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Di Yang Shi

Publications and source records attributed to Di Yang Shi.

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JaxAHT: A JAX-Based Library for Ad Hoc Teamwork

Ad Hoc Teamwork (AHT) addresses the challenge of designing agents capable of coordinating with novel partners without prior coordination. However, progress in the field is hindered by the prohibitive computational cost of the AHT research lifecycle, the lack of standardized benchmark implementations, and the absence of a diverse, validated evaluation teammate suite. In this work, we introduce JaxAHT, the first open-source, JAX-based library designed to accelerate and standardize the AHT research lifecycle. Leveraging JAX's hardware acceleration and massive parallelization capabilities, JaxAHT provides a unified framework for teammate generation, ego agent training, and evaluation against unseen teammates, achieving approximately 95x wall-clock speedup over PyTorch counterparts. Alongside the library, we contribute a diverse suite of evaluation teammates across the domains of Level-Based Foraging, Overcooked, and Hanabi. To illustrate the value of the framework, we use it to conduct a large-scale, compute-controlled benchmark study comparing teammate generation and AHT agent learning methods, finding that no algorithm consistently performs best, and that agent modeling primarily offers benefits in role-based scenarios with diverse teammates.

cs.AI

A Framework for Designing Reward Functions: From Objectives to Features to Human-Aligned Reward Functions

We present a formal process to enable non-experts to instantiate and iterate on human-aligned reward functions, i.e. reward functions that adhere to a given preference ordering over trajectories. Given a task described in natural language, our process produces a linear reward function in three steps: distill the task's objectives into a set of fundamental objectives and derive measurable outcome variables that capture those fundamental objectives, select a causally representative subset of outcome variables as the reward terms, and fit weights to those reward terms via preference elicitation. Our contributions describe the first step and formalize the latter two steps. The first is a guided workflow for deriving outcome variables. The second is a reduction of reward term selection to minimum-cost partial cover on a causal DAG, solved in polynomial time via max-flow. The third is a geometric framing of weight fitting as a convex feasibility problem iteratively narrowed by preference queries, solved by existing separation oracle methods. To the best of our knowledge, this is the first reward-design method that maintains a deterministically conflict-free feasible weight region, narrowed to a desired tolerance via a separation oracle with O(n log κ) preference queries.

cs.LG

GUIDE: Reinforcement Learning for Behavioral Action Support in Type 1 Diabetes

Type 1 Diabetes (T1D) management requires continuous adjustment of insulin and lifestyle behaviors to maintain blood glucose within a safe target range. Although automated insulin delivery (AID) systems have improved glycemic outcomes, many patients still fail to achieve recommended clinical targets, warranting new approaches to improve glucose control in patients with T1D. While reinforcement learning (RL) has been utilized as a promising approach, current RL-based methods focus primarily on insulin-only treatment and do not provide behavioral recommendations for glucose control. To address this gap, we propose GUIDE, an RL-based decision-support framework designed to complement AID technologies by providing behavioral recommendations to prevent abnormal glucose events. GUIDE generates structured actions defined by intervention type, magnitude, and timing, including bolus insulin administration and carbohydrate intake events. GUIDE integrates a patient-specific glucose level predictor trained on real-world continuous glucose monitoring data and supports both offline and online RL algorithms within a unified environment. We evaluate both off-policy and on-policy methods across 25 individuals with T1D using standardized glycemic metrics. Among the evaluated approaches, the CQL-BC algorithm demonstrates the highest average time-in-range, reaching 85.49% while maintaining low hypoglycemia exposures. Behavioral similarity analysis further indicates that the learned CQL-BC policy preserves key structural characteristics of patient action patterns, achieving a mean cosine similarity of 0.87 $\pm$ 0.09 across subjects. These findings suggest that conservative offline RL with a structured behavioral action space can provide clinically meaningful and behaviorally plausible decision support for personalized diabetes management.

cs.LG

Evaluating Generalization Capabilities of LLM-Based Agents in Mixed-Motive Scenarios Using Concordia

Large Language Model (LLM) agents have demonstrated impressive capabilities for social interaction and are increasingly being deployed in situations where they might engage with both human and artificial agents. These interactions represent a critical frontier for LLM-based agents, yet existing evaluation methods fail to measure how well these capabilities generalize to novel social situations. In this paper, we introduce a method for evaluating the ability of LLM-based agents to cooperate in zero-shot, mixed-motive environments using Concordia, a natural language multi-agent simulation environment. Our method measures general cooperative intelligence by testing an agent's ability to identify and exploit opportunities for mutual gain across diverse partners and contexts. We present empirical results from the NeurIPS 2024 Concordia Contest, where agents were evaluated on their ability to achieve mutual gains across a suite of diverse scenarios ranging from negotiation to collective action problems. Our findings reveal significant gaps between current agent capabilities and the robust generalization required for reliable cooperation, particularly in scenarios demanding persuasion and norm enforcement.

cs.AI

Sequence Modeling for N-Agent Ad Hoc Teamwork

N-agent ad hoc teamwork (NAHT) is a newly introduced challenge in multi-agent reinforcement learning, where controlled subteams of varying sizes must dynamically collaborate with varying numbers and types of unknown teammates without pre-coordination. The existing learning algorithm (POAM) considers only independent learning for its flexibility in dealing with a changing number of agents. However, independent learning fails to fully capture the inter-agent dynamics essential for effective collaboration. Based on our observation that transformers deal effectively with sequences with varying lengths and have been shown to be highly effective for a variety of machine learning problems, this work introduces a centralized, transformer-based method for N-agent ad hoc teamwork. Our proposed approach incorporates historical observations and actions of all controlled agents, enabling optimal responses to diverse and unseen teammates in partially observable environments. Empirical evaluation on a StarCraft II task demonstrates that MAT-NAHT outperforms POAM, achieving superior sample efficiency and generalization, without auxiliary agent-modeling objectives.

cs.MA