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Fei Fang

Publications and source records attributed to Fei Fang.

At least 73 records · Page 4Linked to original sources

MESA: Cooperative Meta-Exploration in Multi-Agent Learning through Exploiting State-Action Space Structure

Multi-agent reinforcement learning (MARL) algorithms often struggle to find strategies close to Pareto optimal Nash Equilibrium, owing largely to the lack of efficient exploration. The problem is exacerbated in sparse-reward settings, caused by the larger variance exhibited in policy learning. This paper introduces MESA, a novel meta-exploration method for cooperative multi-agent learning. It learns to explore by first identifying the agents' high-rewarding joint state-action subspace from training tasks and then learning a set of diverse exploration policies to "cover" the subspace. These trained exploration policies can be integrated with any off-policy MARL algorithm for test-time tasks. We first showcase MESA's advantage in a multi-step matrix game. Furthermore, experiments show that with learned exploration policies, MESA achieves significantly better performance in sparse-reward tasks in several multi-agent particle environments and multi-agent MuJoCo environments, and exhibits the ability to generalize to more challenging tasks at test time.

cs.LG↗

Dual-Mandate Patrols: Multi-Armed Bandits for Green Security

Conservation efforts in green security domains to protect wildlife and forests are constrained by the limited availability of defenders (i.e., patrollers), who must patrol vast areas to protect from attackers (e.g., poachers or illegal loggers). Defenders must choose how much time to spend in each region of the protected area, balancing exploration of infrequently visited regions and exploitation of known hotspots. We formulate the problem as a stochastic multi-armed bandit, where each action represents a patrol strategy, enabling us to guarantee the rate of convergence of the patrolling policy. However, a naive bandit approach would compromise short-term performance for long-term optimality, resulting in animals poached and forests destroyed. To speed up performance, we leverage smoothness in the reward function and decomposability of actions. We show a synergy between Lipschitz-continuity and decomposition as each aids the convergence of the other. In doing so, we bridge the gap between combinatorial and Lipschitz bandits, presenting a no-regret approach that tightens existing guarantees while optimizing for short-term performance. We demonstrate that our algorithm, LIZARD, improves performance on real-world poaching data from Cambodia.

cs.LG↗

On the Detection of Reviewer-Author Collusion Rings From Paper Bidding

A major threat to the peer-review systems of computer science conferences is the existence of "collusion rings" between reviewers. In such collusion rings, reviewers who have also submitted their own papers to the conference work together to manipulate the conference's paper assignment, with the aim of being assigned to review each other's papers. The most straightforward way that colluding reviewers can manipulate the paper assignment is by indicating their interest in each other's papers through strategic paper bidding. One potential approach to solve this important problem would be to detect the colluding reviewers from their manipulated bids, after which the conference can take appropriate action. While prior work has developed effective techniques to detect other kinds of fraud, no research has yet established that detecting collusion rings is even possible. In this work, we tackle the question of whether it is feasible to detect collusion rings from the paper bidding. To answer this question, we conduct empirical analysis of two realistic conference bidding datasets, including evaluations of existing algorithms for fraud detection in other applications. We find that collusion rings can achieve considerable success at manipulating the paper assignment while remaining hidden from detection: for example, in one dataset, undetected colluders are able to achieve assignment to up to 30% of the papers authored by other colluders. In addition, when 10 colluders bid on all of each other's papers, no detection algorithm outputs a group of reviewers with more than 31% overlap with the true colluders. These results suggest that collusion cannot be effectively detected from the bidding using popular existing tools, demonstrating the need to develop more complex detection algorithms as well as those that leverage additional metadata (e.g., reviewer-paper text-similarity scores).

cs.SI↗

PerfectDou: Dominating DouDizhu with Perfect Information Distillation

As a challenging multi-player card game, DouDizhu has recently drawn much attention for analyzing competition and collaboration in imperfect-information games. In this paper, we propose PerfectDou, a state-of-the-art DouDizhu AI system that dominates the game, in an actor-critic framework with a proposed technique named perfect information distillation. In detail, we adopt a perfect-training-imperfect-execution framework that allows the agents to utilize the global information to guide the training of the policies as if it is a perfect information game and the trained policies can be used to play the imperfect information game during the actual gameplay. To this end, we characterize card and game features for DouDizhu to represent the perfect and imperfect information. To train our system, we adopt proximal policy optimization with generalized advantage estimation in a parallel training paradigm. In experiments we show how and why PerfectDou beats all existing AI programs, and achieves state-of-the-art performance.

cs.AI↗

Where It Really Matters: Few-Shot Environmental Conservation Media Monitoring for Low-Resource Languages

Environmental conservation organizations routinely monitor news content on conservation in protected areas to maintain situational awareness of developments that can have an environmental impact. Existing automated media monitoring systems require large amounts of data labeled by domain experts, which is only feasible at scale for high-resource languages like English. However, such tools are most needed in the global south where news of interest is mainly in local low-resource languages, and far fewer experts are available to annotate datasets sustainably. In this paper, we propose NewsSerow, a method to automatically recognize environmental conservation content in low-resource languages. NewsSerow is a pipeline of summarization, in-context few-shot classification, and self-reflection using large language models (LLMs). Using at most 10 demonstration example news articles in Nepali, NewsSerow significantly outperforms other few-shot methods and achieves comparable performance with models fully fine-tuned using thousands of examples. The World Wide Fund for Nature (WWF) has deployed NewsSerow for media monitoring in Nepal, significantly reducing their operational burden, and ensuring that AI tools for conservation actually reach the communities that need them the most. NewsSerow has also been deployed for countries with other languages like Colombia.

cs.CL↗

MABL: Bi-Level Latent-Variable World Model for Sample-Efficient Multi-Agent Reinforcement Learning

Multi-agent reinforcement learning (MARL) methods often suffer from high sample complexity, limiting their use in real-world problems where data is sparse or expensive to collect. Although latent-variable world models have been employed to address this issue by generating abundant synthetic data for MARL training, most of these models cannot encode vital global information available during training into their latent states, which hampers learning efficiency. The few exceptions that incorporate global information assume centralized execution of their learned policies, which is impractical in many applications with partial observability. We propose a novel model-based MARL algorithm, MABL (Multi-Agent Bi-Level world model), that learns a bi-level latent-variable world model from high-dimensional inputs. Unlike existing models, MABL is capable of encoding essential global information into the latent states during training while guaranteeing the decentralized execution of learned policies. For each agent, MABL learns a global latent state at the upper level, which is used to inform the learning of an agent latent state at the lower level. During execution, agents exclusively use lower-level latent states and act independently. Crucially, MABL can be combined with any model-free MARL algorithm for policy learning. In our empirical evaluation with complex discrete and continuous multi-agent tasks including SMAC, Flatland, and MAMuJoCo, MABL surpasses SOTA multi-agent latent-variable world models in both sample efficiency and overall performance.

cs.LG↗

Learning Coalition Structures with Games

Coalitions naturally exist in many real-world systems involving multiple decision makers such as ridesharing, security, and online ad auctions, but the coalition structure among the agents is often unknown. We propose and study an important yet previously overseen problem -- Coalition Structure Learning (CSL), where we aim to carefully design a series of games for the agents and infer the underlying coalition structure by observing their interactions in those games. We establish a lower bound on the sample complexity -- defined as the number of games needed to learn the structure -- of any algorithms for CSL and propose the Iterative Grouping (IG) algorithm for designing normal-form games to achieve the lower bound. We show that IG can be extended to other succinct games such as congestion games and graphical games. Moreover, we solve CSL in a more restrictive and practical setting: auctions. We show a variant of IG to solve CSL in the auction setting even if we cannot design the bidder valuations. Finally, we conduct experiments to evaluate IG in the auction setting and the results align with our theoretical analysis.

cs.GT↗

Accelerate Multi-Agent Reinforcement Learning in Zero-Sum Games with Subgame Curriculum Learning

Learning Nash equilibrium (NE) in complex zero-sum games with multi-agent reinforcement learning (MARL) can be extremely computationally expensive. Curriculum learning is an effective way to accelerate learning, but an under-explored dimension for generating a curriculum is the difficulty-to-learn of the subgames -- games induced by starting from a specific state. In this work, we present a novel subgame curriculum learning framework for zero-sum games. It adopts an adaptive initial state distribution by resetting agents to some previously visited states where they can quickly learn to improve performance. Building upon this framework, we derive a subgame selection metric that approximates the squared distance to NE values and further adopt a particle-based state sampler for subgame generation. Integrating these techniques leads to our new algorithm, Subgame Automatic Curriculum Learning (SACL), which is a realization of the subgame curriculum learning framework. SACL can be combined with any MARL algorithm such as MAPPO. Experiments in the particle-world environment and Google Research Football environment show SACL produces much stronger policies than baselines. In the challenging hide-and-seek quadrant environment, SACL produces all four emergent stages and uses only half the samples of MAPPO with self-play. The project website is at https://sites.google.com/view/sacl-rl.

cs.LG↗

Multiplicity of Positive Solutions of Nonlinear Elliptic Equation with Gradient Term

In this paper, we consider the following nonlinear elliptic equation with gradient term: \[ \left\{ \begin{gathered} - Δu - \frac{1}{2}(x \cdot \nabla u) + (λa(x)+b(x))u = βu^q +u^{2^*-1}, \hfill 0<u \in {H_K^{1}(\mathbb{R}^N)}, \hfill \\ \end{gathered} \right . \] where $λ, β\in (0,\infty), q \in (1,2^*-1), 2^* = 2N/(N-2), N\geq3, a(x), b(x): \mathbb{R}^N \to \mathbb{R}$ are continuous functions, and $a(x)$ is nonnegative on $\mathbb{R}^N$. When $λ$ is large enough, we prove the existence and multiplicity of positive solutions to the equation.

math.AP↗

Multi-defender Security Games with Schedules

Stackelberg Security Games are often used to model strategic interactions in high-stakes security settings. The majority of existing models focus on single-defender settings where a single entity assumes command of all security assets. However, many realistic scenarios feature multiple heterogeneous defenders with their own interests and priorities embedded in a more complex system. Furthermore, defenders rarely choose targets to protect. Instead, they have a multitude of defensive resources or schedules at its disposal, each with different protective capabilities. In this paper, we study security games featuring multiple defenders and schedules simultaneously. We show that unlike prior work on multi-defender security games, the introduction of schedules can cause non-existence of equilibrium even under rather restricted environments. We prove that under the mild restriction that any subset of a schedule is also a schedule, non-existence of equilibrium is not only avoided, but can be computed in polynomial time in games with two defenders. Under additional assumptions, our algorithm can be extended to games with more than two defenders and its computation scaled up in special classes of games with compactly represented schedules such as those used in patrolling applications. Experimental results suggest that our methods scale gracefully with game size, making our algorithms amongst the few that can tackle multiple heterogeneous defenders.

cs.GT↗

Purpose in the Machine: Do Traffic Simulators Produce Distributionally Equivalent Outcomes for Reinforcement Learning Applications?

Traffic simulators are used to generate data for learning in intelligent transportation systems (ITSs). A key question is to what extent their modelling assumptions affect the capabilities of ITSs to adapt to various scenarios when deployed in the real world. This work focuses on two simulators commonly used to train reinforcement learning (RL) agents for traffic applications, CityFlow and SUMO. A controlled virtual experiment varying driver behavior and simulation scale finds evidence against distributional equivalence in RL-relevant measures from these simulators, with the root mean squared error and KL divergence being significantly greater than 0 for all assessed measures. While granular real-world validation generally remains infeasible, these findings suggest that traffic simulators are not a deus ex machina for RL training: understanding the impacts of inter-simulator differences is necessary to train and deploy RL-based ITSs.

cs.LG↗

RELand: Risk Estimation of Landmines via Interpretable Invariant Risk Minimization

Landmines remain a threat to war-affected communities for years after conflicts have ended, partly due to the laborious nature of demining tasks. Humanitarian demining operations begin by collecting relevant information from the sites to be cleared, which is then analyzed by human experts to determine the potential risk of remaining landmines. In this paper, we propose RELand system to support these tasks, which consists of three major components. We (1) provide general feature engineering and label assigning guidelines to enhance datasets for landmine risk modeling, which are widely applicable to global demining routines, (2) formulate landmine presence as a classification problem and design a novel interpretable model based on sparse feature masking and invariant risk minimization, and run extensive evaluation under proper protocols that resemble real-world demining operations to show a significant improvement over the state-of-the-art, and (3) build an interactive web interface to suggest priority areas for demining organizations. We are currently collaborating with a humanitarian demining NGO in Colombia that is using our system as part of their field operations in two areas recently prioritized for demining.

cs.CY↗

A One-Size-Fits-All Approach to Improving Randomness in Paper Assignment

The assignment of papers to reviewers is a crucial part of the peer review processes of large publication venues, where organizers (e.g., conference program chairs) rely on algorithms to perform automated paper assignment. As such, a major challenge for the organizers of these processes is to specify paper assignment algorithms that find appropriate assignments with respect to various desiderata. Although the main objective when choosing a good paper assignment is to maximize the expertise of each reviewer for their assigned papers, several other considerations make introducing randomization into the paper assignment desirable: robustness to malicious behavior, the ability to evaluate alternative paper assignments, reviewer diversity, and reviewer anonymity. However, it is unclear in what way one should randomize the paper assignment in order to best satisfy all of these considerations simultaneously. In this work, we present a practical, one-size-fits-all method for randomized paper assignment intended to perform well across different motivations for randomness. We show theoretically and experimentally that our method outperforms currently-deployed methods for randomized paper assignment on several intuitive randomness metrics, demonstrating that the randomized assignments produced by our method are general-purpose.

cs.SI↗

DiffDance: Cascaded Human Motion Diffusion Model for Dance Generation

When hearing music, it is natural for people to dance to its rhythm. Automatic dance generation, however, is a challenging task due to the physical constraints of human motion and rhythmic alignment with target music. Conventional autoregressive methods introduce compounding errors during sampling and struggle to capture the long-term structure of dance sequences. To address these limitations, we present a novel cascaded motion diffusion model, DiffDance, designed for high-resolution, long-form dance generation. This model comprises a music-to-dance diffusion model and a sequence super-resolution diffusion model. To bridge the gap between music and motion for conditional generation, DiffDance employs a pretrained audio representation learning model to extract music embeddings and further align its embedding space to motion via contrastive loss. During training our cascaded diffusion model, we also incorporate multiple geometric losses to constrain the model outputs to be physically plausible and add a dynamic loss weight that adaptively changes over diffusion timesteps to facilitate sample diversity. Through comprehensive experiments performed on the benchmark dataset AIST++, we demonstrate that DiffDance is capable of generating realistic dance sequences that align effectively with the input music. These results are comparable to those achieved by state-of-the-art autoregressive methods.

cs.GR↗

Video Background Music Generation: Dataset, Method and Evaluation

Music is essential when editing videos, but selecting music manually is difficult and time-consuming. Thus, we seek to automatically generate background music tracks given video input. This is a challenging task since it requires music-video datasets, efficient architectures for video-to-music generation, and reasonable metrics, none of which currently exist. To close this gap, we introduce a complete recipe including dataset, benchmark model, and evaluation metric for video background music generation. We present SymMV, a video and symbolic music dataset with various musical annotations. To the best of our knowledge, it is the first video-music dataset with rich musical annotations. We also propose a benchmark video background music generation framework named V-MusProd, which utilizes music priors of chords, melody, and accompaniment along with video-music relations of semantic, color, and motion features. To address the lack of objective metrics for video-music correspondence, we design a retrieval-based metric VMCP built upon a powerful video-music representation learning model. Experiments show that with our dataset, V-MusProd outperforms the state-of-the-art method in both music quality and correspondence with videos. We believe our dataset, benchmark model, and evaluation metric will boost the development of video background music generation. Our dataset and code are available at https://github.com/zhuole1025/SymMV.

cs.CV↗

Testing for Reviewer Anchoring in Peer Review: A Randomized Controlled Trial

Peer review frequently follows a process where reviewers first provide initial reviews, authors respond to these reviews, then reviewers update their reviews based on the authors' response. There is mixed evidence regarding whether this process is useful, including frequent anecdotal complaints that reviewers insufficiently update their scores. In this study, we aim to investigate whether reviewers anchor to their original scores when updating their reviews, which serves as a potential explanation for the lack of updates in reviewer scores. We design a novel randomized controlled trial to test if reviewers exhibit anchoring. In the experimental condition, participants initially see a flawed version of a paper that is later corrected, while in the control condition, participants only see the correct version. We take various measures to ensure that in the absence of anchoring, reviewers in the experimental group should revise their scores to be identically distributed to the scores from the control group. Furthermore, we construct the reviewed paper to maximize the difference between the flawed and corrected versions, and employ deception to hide the true experiment purpose. Our randomized controlled trial consists of 108 researchers as participants. First, we find that our intervention was successful at creating a difference in perceived paper quality between the flawed and corrected versions: Using a permutation test with the Mann-Whitney U statistic, we find that the experimental group's initial scores are lower than the control group's scores in both the Evaluation category (Vargha-Delaney A=0.64, p=0.0096) and Overall score (A=0.59, p=0.058). Next, we test for anchoring by comparing the experimental group's revised scores with the control group's scores. We find no significant evidence of anchoring in either the Overall (A=0.50, p=0.61) or Evaluation category (A=0.49, p=0.61).

cs.HC↗

Efficiency, Fairness, and Stability in Non-Commercial Peer-to-Peer Ridesharing

Unlike commercial ridesharing, non-commercial peer-to-peer (P2P) ridesharing has been subject to limited research -- although it can promote viable solutions in non-urban communities. This paper focuses on the core problem in P2P ridesharing: the matching of riders and drivers. We elevate users' preferences as a first-order concern and introduce novel notions of fairness and stability in P2P ridesharing. We propose algorithms for efficient matching while considering user-centric factors, including users' preferred departure time, fairness, and stability. Results suggest that fair and stable solutions can be obtained in reasonable computational times and can improve baseline outcomes based on system-wide efficiency exclusively.

cs.AI↗

Explainable Action Advising for Multi-Agent Reinforcement Learning

Action advising is a knowledge transfer technique for reinforcement learning based on the teacher-student paradigm. An expert teacher provides advice to a student during training in order to improve the student's sample efficiency and policy performance. Such advice is commonly given in the form of state-action pairs. However, it makes it difficult for the student to reason with and apply to novel states. We introduce Explainable Action Advising, in which the teacher provides action advice as well as associated explanations indicating why the action was chosen. This allows the student to self-reflect on what it has learned, enabling advice generalization and leading to improved sample efficiency and learning performance - even in environments where the teacher is sub-optimal. We empirically show that our framework is effective in both single-agent and multi-agent scenarios, yielding improved policy returns and convergence rates when compared to state-of-the-art methods

cs.AI↗