many real-world problems, such as robot control and soccer game, are naturally modeled as sparse-interaction multi-agent systems. Reutilizing single-agent knowledge in multi-agent systems with sparse interactions can greatly accelerate the multi-agent learning process. Previous works rely on bisimulation metric to define Markov decision process (MDP) similarity for controlling knowledge transfer. However, bisimulation metric is costly to compute and is not suitable for high-dimensional state space problems. In this work, we propose more scalable transfer learning methods based on a novel MDP similarity concept. We start by defining the MDP similarity based on the N-step return (NSR) values of an MDP. Then, we propose two knowledge transfer methods based on deep neural networks called direct value function transfer and NSR-based value function transfer. We conduct experiments in image-based grid world, multi-agent particle environment (MPE) and Ms. Pac-Man game. The results indicate that the proposed methods can significantly accelerate multi-agent reinforcement learning and meanwhile get better asymptotic performance.

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