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Albert Wang

Publications and source records attributed to Albert Wang.

8 recordsLinked to original sources

EMAgnet: Parameter-Space EMA Regularization for Policy Gradient Self-Play in Large Games

Recent work has established that regularized policy gradient methods such as PPO, when used in self-play, can match or exceed specialized game-theoretic algorithms for solving two-player zero-sum imperfect-information games. The uniform distribution has emerged as a strong policy regularization target for this purpose, but it regularizes equally toward all actions regardless of their viability. We introduce EMAgnet, which instead regularizes toward an exponential moving average (EMA) of the last-iterate policy's parameters, providing an adaptive regularization target that evolves with the agent's improving strategy. We evaluate EMAgnet on both standard two-player zero-sum benchmarks and modified benchmarks with exploration challenges and large numbers of strictly dominated strategies. Relative to PPO self-play with uniform-magnet regularization under both linear and power-law annealing schedules, EMAgnet achieves lower exploitability in the majority of tested environments, with consistent performance gains across games containing strictly dominated strategies.

cs.LG

AI tutoring can safely and effectively support students: An exploratory RCT in UK classrooms

One-to-one tutoring is widely considered the gold standard for personalized education, yet it remains prohibitively expensive to scale. To evaluate whether generative AI might help expand access to this resource, we conducted an exploratory randomized controlled trial (RCT) with $N = 165$ students across five UK secondary schools. We integrated LearnLM -- a generative AI model fine-tuned for pedagogy -- into chat-based tutoring sessions on the Eedi mathematics platform. In the RCT, expert tutors directly supervised LearnLM, with the remit to revise each message it drafted until they would be satisfied sending it themselves. LearnLM proved to be a reliable source of pedagogical instruction, with supervising tutors approving 76.4% of its drafted messages making zero or minimal edits (i.e., changing only one or two characters). This translated into effective tutoring support: students guided by LearnLM performed at least as well as students chatting with human tutors on each learning outcome we measured. In fact, students who received support from LearnLM were 5.5 percentage points more likely to solve novel problems on subsequent topics (with a success rate of 66.2%) than those who received tutoring from human tutors alone (rate of 60.7%). In interviews, tutors highlighted LearnLM's strength at drafting Socratic questions that encouraged deeper reflection from students, with multiple tutors even reporting that they learned new pedagogical practices from the model. Overall, our results suggest that pedagogically fine-tuned AI tutoring systems may play a promising role in delivering effective, individualized learning support at scale.

cs.CY

CUDA-L2: Surpassing cuBLAS Performance for Matrix Multiplication through Reinforcement Learning

In this paper, we propose CUDA-L2, a system that combines large language models (LLMs) and reinforcement learning (RL) to automatically optimize Half-precision General Matrix Multiply (HGEMM) CUDA kernels. Using CUDA execution speed as the RL reward, CUDA-L2 automatically optimizes HGEMM kernels across 1,000 configurations. CUDA-L2 systematically outperforms major matmul baselines to date, from the widely-used torch.matmul to state-of-the-art Nvidia's closed-source libraries, i.e., cuBLAS, cuBLASLt. In offline mode, where kernels are executed consecutively without time intervals, CUDA-L2 yields +22.0% over torch.matmul on average; +19.2% over cuBLAS using the optimal layout configuration (normal-normal NN and transposed-normal TN); +16.8% over cuBLASLt-heuristic, which queries cuBLASLt library and selects the algorithm based on the heuristic's suggestion; and +11.4% over the most competitive cuBLASLt-AutoTuning model, which selects the fastest algorithm from up to 100 candidates from cuBLASLt's suggestions. In server mode, where kernels are executed at random intervals simulating real-time inference, the speedups further increase to +28.7%, +26.0%, +22.4%, and +15.9% for torch.matmul, cuBLAS, cuBLASLt-heuristic, and cuBLASLt-AutoTuning respectively. CUDA-L2 shows that even the most performance-critical, heavily-optimized kernels like HGEMM can be improved through LLM-guided RL automation by systematically exploring configuration spaces at scales impractical for humans. Project and code can be found at github.com/ornith-ai/CUDA-L2

cs.LG

CRINN: Contrastive Reinforcement Learning for Approximate Nearest Neighbor Search

Approximate nearest-neighbor search (ANNS) algorithms have become increasingly critical for recent AI applications, particularly in retrieval-augmented generation (RAG) and agent-based LLM applications. In this paper, we present CRINN, a new paradigm for ANNS algorithms. CRINN treats ANNS optimization as a reinforcement learning problem where execution speed serves as the reward signal. This approach enables the automatic generation of progressively faster ANNS implementations while maintaining accuracy constraints. Our experimental evaluation demonstrates CRINN's effectiveness across six widely-used NNS benchmark datasets. When compared against state-of-the-art open-source ANNS algorithms, CRINN achieves best performance on three of them (GIST-960-Euclidean, MNIST-784-Euclidean, and GloVe-25-angular), and tied for first place on two of them (SIFT-128-Euclidean and GloVe-25-angular). The implications of CRINN's success reach well beyond ANNS optimization: It validates that LLMs augmented with reinforcement learning can function as an effective tool for automating sophisticated algorithmic optimizations that demand specialized knowledge and labor-intensive manual refinement. Code can be found at https://github.com/ornith-ai/CRINN

cs.LG

CUDA-L1: Improving CUDA Optimization via Contrastive Reinforcement Learning

The exponential growth in demand for GPU computing resources has created an urgent need for automated CUDA optimization strategies. While recent advances in LLMs show promise for code generation, current SOTA models achieve low success rates in improving CUDA speed. In this paper, we introduce CUDA-L1, an automated reinforcement learning framework for CUDA optimization that employs a novel contrastive RL algorithm. CUDA-L1 achieves significant performance improvements on the CUDA optimization task: trained on A100, it delivers an average speedup of x3.12 with a median speedup of x1.42 against default baselines over across all 250 CUDA kernels of KernelBench, with peak speedups reaching x120. In addition to the default baseline provided by KernelBench, CUDA-L1 demonstrates x2.77 over Torch Compile, x2.88 over Torch Compile with reduce overhead, x2.81 over CUDA Graph implementations, and x7.72 over cuDNN libraries. Furthermore, the model also demonstrates portability across different GPU architectures. Beyond these benchmark results, CUDA-L1 demonstrates several properties: it 1) discovers a variety of CUDA optimization techniques and learns to combine them strategically to achieve optimal performance; 2) uncovers fundamental principles of CUDA optimization, such as the multiplicative nature of optimizations; 3) identifies non-obvious performance bottlenecks and rejects seemingly beneficial optimizations that actually harm performance. The capabilities demonstrate that, RL can transform an initially poor-performing LLM into an effective CUDA optimizer through speedup-based reward signals alone, without human expertise or domain knowledge. This paradigm opens possibilities for automated optimization of CUDA operations, and holds promise to substantially promote GPU efficiency and alleviate the rising pressure on GPU computing resources.

cs.AI

Human-like Bots for Tactical Shooters Using Compute-Efficient Sensors

Artificial intelligence (AI) has enabled agents to master complex video games, from first-person shooters like Counter-Strike to real-time strategy games such as StarCraft II and racing games like Gran Turismo. While these achievements are notable, applying these AI methods in commercial video game production remains challenging due to computational constraints. In commercial scenarios, the majority of computational resources are allocated to 3D rendering, leaving limited capacity for AI methods, which often demand high computational power, particularly those relying on pixel-based sensors. Moreover, the gaming industry prioritizes creating human-like behavior in AI agents to enhance player experience, unlike academic models that focus on maximizing game performance. This paper introduces a novel methodology for training neural networks via imitation learning to play a complex, commercial-standard, VALORANT-like 2v2 tactical shooter game, requiring only modest CPU hardware during inference. Our approach leverages an innovative, pixel-free perception architecture using a small set of ray-cast sensors, which capture essential spatial information efficiently. These sensors allow AI to perform competently without the computational overhead of traditional methods. Models are trained to mimic human behavior using supervised learning on human trajectory data, resulting in realistic and engaging AI agents. Human evaluation tests confirm that our AI agents provide human-like gameplay experiences while operating efficiently under computational constraints. This offers a significant advancement in AI model development for tactical shooter games and possibly other genres.

cs.HC

Multi-Agent Path Finding with Real Robot Dynamics and Interdependent Tasks for Automated Warehouses

Multi-Agent Path Finding (MAPF) is an important optimization problem underlying the deployment of robots in automated warehouses and factories. Despite the large body of work on this topic, most approaches make heavy simplifications, both on the environment and the agents, which make the resulting algorithms impractical for real-life scenarios. In this paper, we consider a realistic problem of online order delivery in a warehouse, where a fleet of robots bring the products belonging to each order from shelves to workstations. This creates a stream of inter-dependent pickup and delivery tasks and the associated MAPF problem consists of computing realistic collision-free robot trajectories fulfilling these tasks. To solve this MAPF problem, we propose an extension of the standard Prioritized Planning algorithm to deal with the inter-dependent tasks (Interleaved Prioritized Planning) and a novel Via-Point Star (VP*) algorithm to compute an optimal dynamics-compliant robot trajectory to visit a sequence of goal locations while avoiding moving obstacles. We prove the completeness of our approach and evaluate it in simulation as well as in a real warehouse.

cs.RO

Anticipatory Fictitious Play

Fictitious play is an algorithm for computing Nash equilibria of matrix games. Recently, machine learning variants of fictitious play have been successfully applied to complicated real-world games. This paper presents a simple modification of fictitious play which is a strict improvement over the original: it has the same theoretical worst-case convergence rate, is equally applicable in a machine learning context, and enjoys superior empirical performance. We conduct an extensive comparison of our algorithm with fictitious play, proving an optimal convergence rate for certain classes of games, demonstrating superior performance numerically across a variety of games, and concluding with experiments that extend these algorithms to the setting of deep multiagent reinforcement learning.

cs.GT