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Jianhong Wang

Publications and source records attributed to Jianhong Wang.

At least 19 recordsLinked to original sources

A Physics-Informed Neural Network for Small-Signal Stability in Multi-Inverter Power Systems

The whole-system impedance model has proven a powerful tool for assessing the small-signal stability of multi-inverter power systems; however, its application is limited to a small range around a steady-state operating point due to the inherent assumptions of time invariance and linearisation. In this paper, a dedicated physics-informed neural network (PINN) for small-signal stability analysis in high-dimensional multi-inverter power systems is developed. The PINN is trained with step-response data produced from limited sets of system electromagnetic transient (EMT) simulations, and the trained model can predict the poles and residues of the whole-system impedance/admittance model, i.e., the transfer functions, across the full operating space. Such a PINN offers unique insights into system stability that surpass what conventional analytical methods or EMT simulations can achieve. By characterising how the impedance model evolves with power flow variations, it predicts the dynamic behaviour of the time-varying system and reveals oscillation risks that may emerge while identifying their root causes. It also provides direct visualisation of the possible range of oscillatory modes under a given power flow condition, enabling an optimal generation distribution while maintaining safe operation of the system. The proposed PINN is fully validated on a 2-IBR system and a 4-IBR system, with its application details presented.

eess.SY

Multi-Robot Open Adaptive Teaming Across Unseen Environments, Partners, and Scales

Deploying robot teams in the real world requires simultaneous adaptation to unseen environments, unknown partners, and varying team sizes, yet existing approaches often address these challenges in isolation under the closed-world assumption of fixed teammates. We formalize this as open adaptive multi-robot teaming and propose a hypergraphic-form game formulation that captures team-level cooperative relationships beyond pairwise interactions, providing a principled foundation for coordination structure inference when team composition changes dynamically within episodes. Unlike graph neural network architectures, this is a game-theoretic construct for modeling strategic interactions and payoff structures among agents. Building on this formulation, we develop the Hypergraphic Open-ended Learning Algorithm (HOLA), which progressively expands partner and environment diversity during training rather than optimizing for fixed configurations. Evaluated on cooperative pursuit with multi-drone and multi-quadruped platforms, HOLA outperforms all baselines across all three adaptability dimensions. Learned policies transfer directly to physical hardware without fine-tuning, with successful deployments on Crazyflie and Zsibot L1 platforms confirming robust real-world coordination in novel environments with unseen teammates.

cs.RO

A Principle of Targeted Intervention for Multi-Agent Reinforcement Learning

Steering cooperative multi-agent reinforcement learning (MARL) towards desired outcomes is challenging, particularly when the global guidance from a human on the whole multi-agent system is impractical in a large-scale MARL. On the other hand, designing external mechanisms (e.g., intrinsic rewards and human feedback) to coordinate agents mostly relies on empirical studies, lacking a easy-to-use research tool. In this work, we employ multi-agent influence diagrams (MAIDs) as a graphical framework to address the above issues. First, we introduce the concept of MARL interaction paradigms (orthogonal to MARL learning paradigms), using MAIDs to analyze and visualize both unguided self-organization and global guidance mechanisms in MARL. Then, we design a new MARL interaction paradigm, referred to as the targeted intervention paradigm that is applied to only a single targeted agent, so the problem of global guidance can be mitigated. In implementation, we introduce a causal inference technique, referred to as Pre-Strategy Intervention (PSI), to realize the targeted intervention paradigm. Since MAIDs can be regarded as a special class of causal diagrams, a composite desired outcome that integrates the primary task goal and an additional desired outcome can be achieved by maximizing the corresponding causal effect through the PSI. Moreover, the bundled relevance graph analysis of MAIDs provides a tool to identify whether an MARL learning paradigm is workable under the design of an MARL interaction paradigm. In experiments, we demonstrate the effectiveness of our proposed targeted intervention, and verify the result of relevance graph analysis.

cs.AI

Activation Steering Meets Preference Optimization: Defense Against Jailbreaks in Vision Language Models

Vision Language Models (VLMs) have demonstrated impressive capabilities in integrating visual and textual information for understanding and reasoning, but remain highly vulnerable to adversarial attacks. While activation steering has emerged as a promising defence, existing approaches often rely on task-specific contrastive prompts to extract harmful directions, which exhibit suboptimal performance and can degrade visual grounding performance. To address these limitations, we propose \textit{Sequence-Level Preference Optimization} for VLM (\textit{SPO-VLM}), a novel two-stage defense framework that combines activation-level intervention with policy-level optimization to enhance model robustness. In \textit{Stage I}, we compute adaptive layer-specific steering vectors from diverse data sources, enabling generalized suppression of harmful behaviors during inference. In \textit{Stage II}, we refine these steering vectors through a sequence-level preference optimization process. This stage integrates automated toxicity assessment, as well as visual-consistency rewards based on caption-image alignment, to achieve safe and semantically grounded text generation. The two-stage structure of SPO-VLM balances efficiency and effectiveness by combining a lightweight mitigation foundation in Stage I with deeper policy refinement in Stage II. Extensive experiments shown SPO-VLM enhances safety against attacks via activation steering and preference optimization, while maintaining strong performance on benign tasks without compromising visual understanding capabilities. We will release our code, model weights, and evaluation toolkit to support reproducibility and future research. \textcolor{red}{Warning: This paper may contain examples of offensive or harmful text and images.}

cs.CV

Shapley Machine: A Game-Theoretic Framework for N-Agent Ad Hoc Teamwork

Open multi-agent systems are increasingly important in modeling real-world applications, such as smart grids, swarm robotics, etc. In this paper, we aim to investigate a recently proposed problem for open multi-agent systems, referred to as n-agent ad hoc teamwork (NAHT), where only a number of agents are controlled. Existing methods tend to be based on heuristic design and consequently lack theoretical rigor and ambiguous credit assignment among agents. To address these limitations, we model and solve NAHT through the lens of cooperative game theory. More specifically, we first model an open multi-agent system, characterized by its value, as an instance situated in a space of cooperative games, generated by a set of basis games. We then extend this space, along with the state space, to accommodate dynamic scenarios, thereby characterizing NAHT. Exploiting the justifiable assumption that basis game values correspond to a sequence of n-step returns with different horizons, we represent the state values for NAHT in a form similar to $λ$-returns. Furthermore, we derive Shapley values to allocate state values to the controlled agents, as credits for their contributions to the ad hoc team. Different from the conventional approach to shaping Shapley values in an explicit form, we shape Shapley values by fulfilling the three axioms uniquely describing them, well defined on the extended game space describing NAHT. To estimate Shapley values in dynamic scenarios, we propose a TD($λ$)-like algorithm. The resulting reinforcement learning (RL) algorithm is referred to as Shapley Machine. To our best knowledge, this is the first time that the concepts from cooperative game theory are directly related to RL concepts. In experiments, we demonstrate the effectiveness of Shapley Machine and verify reasonableness of our theory.

cs.MA

Preference Alignment on Diffusion Model: A Comprehensive Survey for Image Generation and Editing

The integration of preference alignment with diffusion models (DMs) has emerged as a transformative approach to enhance image generation and editing capabilities. Although integrating diffusion models with preference alignment strategies poses significant challenges for novices at this intersection, comprehensive and systematic reviews of this subject are still notably lacking. To bridge this gap, this paper extensively surveys preference alignment with diffusion models in image generation and editing. First, we systematically review cutting-edge optimization techniques such as reinforcement learning with human feedback (RLHF), direct preference optimization (DPO), and others, highlighting their pivotal role in aligning preferences with DMs. Then, we thoroughly explore the applications of aligning preferences with DMs in autonomous driving, medical imaging, robotics, and more. Finally, we comprehensively discuss the challenges of preference alignment with DMs. To our knowledge, this is the first survey centered on preference alignment with DMs, providing insights to drive future innovation in this dynamic area.

cs.CV

Aligning Individual and Collective Objectives in Multi-Agent Cooperation

Among the research topics in multi-agent learning, mixed-motive cooperation is one of the most prominent challenges, primarily due to the mismatch between individual and collective goals. The cutting-edge research is focused on incorporating domain knowledge into rewards and introducing additional mechanisms to incentivize cooperation. However, these approaches often face shortcomings such as the effort on manual design and the absence of theoretical groundings. To close this gap, we model the mixed-motive game as a differentiable game for the ease of illuminating the learning dynamics towards cooperation. More detailed, we introduce a novel optimization method named \textbf{\textit{A}}ltruistic \textbf{\textit{G}}radient \textbf{\textit{A}}djustment (\textbf{\textit{AgA}}) that employs gradient adjustments to progressively align individual and collective objectives. Furthermore, we theoretically prove that AgA effectively attracts gradients to stable fixed points of the collective objective while considering individual interests, and we validate these claims with empirical evidence. We evaluate the effectiveness of our algorithm AgA through benchmark environments for testing mixed-motive collaboration with small-scale agents such as the two-player public good game and the sequential social dilemma games, Cleanup and Harvest, as well as our self-developed large-scale environment in the game StarCraft II.

cs.MA

Semi-Supervised Dual-Stream Self-Attentive Adversarial Graph Contrastive Learning for Cross-Subject EEG-based Emotion Recognition

Electroencephalography (EEG) is an objective tool for emotion recognition with promising applications. However, the scarcity of labeled data remains a major challenge in this field, limiting the widespread use of EEG-based emotion recognition. In this paper, a semi-supervised Dual-stream Self-Attentive Adversarial Graph Contrastive learning framework (termed as DS-AGC) is proposed to tackle the challenge of limited labeled data in cross-subject EEG-based emotion recognition. The DS-AGC framework includes two parallel streams for extracting non-structural and structural EEG features. The non-structural stream incorporates a semi-supervised multi-domain adaptation method to alleviate distribution discrepancy among labeled source domain, unlabeled source domain, and unknown target domain. The structural stream develops a graph contrastive learning method to extract effective graph-based feature representation from multiple EEG channels in a semi-supervised manner. Further, a self-attentive fusion module is developed for feature fusion, sample selection, and emotion recognition, which highlights EEG features more relevant to emotions and data samples in the labeled source domain that are closer to the target domain. Extensive experiments conducted on two benchmark databases (SEED and SEED-IV) using a semi-supervised cross-subject leave-one-subject-out cross-validation evaluation scheme show that the proposed model outperforms existing methods under different incomplete label conditions (with an average improvement of 5.83% on SEED and 6.99% on SEED-IV), demonstrating its effectiveness in addressing the label scarcity problem in cross-subject EEG-based emotion recognition.

eess.SP

Open Ad Hoc Teamwork with Cooperative Game Theory

Ad hoc teamwork poses a challenging problem, requiring the design of an agent to collaborate with teammates without prior coordination or joint training. Open ad hoc teamwork (OAHT) further complicates this challenge by considering environments with a changing number of teammates, referred to as open teams. One promising solution in practice to this problem is leveraging the generalizability of graph neural networks to handle an unrestricted number of agents with various agent-types, named graph-based policy learning (GPL). However, its joint Q-value representation over a coordination graph lacks convincing explanations. In this paper, we establish a new theory to understand the representation of the joint Q-value for OAHT and its learning paradigm, through the lens of cooperative game theory. Building on our theory, we propose a novel algorithm named CIAO, based on GPL's framework, with additional provable implementation tricks that can facilitate learning. The demos of experimental results are available on https://sites.google.com/view/ciao2024, and the code of experiments is published on https://github.com/hsvgbkhgbv/CIAO.

cs.MA

Tiny Refinements Elicit Resilience: Toward Efficient Prefix-Model Against LLM Red-Teaming

With the proliferation of red-teaming strategies for Large Language Models (LLMs), the deficiency in the literature about improving the safety and robustness of LLM defense strategies is becoming increasingly pronounced. This paper introduces the LLM-based \textbf{sentinel} model as a plug-and-play prefix module designed to reconstruct the input prompt with just a few ($<30$) additional tokens, effectively reducing toxicity in responses from target LLMs. The sentinel model naturally overcomes the \textit{parameter inefficiency} and \textit{limited model accessibility} for fine-tuning large target models. We employ an interleaved training regimen using Proximal Policy Optimization (PPO) to optimize both red team and sentinel models dynamically, incorporating a value head-sharing mechanism inspired by the multi-agent centralized critic to manage the complex interplay between agents. Our extensive experiments across text-to-text and text-to-image demonstrate the effectiveness of our approach in mitigating toxic outputs, even when dealing with larger models like \texttt{Llama-2}, \texttt{GPT-3.5} and \texttt{Stable-Diffusion}, highlighting the potential of our framework in enhancing safety and robustness in various applications.

cs.CL

Attaining Human`s Desirable Outcomes in Human-AI Interaction via Structural Causal Games

In human-AI interaction, a prominent goal is to attain human`s desirable outcome with the assistance of AI agents, which can be ideally delineated as a problem of seeking the optimal Nash Equilibrium that matches the human`s desirable outcome. However, reaching the outcome is usually challenging due to the existence of multiple Nash Equilibria that are related to the assisting task but do not correspond to the human`s desirable outcome. To tackle this issue, we employ a theoretical framework called structural causal game (SCG) to formalize the human-AI interactive process. Furthermore, we introduce a strategy referred to as pre-policy intervention on the SCG to steer AI agents towards attaining the human`s desirable outcome. In more detail, a pre-policy is learned as a generalized intervention to guide the agents` policy selection, under a transparent and interpretable procedure determined by the SCG. To make the framework practical, we propose a reinforcement learning-like algorithm to search out this pre-policy. The proposed algorithm is tested in both gridworld environments and realistic dialogue scenarios with large language models, demonstrating its adaptability in a broader class of problems and potential effectiveness in real-world situations.

cs.AI

Invariant Learning via Probability of Sufficient and Necessary Causes

Out-of-distribution (OOD) generalization is indispensable for learning models in the wild, where testing distribution typically unknown and different from the training. Recent methods derived from causality have shown great potential in achieving OOD generalization. However, existing methods mainly focus on the invariance property of causes, while largely overlooking the property of \textit{sufficiency} and \textit{necessity} conditions. Namely, a necessary but insufficient cause (feature) is invariant to distribution shift, yet it may not have required accuracy. By contrast, a sufficient yet unnecessary cause (feature) tends to fit specific data well but may have a risk of adapting to a new domain. To capture the information of sufficient and necessary causes, we employ a classical concept, the probability of sufficiency and necessary causes (PNS), which indicates the probability of whether one is the necessary and sufficient cause. To associate PNS with OOD generalization, we propose PNS risk and formulate an algorithm to learn representation with a high PNS value. We theoretically analyze and prove the generalizability of the PNS risk. Experiments on both synthetic and real-world benchmarks demonstrate the effectiveness of the proposed method. The details of the implementation can be found at the GitHub repository: https://github.com/ymy4323460/CaSN.

cs.LG

Shapley Value Based Multi-Agent Reinforcement Learning: Theory, Method and Its Application to Energy Network

Multi-agent reinforcement learning is an area of rapid advancement in artificial intelligence and machine learning. One of the important questions to be answered is how to conduct credit assignment in a multi-agent system. There have been many schemes designed to conduct credit assignment by multi-agent reinforcement learning algorithms. Although these credit assignment schemes have been proved useful in improving the performance of multi-agent reinforcement learning, most of them are designed heuristically without a rigorous theoretic basis and therefore infeasible to understand how agents cooperate. In this thesis, we aim at investigating the foundation of credit assignment in multi-agent reinforcement learning via cooperative game theory. We first extend a game model called convex game and a payoff distribution scheme called Shapley value in cooperative game theory to Markov decision process, named as Markov convex game and Markov Shapley value respectively. We represent a global reward game as a Markov convex game under the grand coalition. As a result, Markov Shapley value can be reasonably used as a credit assignment scheme in the global reward game. Markov Shapley value possesses the following virtues: (i) efficiency; (ii) identifiability of dummy agents; (iii) reflecting the contribution and (iv) symmetry, which form the fair credit assignment. Based on Markov Shapley value, we propose three multi-agent reinforcement learning algorithms called SHAQ, SQDDPG and SMFPPO. Furthermore, we extend Markov convex game to partial observability to deal with the partially observable problems, named as partially observable Markov convex game. In application, we evaluate SQDDPG and SMFPPO on the real-world problem in energy networks.

cs.MA

E2E-AT: A Unified Framework for Tackling Uncertainty in Task-aware End-to-end Learning

Successful machine learning involves a complete pipeline of data, model, and downstream applications. Instead of treating them separately, there has been a prominent increase of attention within the constrained optimization (CO) and machine learning (ML) communities towards combining prediction and optimization models. The so-called end-to-end (E2E) learning captures the task-based objective for which they will be used for decision making. Although a large variety of E2E algorithms have been presented, it has not been fully investigated how to systematically address uncertainties involved in such models. Most of the existing work considers the uncertainties of ML in the input space and improves robustness through adversarial training. We extend this idea to E2E learning and prove that there is a robustness certification procedure by solving augmented integer programming. Furthermore, we show that neglecting the uncertainty of COs during training causes a new trigger for generalization errors. To include all these components, we propose a unified framework that covers the uncertainties emerging in both the input feature space of the ML models and the COs. The framework is described as a robust optimization problem and is practically solved via end-to-end adversarial training (E2E-AT). Finally, the performance of E2E-AT is evaluated by a real-world end-to-end power system operation problem, including load forecasting and sequential scheduling tasks.

cs.LG

Robust Reinforcement Learning in Continuous Control Tasks with Uncertainty Set Regularization

Reinforcement learning (RL) is recognized as lacking generalization and robustness under environmental perturbations, which excessively restricts its application for real-world robotics. Prior work claimed that adding regularization to the value function is equivalent to learning a robust policy with uncertain transitions. Although the regularization-robustness transformation is appealing for its simplicity and efficiency, it is still lacking in continuous control tasks. In this paper, we propose a new regularizer named $\textbf{U}$ncertainty $\textbf{S}$et $\textbf{R}$egularizer (USR), by formulating the uncertainty set on the parameter space of the transition function. In particular, USR is flexible enough to be plugged into any existing RL framework. To deal with unknown uncertainty sets, we further propose a novel adversarial approach to generate them based on the value function. We evaluate USR on the Real-world Reinforcement Learning (RWRL) benchmark, demonstrating improvements in the robust performance for perturbed testing environments.

cs.LG

Taming Multi-Agent Reinforcement Learning with Estimator Variance Reduction

Centralised training with decentralised execution (CT-DE) serves as the foundation of many leading multi-agent reinforcement learning (MARL) algorithms. Despite its popularity, it suffers from a critical drawback due to its reliance on learning from a single sample of the joint-action at a given state. As agents explore and update their policies during training, these single samples may poorly represent the actual joint-policy of the system of agents leading to high variance gradient estimates that hinder learning. To address this problem, we propose an enhancement tool that accommodates any actor-critic MARL method. Our framework, Performance Enhancing Reinforcement Learning Apparatus (PERLA), introduces a sampling technique of the agents' joint-policy into the critics while the agents train. This leads to TD updates that closely approximate the true expected value under the current joint-policy rather than estimates from a single sample of the joint-action at a given state. This produces low variance and precise estimates of expected returns, minimising the variance in the critic estimators which typically hinders learning. Moreover, as we demonstrate, by eliminating much of the critic variance from the single sampling of the joint policy, PERLA enables CT-DE methods to scale more efficiently with the number of agents. Theoretically, we prove that PERLA reduces variance in value estimates similar to that of decentralised training while maintaining the benefits of centralised training. Empirically, we demonstrate PERLA's superior performance and ability to reduce estimator variance in a range of benchmarks including Multi-agent Mujoco, and StarCraft II Multi-agent Challenge.

cs.MA

MANSA: Learning Fast and Slow in Multi-Agent Systems

In multi-agent reinforcement learning (MARL), independent learning (IL) often shows remarkable performance and easily scales with the number of agents. Yet, using IL can be inefficient and runs the risk of failing to successfully train, particularly in scenarios that require agents to coordinate their actions. Using centralised learning (CL) enables MARL agents to quickly learn how to coordinate their behaviour but employing CL everywhere is often prohibitively expensive in real-world applications. Besides, using CL in value-based methods often needs strong representational constraints (e.g. individual-global-max condition) that can lead to poor performance if violated. In this paper, we introduce a novel plug & play IL framework named Multi-Agent Network Selection Algorithm (MANSA) which selectively employs CL only at states that require coordination. At its core, MANSA has an additional agent that uses switching controls to quickly learn the best states to activate CL during training, using CL only where necessary and vastly reducing the computational burden of CL. Our theory proves MANSA preserves cooperative MARL convergence properties, boosts IL performance and can optimally make use of a fixed budget on the number CL calls. We show empirically in Level-based Foraging (LBF) and StarCraft Multi-agent Challenge (SMAC) that MANSA achieves fast, superior and more reliable performance while making 40% fewer CL calls in SMAC and using CL at only 1% CL calls in LBF.

cs.MA

Learning to Shape Rewards using a Game of Two Partners

Reward shaping (RS) is a powerful method in reinforcement learning (RL) for overcoming the problem of sparse or uninformative rewards. However, RS typically relies on manually engineered shaping-reward functions whose construction is time-consuming and error-prone. It also requires domain knowledge which runs contrary to the goal of autonomous learning. We introduce Reinforcement Learning Optimising Shaping Algorithm (ROSA), an automated reward shaping framework in which the shaping-reward function is constructed in a Markov game between two agents. A reward-shaping agent (Shaper) uses switching controls to determine which states to add shaping rewards for more efficient learning while the other agent (Controller) learns the optimal policy for the task using these shaped rewards. We prove that ROSA, which adopts existing RL algorithms, learns to construct a shaping-reward function that is beneficial to the task thus ensuring efficient convergence to high performance policies. We demonstrate ROSA's properties in three didactic experiments and show its superior performance against state-of-the-art RS algorithms in challenging sparse reward environments.

cs.LG