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Jianye Hao

Publications and source records attributed to Jianye Hao.

At least 217 records · Page 12Linked to original sources

Efficient Deep Reinforcement Learning via Adaptive Policy Transfer

Transfer Learning (TL) has shown great potential to accelerate Reinforcement Learning (RL) by leveraging prior knowledge from past learned policies of relevant tasks. Existing transfer approaches either explicitly computes the similarity between tasks or select appropriate source policies to provide guided explorations for the target task. However, how to directly optimize the target policy by alternatively utilizing knowledge from appropriate source policies without explicitly measuring the similarity is currently missing. In this paper, we propose a novel Policy Transfer Framework (PTF) to accelerate RL by taking advantage of this idea. Our framework learns when and which source policy is the best to reuse for the target policy and when to terminate it by modeling multi-policy transfer as the option learning problem. PTF can be easily combined with existing deep RL approaches. Experimental results show it significantly accelerates the learning process and surpasses state-of-the-art policy transfer methods in terms of learning efficiency and final performance in both discrete and continuous action spaces.

cs.LG↗

Triple-GAIL: A Multi-Modal Imitation Learning Framework with Generative Adversarial Nets

Generative adversarial imitation learning (GAIL) has shown promising results by taking advantage of generative adversarial nets, especially in the field of robot learning. However, the requirement of isolated single modal demonstrations limits the scalability of the approach to real world scenarios such as autonomous vehicles' demand for a proper understanding of human drivers' behavior. In this paper, we propose a novel multi-modal GAIL framework, named Triple-GAIL, that is able to learn skill selection and imitation jointly from both expert demonstrations and continuously generated experiences with data augmentation purpose by introducing an auxiliary skill selector. We provide theoretical guarantees on the convergence to optima for both of the generator and the selector respectively. Experiments on real driver trajectories and real-time strategy game datasets demonstrate that Triple-GAIL can better fit multi-modal behaviors close to the demonstrators and outperforms state-of-the-art methods.

cs.LG↗

KoGuN: Accelerating Deep Reinforcement Learning via Integrating Human Suboptimal Knowledge

Reinforcement learning agents usually learn from scratch, which requires a large number of interactions with the environment. This is quite different from the learning process of human. When faced with a new task, human naturally have the common sense and use the prior knowledge to derive an initial policy and guide the learning process afterwards. Although the prior knowledge may be not fully applicable to the new task, the learning process is significantly sped up since the initial policy ensures a quick-start of learning and intermediate guidance allows to avoid unnecessary exploration. Taking this inspiration, we propose knowledge guided policy network (KoGuN), a novel framework that combines human prior suboptimal knowledge with reinforcement learning. Our framework consists of a fuzzy rule controller to represent human knowledge and a refine module to fine-tune suboptimal prior knowledge. The proposed framework is end-to-end and can be combined with existing policy-based reinforcement learning algorithm. We conduct experiments on both discrete and continuous control tasks. The empirical results show that our approach, which combines human suboptimal knowledge and RL, achieves significant improvement on learning efficiency of flat RL algorithms, even with very low-performance human prior knowledge.

cs.AI↗

Continuous Multiagent Control using Collective Behavior Entropy for Large-Scale Home Energy Management

With the increasing popularity of electric vehicles, distributed energy generation and storage facilities in smart grid systems, an efficient Demand-Side Management (DSM) is urgent for energy savings and peak loads reduction. Traditional DSM works focusing on optimizing the energy activities for a single household can not scale up to large-scale home energy management problems. Multi-agent Deep Reinforcement Learning (MA-DRL) shows a potential way to solve the problem of scalability, where modern homes interact together to reduce energy consumers consumption while striking a balance between energy cost and peak loads reduction. However, it is difficult to solve such an environment with the non-stationarity, and existing MA-DRL approaches cannot effectively give incentives for expected group behavior. In this paper, we propose a collective MA-DRL algorithm with continuous action space to provide fine-grained control on a large scale microgrid. To mitigate the non-stationarity of the microgrid environment, a novel predictive model is proposed to measure the collective market behavior. Besides, a collective behavior entropy is introduced to reduce the high peak loads incurred by the collective behaviors of all householders in the smart grid. Empirical results show that our approach significantly outperforms the state-of-the-art methods regarding power cost reduction and daily peak loads optimization.

eess.SY↗

Learning to Accelerate Heuristic Searching for Large-Scale Maximum Weighted b-Matching Problems in Online Advertising

Bipartite b-matching is fundamental in algorithm design, and has been widely applied into economic markets, labor markets, etc. These practical problems usually exhibit two distinct features: large-scale and dynamic, which requires the matching algorithm to be repeatedly executed at regular intervals. However, existing exact and approximate algorithms usually fail in such settings due to either requiring intolerable running time or too much computation resource. To address this issue, we propose \texttt{NeuSearcher} which leverages the knowledge learned from previously instances to solve new problem instances. Specifically, we design a multichannel graph neural network to predict the threshold of the matched edges weights, by which the search region could be significantly reduced. We further propose a parallel heuristic search algorithm to iteratively improve the solution quality until convergence. Experiments on both open and industrial datasets demonstrate that \texttt{NeuSearcher} can speed up 2 to 3 times while achieving exactly the same matching solution compared with the state-of-the-art approximation approaches.

cs.DC↗

MGHRL: Meta Goal-generation for Hierarchical Reinforcement Learning

Most meta reinforcement learning (meta-RL) methods learn to adapt to new tasks by directly optimizing the parameters of policies over primitive action space. Such algorithms work well in tasks with relatively slight difference. However, when the task distribution becomes wider, it would be quite inefficient to directly learn such a meta-policy. In this paper, we propose a new meta-RL algorithm called Meta Goal-generation for Hierarchical RL (MGHRL). Instead of directly generating policies over primitive action space for new tasks, MGHRL learns to generate high-level meta strategies over subgoals given past experience and leaves the rest of how to achieve subgoals as independent RL subtasks. Our empirical results on several challenging simulated robotics environments show that our method enables more efficient and generalized meta-learning from past experience.

cs.LG↗

Neighborhood Cognition Consistent Multi-Agent Reinforcement Learning

Social psychology and real experiences show that cognitive consistency plays an important role to keep human society in order: if people have a more consistent cognition about their environments, they are more likely to achieve better cooperation. Meanwhile, only cognitive consistency within a neighborhood matters because humans only interact directly with their neighbors. Inspired by these observations, we take the first step to introduce \emph{neighborhood cognitive consistency} (NCC) into multi-agent reinforcement learning (MARL). Our NCC design is quite general and can be easily combined with existing MARL methods. As examples, we propose neighborhood cognition consistent deep Q-learning and Actor-Critic to facilitate large-scale multi-agent cooperations. Extensive experiments on several challenging tasks (i.e., packet routing, wifi configuration, and Google football player control) justify the superior performance of our methods compared with state-of-the-art MARL approaches.

cs.AI↗

Q-value Path Decomposition for Deep Multiagent Reinforcement Learning

Recently, deep multiagent reinforcement learning (MARL) has become a highly active research area as many real-world problems can be inherently viewed as multiagent systems. A particularly interesting and widely applicable class of problems is the partially observable cooperative multiagent setting, in which a team of agents learns to coordinate their behaviors conditioning on their private observations and commonly shared global reward signals. One natural solution is to resort to the centralized training and decentralized execution paradigm. During centralized training, one key challenge is the multiagent credit assignment: how to allocate the global rewards for individual agent policies for better coordination towards maximizing system-level's benefits. In this paper, we propose a new method called Q-value Path Decomposition (QPD) to decompose the system's global Q-values into individual agents' Q-values. Unlike previous works which restrict the representation relation of the individual Q-values and the global one, we leverage the integrated gradient attribution technique into deep MARL to directly decompose global Q-values along trajectory paths to assign credits for agents. We evaluate QPD on the challenging StarCraft II micromanagement tasks and show that QPD achieves the state-of-the-art performance in both homogeneous and heterogeneous multiagent scenarios compared with existing cooperative MARL algorithms.

cs.MA↗

Action Semantics Network: Considering the Effects of Actions in Multiagent Systems

In multiagent systems (MASs), each agent makes individual decisions but all of them contribute globally to the system evolution. Learning in MASs is difficult since each agent's selection of actions must take place in the presence of other co-learning agents. Moreover, the environmental stochasticity and uncertainties increase exponentially with the increase in the number of agents. Previous works borrow various multiagent coordination mechanisms into deep learning architecture to facilitate multiagent coordination. However, none of them explicitly consider action semantics between agents that different actions have different influences on other agents. In this paper, we propose a novel network architecture, named Action Semantics Network (ASN), that explicitly represents such action semantics between agents. ASN characterizes different actions' influence on other agents using neural networks based on the action semantics between them. ASN can be easily combined with existing deep reinforcement learning (DRL) algorithms to boost their performance. Experimental results on StarCraft II micromanagement and Neural MMO show ASN significantly improves the performance of state-of-the-art DRL approaches compared with several network architectures.

cs.MA↗

Multi-Agent Game Abstraction via Graph Attention Neural Network

In large-scale multi-agent systems, the large number of agents and complex game relationship cause great difficulty for policy learning. Therefore, simplifying the learning process is an important research issue. In many multi-agent systems, the interactions between agents often happen locally, which means that agents neither need to coordinate with all other agents nor need to coordinate with others all the time. Traditional methods attempt to use pre-defined rules to capture the interaction relationship between agents. However, the methods cannot be directly used in a large-scale environment due to the difficulty of transforming the complex interactions between agents into rules. In this paper, we model the relationship between agents by a complete graph and propose a novel game abstraction mechanism based on two-stage attention network (G2ANet), which can indicate whether there is an interaction between two agents and the importance of the interaction. We integrate this detection mechanism into graph neural network-based multi-agent reinforcement learning for conducting game abstraction and propose two novel learning algorithms GA-Comm and GA-AC. We conduct experiments in Traffic Junction and Predator-Prey. The results indicate that the proposed methods can simplify the learning process and meanwhile get better asymptotic performance compared with state-of-the-art algorithms.

cs.AI↗

From Few to More: Large-scale Dynamic Multiagent Curriculum Learning

A lot of efforts have been devoted to investigating how agents can learn effectively and achieve coordination in multiagent systems. However, it is still challenging in large-scale multiagent settings due to the complex dynamics between the environment and agents and the explosion of state-action space. In this paper, we design a novel Dynamic Multiagent Curriculum Learning (DyMA-CL) to solve large-scale problems by starting from learning on a multiagent scenario with a small size and progressively increasing the number of agents. We propose three transfer mechanisms across curricula to accelerate the learning process. Moreover, due to the fact that the state dimension varies across curricula,, and existing network structures cannot be applied in such a transfer setting since their network input sizes are fixed. Therefore, we design a novel network structure called Dynamic Agent-number Network (DyAN) to handle the dynamic size of the network input. Experimental results show that DyMA-CL using DyAN greatly improves the performance of large-scale multiagent learning compared with state-of-the-art deep reinforcement learning approaches. We also investigate the influence of three transfer mechanisms across curricula through extensive simulations.

cs.AI↗

There is Limited Correlation between Coverage and Robustness for Deep Neural Networks

Deep neural networks (DNN) are increasingly applied in safety-critical systems, e.g., for face recognition, autonomous car control and malware detection. It is also shown that DNNs are subject to attacks such as adversarial perturbation and thus must be properly tested. Many coverage criteria for DNN since have been proposed, inspired by the success of code coverage criteria for software programs. The expectation is that if a DNN is a well tested (and retrained) according to such coverage criteria, it is more likely to be robust. In this work, we conduct an empirical study to evaluate the relationship between coverage, robustness and attack/defense metrics for DNN. Our study is the largest to date and systematically done based on 100 DNN models and 25 metrics. One of our findings is that there is limited correlation between coverage and robustness, i.e., improving coverage does not help improve the robustness. Our dataset and implementation have been made available to serve as a benchmark for future studies on testing DNN.

cs.LG↗

Independent Generative Adversarial Self-Imitation Learning in Cooperative Multiagent Systems

Many tasks in practice require the collaboration of multiple agents through reinforcement learning. In general, cooperative multiagent reinforcement learning algorithms can be classified into two paradigms: Joint Action Learners (JALs) and Independent Learners (ILs). In many practical applications, agents are unable to observe other agents' actions and rewards, making JALs inapplicable. In this work, we focus on independent learning paradigm in which each agent makes decisions based on its local observations only. However, learning is challenging in independent settings due to the local viewpoints of all agents, which perceive the world as a non-stationary environment due to the concurrently exploring teammates. In this paper, we propose a novel framework called Independent Generative Adversarial Self-Imitation Learning (IGASIL) to address the coordination problems in fully cooperative multiagent environments. To the best of our knowledge, we are the first to combine self-imitation learning with generative adversarial imitation learning (GAIL) and apply it to cooperative multiagent systems. Besides, we put forward a Sub-Curriculum Experience Replay mechanism to pick out the past beneficial experiences as much as possible and accelerate the self-imitation learning process. Evaluations conducted in the testbed of StarCraft unit micromanagement and a commonly adopted benchmark show that our IGASIL produces state-of-the-art results and even outperforms JALs in terms of both convergence speed and final performance.

cs.MA↗

Learning Adaptive Display Exposure for Real-Time Advertising

In E-commerce advertising, where product recommendations and product ads are presented to users simultaneously, the traditional setting is to display ads at fixed positions. However, under such a setting, the advertising system loses the flexibility to control the number and positions of ads, resulting in sub-optimal platform revenue and user experience. Consequently, major e-commerce platforms (e.g., Taobao.com) have begun to consider more flexible ways to display ads. In this paper, we investigate the problem of advertising with adaptive exposure: can we dynamically determine the number and positions of ads for each user visit under certain business constraints so that the platform revenue can be increased? More specifically, we consider two types of constraints: request-level constraint ensures user experience for each user visit, and platform-level constraint controls the overall platform monetization rate. We model this problem as a Constrained Markov Decision Process with per-state constraint (psCMDP) and propose a constrained two-level reinforcement learning approach to decompose the original problem into two relatively independent sub-problems. To accelerate policy learning, we also devise a constrained hindsight experience replay mechanism. Experimental evaluations on industry-scale real-world datasets demonstrate the merits of our approach in both obtaining higher revenue under the constraints and the effectiveness of the constrained hindsight experience replay mechanism.

cs.LG↗

Spectral-based Graph Convolutional Network for Directed Graphs

Graph convolutional networks(GCNs) have become the most popular approaches for graph data in these days because of their powerful ability to extract features from graph. GCNs approaches are divided into two categories, spectral-based and spatial-based. As the earliest convolutional networks for graph data, spectral-based GCNs have achieved impressive results in many graph related analytics tasks. However, spectral-based models cannot directly work on directed graphs. In this paper, we propose an improved spectral-based GCN for the directed graph by leveraging redefined Laplacians to improve its propagation model. Our approach can work directly on directed graph data in semi-supervised nodes classification tasks. Experiments on a number of directed graph datasets demonstrate that our approach outperforms the state-of-the-art methods.

cs.LG↗

Hierarchical Deep Multiagent Reinforcement Learning with Temporal Abstraction

Multiagent reinforcement learning (MARL) is commonly considered to suffer from non-stationary environments and exponentially increasing policy space. It would be even more challenging when rewards are sparse and delayed over long trajectories. In this paper, we study hierarchical deep MARL in cooperative multiagent problems with sparse and delayed reward. With temporal abstraction, we decompose the problem into a hierarchy of different time scales and investigate how agents can learn high-level coordination based on the independent skills learned at the low level. Three hierarchical deep MARL architectures are proposed to learn hierarchical policies under different MARL paradigms. Besides, we propose a new experience replay mechanism to alleviate the issue of the sparse transitions at the high level of abstraction and the non-stationarity of multiagent learning. We empirically demonstrate the effectiveness of our approaches in two domains with extremely sparse feedback: (1) a variety of Multiagent Trash Collection tasks, and (2) a challenging online mobile game, i.e., Fever Basketball Defense.

cs.LG↗

Towards Efficient Detection and Optimal Response against Sophisticated Opponents

Multiagent algorithms often aim to accurately predict the behaviors of other agents and find a best response accordingly. Previous works usually assume an opponent uses a stationary strategy or randomly switches among several stationary ones. However, an opponent may exhibit more sophisticated behaviors by adopting more advanced reasoning strategies, e.g., using a Bayesian reasoning strategy. This paper proposes a novel approach called Bayes-ToMoP which can efficiently detect the strategy of opponents using either stationary or higher-level reasoning strategies. Bayes-ToMoP also supports the detection of previously unseen policies and learning a best-response policy accordingly. We provide a theoretical guarantee of the optimality on detecting the opponent's strategies. We also propose a deep version of Bayes-ToMoP by extending Bayes-ToMoP with DRL techniques. Experimental results show both Bayes-ToMoP and deep Bayes-ToMoP outperform the state-of-the-art approaches when faced with different types of opponents in two-agent competitive games.

cs.MA↗