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Bo An

Publications and source records attributed to Bo An.

At least 163 records · Page 9Linked to original sources

IMM: An Imitative Reinforcement Learning Approach with Predictive Representation Learning for Automatic Market Making

Market making (MM) has attracted significant attention in financial trading owing to its essential function in ensuring market liquidity. With strong capabilities in sequential decision-making, Reinforcement Learning (RL) technology has achieved remarkable success in quantitative trading. Nonetheless, most existing RL-based MM methods focus on optimizing single-price level strategies which fail at frequent order cancellations and loss of queue priority. Strategies involving multiple price levels align better with actual trading scenarios. However, given the complexity that multi-price level strategies involves a comprehensive trading action space, the challenge of effectively training profitable RL agents for MM persists. Inspired by the efficient workflow of professional human market makers, we propose Imitative Market Maker (IMM), a novel RL framework leveraging both knowledge from suboptimal signal-based experts and direct policy interactions to develop multi-price level MM strategies efficiently. The framework start with introducing effective state and action representations adept at encoding information about multi-price level orders. Furthermore, IMM integrates a representation learning unit capable of capturing both short- and long-term market trends to mitigate adverse selection risk. Subsequently, IMM formulates an expert strategy based on signals and trains the agent through the integration of RL and imitation learning techniques, leading to efficient learning. Extensive experimental results on four real-world market datasets demonstrate that IMM outperforms current RL-based market making strategies in terms of several financial criteria. The findings of the ablation study substantiate the effectiveness of the model components.

cs.LG↗

Controlling Type Confounding in Ad Hoc Teamwork with Instance-wise Teammate Feedback Rectification

Ad hoc teamwork requires an agent to cooperate with unknown teammates without prior coordination. Many works propose to abstract teammate instances into high-level representation of types and then pre-train the best response for each type. However, most of them do not consider the distribution of teammate instances within a type. This could expose the agent to the hidden risk of \emph{type confounding}. In the worst case, the best response for an abstract teammate type could be the worst response for all specific instances of that type. This work addresses the issue from the lens of causal inference. We first theoretically demonstrate that this phenomenon is due to the spurious correlation brought by uncontrolled teammate distribution. Then, we propose our solution, CTCAT, which disentangles such correlation through an instance-wise teammate feedback rectification. This operation reweights the interaction of teammate instances within a shared type to reduce the influence of type confounding. The effect of CTCAT is evaluated in multiple domains, including classic ad hoc teamwork tasks and real-world scenarios. Results show that CTCAT is robust to the influence of type confounding, a practical issue that directly hazards the robustness of our trained agents but was unnoticed in previous works.

cs.MA↗

Weakly Supervised Regression with Interval Targets

This paper investigates an interesting weakly supervised regression setting called regression with interval targets (RIT). Although some of the previous methods on relevant regression settings can be adapted to RIT, they are not statistically consistent, and thus their empirical performance is not guaranteed. In this paper, we provide a thorough study on RIT. First, we proposed a novel statistical model to describe the data generation process for RIT and demonstrate its validity. Second, we analyze a simple selection method for RIT, which selects a particular value in the interval as the target value to train the model. Third, we propose a statistically consistent limiting method for RIT to train the model by limiting the predictions to the interval. We further derive an estimation error bound for our limiting method. Finally, extensive experiments on various datasets demonstrate the effectiveness of our proposed method.

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ResAct: Reinforcing Long-term Engagement in Sequential Recommendation with Residual Actor

Long-term engagement is preferred over immediate engagement in sequential recommendation as it directly affects product operational metrics such as daily active users (DAUs) and dwell time. Meanwhile, reinforcement learning (RL) is widely regarded as a promising framework for optimizing long-term engagement in sequential recommendation. However, due to expensive online interactions, it is very difficult for RL algorithms to perform state-action value estimation, exploration and feature extraction when optimizing long-term engagement. In this paper, we propose ResAct which seeks a policy that is close to, but better than, the online-serving policy. In this way, we can collect sufficient data near the learned policy so that state-action values can be properly estimated, and there is no need to perform online exploration. ResAct optimizes the policy by first reconstructing the online behaviors and then improving it via a Residual Actor. To extract long-term information, ResAct utilizes two information-theoretical regularizers to confirm the expressiveness and conciseness of features. We conduct experiments on a benchmark dataset and a large-scale industrial dataset which consists of tens of millions of recommendation requests. Experimental results show that our method significantly outperforms the state-of-the-art baselines in various long-term engagement optimization tasks.

cs.IR↗

Partial-Label Regression

Partial-label learning is a popular weakly supervised learning setting that allows each training example to be annotated with a set of candidate labels. Previous studies on partial-label learning only focused on the classification setting where candidate labels are all discrete, which cannot handle continuous labels with real values. In this paper, we provide the first attempt to investigate partial-label regression, where each training example is annotated with a set of real-valued candidate labels. To solve this problem, we first propose a simple baseline method that takes the average loss incurred by candidate labels as the predictive loss. The drawback of this method lies in that the loss incurred by the true label may be overwhelmed by other false labels. To overcome this drawback, we propose an identification method that takes the least loss incurred by candidate labels as the predictive loss. We further improve it by proposing a progressive identification method to differentiate candidate labels using progressively updated weights for incurred losses. We prove that the latter two methods are model-consistent and provide convergence analyses. Our proposed methods are theoretically grounded and can be compatible with any models, optimizers, and losses. Experiments validate the effectiveness of our proposed methods.

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Mitigating Memorization of Noisy Labels by Clipping the Model Prediction

In the presence of noisy labels, designing robust loss functions is critical for securing the generalization performance of deep neural networks. Cross Entropy (CE) loss has been shown to be not robust to noisy labels due to its unboundedness. To alleviate this issue, existing works typically design specialized robust losses with the symmetric condition, which usually lead to the underfitting issue. In this paper, our key idea is to induce a loss bound at the logit level, thus universally enhancing the noise robustness of existing losses. Specifically, we propose logit clipping (LogitClip), which clamps the norm of the logit vector to ensure that it is upper bounded by a constant. In this manner, CE loss equipped with our LogitClip method is effectively bounded, mitigating the overfitting to examples with noisy labels. Moreover, we present theoretical analyses to certify the noise-tolerant ability of LogitClip. Extensive experiments show that LogitClip not only significantly improves the noise robustness of CE loss, but also broadly enhances the generalization performance of popular robust losses.

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PrefRec: Recommender Systems with Human Preferences for Reinforcing Long-term User Engagement

Current advances in recommender systems have been remarkably successful in optimizing immediate engagement. However, long-term user engagement, a more desirable performance metric, remains difficult to improve. Meanwhile, recent reinforcement learning (RL) algorithms have shown their effectiveness in a variety of long-term goal optimization tasks. For this reason, RL is widely considered as a promising framework for optimizing long-term user engagement in recommendation. Though promising, the application of RL heavily relies on well-designed rewards, but designing rewards related to long-term user engagement is quite difficult. To mitigate the problem, we propose a novel paradigm, recommender systems with human preferences (or Preference-based Recommender systems), which allows RL recommender systems to learn from preferences about users historical behaviors rather than explicitly defined rewards. Such preferences are easily accessible through techniques such as crowdsourcing, as they do not require any expert knowledge. With PrefRec, we can fully exploit the advantages of RL in optimizing long-term goals, while avoiding complex reward engineering. PrefRec uses the preferences to automatically train a reward function in an end-to-end manner. The reward function is then used to generate learning signals to train the recommendation policy. Furthermore, we design an effective optimization method for PrefRec, which uses an additional value function, expectile regression and reward model pre-training to improve the performance. We conduct experiments on a variety of long-term user engagement optimization tasks. The results show that PrefRec significantly outperforms previous state-of-the-art methods in all the tasks.

cs.IR↗

Classifying Ambiguous Identities in Hidden-Role Stochastic Games with Multi-Agent Reinforcement Learning

Multi-agent reinforcement learning (MARL) is a prevalent learning paradigm for solving stochastic games. In most MARL studies, agents in a game are defined as teammates or enemies beforehand, and the relationships among the agents remain fixed throughout the game. However, in real-world problems, the agent relationships are commonly unknown in advance or dynamically changing. Many multi-party interactions start off by asking: who is on my team? This question arises whether it is the first day at the stock exchange or the kindergarten. Therefore, training policies for such situations in the face of imperfect information and ambiguous identities is an important problem that needs to be addressed. In this work, we develop a novel identity detection reinforcement learning (IDRL) framework that allows an agent to dynamically infer the identities of nearby agents and select an appropriate policy to accomplish the task. In the IDRL framework, a relation network is constructed to deduce the identities of other agents by observing the behaviors of the agents. A danger network is optimized to estimate the risk of false-positive identifications. Beyond that, we propose an intrinsic reward that balances the need to maximize external rewards and accurate identification. After identifying the cooperation-competition pattern among the agents, IDRL applies one of the off-the-shelf MARL methods to learn the policy. To evaluate the proposed method, we conduct experiments on Red-10 card-shedding game, and the results show that IDRL achieves superior performance over other state-of-the-art MARL methods. Impressively, the relation network has the par performance to identify the identities of agents with top human players; the danger network reasonably avoids the risk of imperfect identification. The code to reproduce all the reported results is available online at https://github.com/MR-BENjie/IDRL.

cs.AI↗

PRUDEX-Compass: Towards Systematic Evaluation of Reinforcement Learning in Financial Markets

The financial markets, which involve more than $90 trillion market capitals, attract the attention of innumerable investors around the world. Recently, reinforcement learning in financial markets (FinRL) has emerged as a promising direction to train agents for making profitable investment decisions. However, the evaluation of most FinRL methods only focuses on profit-related measures and ignores many critical axes, which are far from satisfactory for financial practitioners to deploy these methods into real-world financial markets. Therefore, we introduce PRUDEX-Compass, which has 6 axes, i.e., Profitability, Risk-control, Universality, Diversity, rEliability, and eXplainability, with a total of 17 measures for a systematic evaluation. Specifically, i) we propose AlphaMix+ as a strong FinRL baseline, which leverages mixture-of-experts (MoE) and risk-sensitive approaches to make diversified risk-aware investment decisions, ii) we evaluate 8 FinRL methods in 4 long-term real-world datasets of influential financial markets to demonstrate the usage of our PRUDEX-Compass, iii) PRUDEX-Compass together with 4 real-world datasets, standard implementation of 8 FinRL methods and a portfolio management environment is released as public resources to facilitate the design and comparison of new FinRL methods. We hope that PRUDEX-Compass can not only shed light on future FinRL research to prevent untrustworthy results from stagnating FinRL into successful industry deployment but also provide a new challenging algorithm evaluation scenario for the reinforcement learning (RL) community.

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Population-size-Aware Policy Optimization for Mean-Field Games

In this work, we attempt to bridge the two fields of finite-agent and infinite-agent games, by studying how the optimal policies of agents evolve with the number of agents (population size) in mean-field games, an agent-centric perspective in contrast to the existing works focusing typically on the convergence of the empirical distribution of the population. To this end, the premise is to obtain the optimal policies of a set of finite-agent games with different population sizes. However, either deriving the closed-form solution for each game is theoretically intractable, training a distinct policy for each game is computationally intensive, or directly applying the policy trained in a game to other games is sub-optimal. We address these challenges through the Population-size-Aware Policy Optimization (PAPO). Our contributions are three-fold. First, to efficiently generate efficient policies for games with different population sizes, we propose PAPO, which unifies two natural options (augmentation and hypernetwork) and achieves significantly better performance. PAPO consists of three components: i) the population-size encoding which transforms the original value of population size to an equivalent encoding to avoid training collapse, ii) a hypernetwork to generate a distinct policy for each game conditioned on the population size, and iii) the population size as an additional input to the generated policy. Next, we construct a multi-task-based training procedure to efficiently train the neural networks of PAPO by sampling data from multiple games with different population sizes. Finally, extensive experiments on multiple environments show the significant superiority of PAPO over baselines, and the analysis of the evolution of the generated policies further deepens our understanding of the two fields of finite-agent and infinite-agent games.

cs.LG↗

Towards Skilled Population Curriculum for Multi-Agent Reinforcement Learning

Recent advances in multi-agent reinforcement learning (MARL) allow agents to coordinate their behaviors in complex environments. However, common MARL algorithms still suffer from scalability and sparse reward issues. One promising approach to resolving them is automatic curriculum learning (ACL). ACL involves a student (curriculum learner) training on tasks of increasing difficulty controlled by a teacher (curriculum generator). Despite its success, ACL's applicability is limited by (1) the lack of a general student framework for dealing with the varying number of agents across tasks and the sparse reward problem, and (2) the non-stationarity of the teacher's task due to ever-changing student strategies. As a remedy for ACL, we introduce a novel automatic curriculum learning framework, Skilled Population Curriculum (SPC), which adapts curriculum learning to multi-agent coordination. Specifically, we endow the student with population-invariant communication and a hierarchical skill set, allowing it to learn cooperation and behavior skills from distinct tasks with varying numbers of agents. In addition, we model the teacher as a contextual bandit conditioned by student policies, enabling a team of agents to change its size while still retaining previously acquired skills. We also analyze the inherent non-stationarity of this multi-agent automatic curriculum teaching problem and provide a corresponding regret bound. Empirical results show that our method improves the performance, scalability and sample efficiency in several MARL environments.

cs.AI↗

Offline Equilibrium Finding

Offline reinforcement learning (offline RL) is an emerging field that has recently begun gaining attention across various application domains due to its ability to learn strategies from earlier collected datasets. Offline RL proved very successful, paving a path to solving previously intractable real-world problems, and we aim to generalize this paradigm to a multiplayer-game setting. To this end, we introduce a problem of offline equilibrium finding (OEF) and construct multiple types of datasets across a wide range of games using several established methods. To solve the OEF problem, we design a model-based framework that can directly apply any online equilibrium finding algorithm to the OEF setting while making minimal changes. The three most prominent contemporary online equilibrium finding algorithms are adapted to the context of OEF, creating three model-based variants: OEF-PSRO and OEF-CFR, which generalize the widely-used algorithms PSRO and Deep CFR to compute Nash equilibria (NEs), and OEF-JPSRO, which generalizes the JPSRO to calculate (Coarse) Correlated equilibria ((C)CEs). We also combine the behavior cloning policy with the model-based policy to further improve the performance and provide a theoretical guarantee of the solution quality. Extensive experimental results demonstrate the superiority of our approach over offline RL algorithms and the importance of using model-based methods for OEF problems. We hope our work will contribute to advancing research in large-scale equilibrium finding.

cs.AI↗

On the Robustness of Average Losses for Partial-Label Learning

Partial-label learning (PLL) utilizes instances with PLs, where a PL includes several candidate labels but only one is the true label (TL). In PLL, identification-based strategy (IBS) purifies each PL on the fly to select the (most likely) TL for training; average-based strategy (ABS) treats all candidate labels equally for training and let trained models be able to predict TL. Although PLL research has focused on IBS for better performance, ABS is also worthy of study since modern IBS behaves like ABS in the beginning of training to prepare for PL purification and TL selection. In this paper, we analyze why ABS was unsatisfactory and propose how to improve it. Theoretically, we formalize five problem settings of PLL and prove that average PL losses (APLLs) with bounded multi-class losses are always robust, while APLLs with unbounded losses may be non-robust, which is the first robustness analysis for PLL. Experimentally, we have two promising findings: ABS using bounded losses can match/exceed state-of-the-art performance of IBS using unbounded losses; after using robust APLLs to warm start, IBS can further improve upon itself. Our work draws attention to ABS research, which can in turn boost IBS and push forward the whole PLL.

cs.LG↗

RPM: Generalizable Behaviors for Multi-Agent Reinforcement Learning

Despite the recent advancement in multi-agent reinforcement learning (MARL), the MARL agents easily overfit the training environment and perform poorly in the evaluation scenarios where other agents behave differently. Obtaining generalizable policies for MARL agents is thus necessary but challenging mainly due to complex multi-agent interactions. In this work, we model the problem with Markov Games and propose a simple yet effective method, ranked policy memory (RPM), to collect diverse multi-agent trajectories for training MARL policies with good generalizability. The main idea of RPM is to maintain a look-up memory of policies. In particular, we try to acquire various levels of behaviors by saving policies via ranking the training episode return, i.e., the episode return of agents in the training environment; when an episode starts, the learning agent can then choose a policy from the RPM as the behavior policy. This innovative self-play training framework leverages agents' past policies and guarantees the diversity of multi-agent interaction in the training data. We implement RPM on top of MARL algorithms and conduct extensive experiments on Melting Pot. It has been demonstrated that RPM enables MARL agents to interact with unseen agents in multi-agent generalization evaluation scenarios and complete given tasks, and it significantly boosts the performance up to 402% on average.

cs.MA↗

Cooperation, Retaliation and Forgiveness in Revision Games

Revision game is a very new model formulating the real-time situation where players dynamically prepare and revise their actions in advance before a deadline when payoffs are realized. It is at the cutting edge of dynamic game theory and can be applied in many real-world scenarios, such as eBay auction, stock market, election, online games, crowdsourcing, etc. In this work, we novelly identify a class of strategies for revision games which are called Limited Retaliation strategies. An limited retaliation strategy stipulates that, (1) players first follow a recommended cooperative plan; (2) if anyone deviates from the plan, the limited retaliation player retaliates by using the defection action for a limited duration; (3) after the retaliation, the limited retaliation player returns to the cooperative plan. A limited retaliation strategy has three key features. It is cooperative, sustaining a high level of social welfare. It is vengeful, deterring the opponent from betrayal by threatening with a future retaliation. It is yet forgiving, since it resumes cooperation after a proper retaliation. The cooperativeness and vengefulness make it constitute cooperative subgame perfect equilibrium, while the forgiveness makes it tolerate occasional mistakes. limited retaliation strategies show significant advantages over Grim Trigger, which is currently the only known strategy for revision games. Besides its contribution as a new robust and welfare-optimizing equilibrium strategy, our results about limited retaliation strategy can also be used to explain how easy cooperation can happen, and why forgiveness emerges in real-world multi-agent interactions. In addition, limited retaliation strategies are simple to derive and computationally efficient, making it easy for algorithm design and implementation in many multi-agent systems.

cs.GT↗

Deep Attentive Belief Propagation: Integrating Reasoning and Learning for Solving Constraint Optimization Problems

Belief Propagation (BP) is an important message-passing algorithm for various reasoning tasks over graphical models, including solving the Constraint Optimization Problems (COPs). It has been shown that BP can achieve state-of-the-art performance on various benchmarks by mixing old and new messages before sending the new one, i.e., damping. However, existing methods of tuning a static damping factor for BP not only are laborious but also harm their performance. Moreover, existing BP algorithms treat each variable node's neighbors equally when composing a new message, which also limits their exploration ability. To address these issues, we seamlessly integrate BP, Gated Recurrent Units (GRUs), and Graph Attention Networks (GATs) within the message-passing framework to reason about dynamic weights and damping factors for composing new BP messages. Our model, Deep Attentive Belief Propagation (DABP), takes the factor graph and the BP messages in each iteration as the input and infers the optimal weights and damping factors through GRUs and GATs, followed by a multi-head attention layer. Furthermore, unlike existing neural-based BP variants, we propose a novel self-supervised learning algorithm for DABP with a smoothed solution cost, which does not require expensive training labels and also avoids the common out-of-distribution issue through efficient online learning. Extensive experiments show that our model significantly outperforms state-of-the-art baselines.

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DeepScalper: A Risk-Aware Reinforcement Learning Framework to Capture Fleeting Intraday Trading Opportunities

Reinforcement learning (RL) techniques have shown great success in many challenging quantitative trading tasks, such as portfolio management and algorithmic trading. Especially, intraday trading is one of the most profitable and risky tasks because of the intraday behaviors of the financial market that reflect billions of rapidly fluctuating capitals. However, a vast majority of existing RL methods focus on the relatively low frequency trading scenarios (e.g., day-level) and fail to capture the fleeting intraday investment opportunities due to two major challenges: 1) how to effectively train profitable RL agents for intraday investment decision-making, which involves high-dimensional fine-grained action space; 2) how to learn meaningful multi-modality market representation to understand the intraday behaviors of the financial market at tick-level. Motivated by the efficient workflow of professional human intraday traders, we propose DeepScalper, a deep reinforcement learning framework for intraday trading to tackle the above challenges. Specifically, DeepScalper includes four components: 1) a dueling Q-network with action branching to deal with the large action space of intraday trading for efficient RL optimization; 2) a novel reward function with a hindsight bonus to encourage RL agents making trading decisions with a long-term horizon of the entire trading day; 3) an encoder-decoder architecture to learn multi-modality temporal market embedding, which incorporates both macro-level and micro-level market information; 4) a risk-aware auxiliary task to maintain a striking balance between maximizing profit and minimizing risk. Through extensive experiments on real-world market data spanning over three years on six financial futures, we demonstrate that DeepScalper significantly outperforms many state-of-the-art baselines in terms of four financial criteria.

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Learning with Multiple Complementary Labels

A complementary label (CL) simply indicates an incorrect class of an example, but learning with CLs results in multi-class classifiers that can predict the correct class. Unfortunately, the problem setting only allows a single CL for each example, which notably limits its potential since our labelers may easily identify multiple CLs (MCLs) to one example. In this paper, we propose a novel problem setting to allow MCLs for each example and two ways for learning with MCLs. In the first way, we design two wrappers that decompose MCLs into many single CLs, so that we could use any method for learning with CLs. However, the supervision information that MCLs hold is conceptually diluted after decomposition. Thus, in the second way, we derive an unbiased risk estimator; minimizing it processes each set of MCLs as a whole and possesses an estimation error bound. We further improve the second way into minimizing properly chosen upper bounds. Experiments show that the former way works well for learning with MCLs but the latter is even better.

cs.LG↗