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Wei-Wei Tu

Publications and source records attributed to Wei-Wei Tu.

At least 19 recordsLinked to original sources

A Survey on Self-play Methods in Reinforcement Learning

Self-play, a learning paradigm where agents iteratively refine their policies by interacting with historical or concurrent versions of themselves or other evolving agents, has shown remarkable success in solving complex non-cooperative multi-agent tasks. Despite its growing prominence in multi-agent reinforcement learning (MARL), such as Go, poker, and video games, a comprehensive and structured understanding of self-play remains lacking. This survey fills this gap by offering a comprehensive roadmap to the diverse landscape of self-play methods. We begin by introducing the necessary preliminaries, including the MARL framework and basic game theory concepts. Then, it provides a unified framework and classifies existing self-play algorithms within this framework. Moreover, the paper bridges the gap between the algorithms and their practical implications by illustrating the role of self-play in different non-cooperative scenarios. Finally, the survey highlights open challenges and future research directions in self-play.

cs.AI

Efficient Stochastic Approximation of Minimax Excess Risk Optimization

While traditional distributionally robust optimization (DRO) aims to minimize the maximal risk over a set of distributions, Agarwal and Zhang (2022) recently proposed a variant that replaces risk with excess risk. Compared to DRO, the new formulation$\unicode{x2013}$minimax excess risk optimization (MERO) has the advantage of suppressing the effect of heterogeneous noise in different distributions. However, the choice of excess risk leads to a very challenging minimax optimization problem, and currently there exists only an inefficient algorithm for empirical MERO. In this paper, we develop efficient stochastic approximation approaches which directly target MERO. Specifically, we leverage techniques from stochastic convex optimization to estimate the minimal risk of every distribution, and solve MERO as a stochastic convex-concave optimization (SCCO) problem with biased gradients. The presence of bias makes existing theoretical guarantees of SCCO inapplicable, and fortunately, we demonstrate that the bias, caused by the estimation error of the minimal risk, is under-control. Thus, MERO can still be optimized with a nearly optimal convergence rate. Moreover, we investigate a practical scenario where the quantity of samples drawn from each distribution may differ, and propose a stochastic approach that delivers distribution-dependent convergence rates.

math.OC

MQE: Unleashing the Power of Interaction with Multi-agent Quadruped Environment

The advent of deep reinforcement learning (DRL) has significantly advanced the field of robotics, particularly in the control and coordination of quadruped robots. However, the complexity of real-world tasks often necessitates the deployment of multi-robot systems capable of sophisticated interaction and collaboration. To address this need, we introduce the Multi-agent Quadruped Environment (MQE), a novel platform designed to facilitate the development and evaluation of multi-agent reinforcement learning (MARL) algorithms in realistic and dynamic scenarios. MQE emphasizes complex interactions between robots and objects, hierarchical policy structures, and challenging evaluation scenarios that reflect real-world applications. We present a series of collaborative and competitive tasks within MQE, ranging from simple coordination to complex adversarial interactions, and benchmark state-of-the-art MARL algorithms. Our findings indicate that hierarchical reinforcement learning can simplify task learning, but also highlight the need for advanced algorithms capable of handling the intricate dynamics of multi-agent interactions. MQE serves as a stepping stone towards bridging the gap between simulation and practical deployment, offering a rich environment for future research in multi-agent systems and robot learning. For open-sourced code and more details of MQE, please refer to https://ziyanx02.github.io/multiagent-quadruped-environment/ .

cs.RO

Optimistic Online Mirror Descent for Bridging Stochastic and Adversarial Online Convex Optimization

Stochastically Extended Adversarial (SEA) model is introduced by Sachs et al. [2022] as an interpolation between stochastic and adversarial online convex optimization. Under the smoothness condition, they demonstrate that the expected regret of optimistic follow-the-regularized-leader (FTRL) depends on the cumulative stochastic variance $σ_{1:T}^2$ and the cumulative adversarial variation $Σ_{1:T}^2$ for convex functions. They also provide a slightly weaker bound based on the maximal stochastic variance $σ_{\max}^2$ and the maximal adversarial variation $Σ_{\max}^2$ for strongly convex functions. Inspired by their work, we investigate the theoretical guarantees of optimistic online mirror descent (OMD) for the SEA model. For convex and smooth functions, we obtain the same $\mathcal{O}(\sqrt{σ_{1:T}^2}+\sqrt{Σ_{1:T}^2})$ regret bound, without the convexity requirement of individual functions. For strongly convex and smooth functions, we establish an $\mathcal{O}((σ_{\max}^2 + Σ_{\max}^2) \log (σ_{1:T}^2+Σ_{1:T}^2))$ bound, better than their $\mathcal{O}((σ_{\max}^2 + Σ_{\max}^2) \log T)$ result. For exp-concave and smooth functions, we achieve a new $\mathcal{O}(d\log(σ_{1:T}^2+Σ_{1:T}^2))$ bound. Owing to the OMD framework, we broaden our work to study dynamic regret minimization and scenarios where the online functions are non-smooth. We establish the first dynamic regret guarantee for the SEA model with convex and smooth functions, which is more favorable than static regret bounds in non-stationary scenarios. Furthermore, to deal with non-smooth and convex functions in the SEA model, we propose novel algorithms building on optimistic OMD with an implicit update, which provably attain static regret and dynamic regret guarantees without smoothness conditions.

cs.LG

LLMArena: Assessing Capabilities of Large Language Models in Dynamic Multi-Agent Environments

Recent advancements in large language models (LLMs) have revealed their potential for achieving autonomous agents possessing human-level intelligence. However, existing benchmarks for evaluating LLM Agents either use static datasets, potentially leading to data leakage or focus only on single-agent scenarios, overlooking the complexities of multi-agent interactions. There is a lack of a benchmark that evaluates the diverse capabilities of LLM agents in multi-agent, dynamic environments. To this end, we introduce LLMArena, a novel and easily extensible framework for evaluating the diverse capabilities of LLM in multi-agent dynamic environments. LLMArena encompasses seven distinct gaming environments, employing Trueskill scoring to assess crucial abilities in LLM agents, including spatial reasoning, strategic planning, numerical reasoning, risk assessment, communication, opponent modeling, and team collaboration. We conduct an extensive experiment and human evaluation among different sizes and types of LLMs, showing that LLMs still have a significant journey ahead in their development towards becoming fully autonomous agents, especially in opponent modeling and team collaboration. We hope LLMArena could guide future research towards enhancing these capabilities in LLMs, ultimately leading to more sophisticated and practical applications in dynamic, multi-agent settings. The code and data will be available.

cs.CL

DGPO: Discovering Multiple Strategies with Diversity-Guided Policy Optimization

Most reinforcement learning algorithms seek a single optimal strategy that solves a given task. However, it can often be valuable to learn a diverse set of solutions, for instance, to make an agent's interaction with users more engaging, or improve the robustness of a policy to an unexpected perturbance. We propose Diversity-Guided Policy Optimization (DGPO), an on-policy algorithm that discovers multiple strategies for solving a given task. Unlike prior work, it achieves this with a shared policy network trained over a single run. Specifically, we design an intrinsic reward based on an information-theoretic diversity objective. Our final objective alternately constraints on the diversity of the strategies and on the extrinsic reward. We solve the constrained optimization problem by casting it as a probabilistic inference task and use policy iteration to maximize the derived lower bound. Experimental results show that our method efficiently discovers diverse strategies in a wide variety of reinforcement learning tasks. Compared to baseline methods, DGPO achieves comparable rewards, while discovering more diverse strategies, and often with better sample efficiency.

cs.LG

OpenRL: A Unified Reinforcement Learning Framework

We present OpenRL, an advanced reinforcement learning (RL) framework designed to accommodate a diverse array of tasks, from single-agent challenges to complex multi-agent systems. OpenRL's robust support for self-play training empowers agents to develop advanced strategies in competitive settings. Notably, OpenRL integrates Natural Language Processing (NLP) with RL, enabling researchers to address a combination of RL training and language-centric tasks effectively. Leveraging PyTorch's robust capabilities, OpenRL exemplifies modularity and a user-centric approach. It offers a universal interface that simplifies the user experience for beginners while maintaining the flexibility experts require for innovation and algorithm development. This equilibrium enhances the framework's practicality, adaptability, and scalability, establishing a new standard in RL research. To delve into OpenRL's features, we invite researchers and enthusiasts to explore our GitHub repository at https://github.com/OpenRL-Lab/openrl and access our comprehensive documentation at https://openrl-docs.readthedocs.io.

cs.LG

Robustness and Generalizability of Deepfake Detection: A Study with Diffusion Models

The rise of deepfake images, especially of well-known personalities, poses a serious threat to the dissemination of authentic information. To tackle this, we present a thorough investigation into how deepfakes are produced and how they can be identified. The cornerstone of our research is a rich collection of artificial celebrity faces, titled DeepFakeFace (DFF). We crafted the DFF dataset using advanced diffusion models and have shared it with the community through online platforms. This data serves as a robust foundation to train and test algorithms designed to spot deepfakes. We carried out a thorough review of the DFF dataset and suggest two evaluation methods to gauge the strength and adaptability of deepfake recognition tools. The first method tests whether an algorithm trained on one type of fake images can recognize those produced by other methods. The second evaluates the algorithm's performance with imperfect images, like those that are blurry, of low quality, or compressed. Given varied results across deepfake methods and image changes, our findings stress the need for better deepfake detectors. Our DFF dataset and tests aim to boost the development of more effective tools against deepfakes.

cs.CV

Projection-free Online Learning with Arbitrary Delays

Projection-free online learning, which eschews the projection operation via less expensive computations such as linear optimization (LO), has received much interest recently due to its efficiency in handling high-dimensional problems with complex constraints. However, previous studies assume that any queried gradient is revealed immediately, which may not hold in practice and limits their applications. To address this limitation, we generalize the online Frank-Wolfe (OFW) algorithm and the online smooth projection-free (OSPF) algorithm, which are state-of-the-art LO-based projection-free online algorithms for non-smooth and smooth functions respectively, into a delayed setting where queried gradients can be delayed by arbitrary rounds. Specifically, the main idea of our generalized OFW is to perform an update similar to the original OFW after receiving any delayed gradient, and play the latest decision for each round. Moreover, the essential change on OSPF is to replace the sum of queried gradients, which is originally utilized in each update, with the sum of available gradients. Despite their simplicities, our novel analysis shows that under a relatively large amount of delay, the generalized OFW and OSPF enjoy the same regret bound as OFW and OSPF in the non-delayed setting, respectively.

cs.LG

TiZero: Mastering Multi-Agent Football with Curriculum Learning and Self-Play

Multi-agent football poses an unsolved challenge in AI research. Existing work has focused on tackling simplified scenarios of the game, or else leveraging expert demonstrations. In this paper, we develop a multi-agent system to play the full 11 vs. 11 game mode, without demonstrations. This game mode contains aspects that present major challenges to modern reinforcement learning algorithms; multi-agent coordination, long-term planning, and non-transitivity. To address these challenges, we present TiZero; a self-evolving, multi-agent system that learns from scratch. TiZero introduces several innovations, including adaptive curriculum learning, a novel self-play strategy, and an objective that optimizes the policies of multiple agents jointly. Experimentally, it outperforms previous systems by a large margin on the Google Research Football environment, increasing win rates by over 30%. To demonstrate the generality of TiZero's innovations, they are assessed on several environments beyond football; Overcooked, Multi-agent Particle-Environment, Tic-Tac-Toe and Connect-Four.

cs.AI

Learning Graph-Enhanced Commander-Executor for Multi-Agent Navigation

This paper investigates the multi-agent navigation problem, which requires multiple agents to reach the target goals in a limited time. Multi-agent reinforcement learning (MARL) has shown promising results for solving this issue. However, it is inefficient for MARL to directly explore the (nearly) optimal policy in the large search space, which is exacerbated as the agent number increases (e.g., 10+ agents) or the environment is more complex (e.g., 3D simulator). Goal-conditioned hierarchical reinforcement learning (HRL) provides a promising direction to tackle this challenge by introducing a hierarchical structure to decompose the search space, where the low-level policy predicts primitive actions in the guidance of the goals derived from the high-level policy. In this paper, we propose Multi-Agent Graph-Enhanced Commander-Executor (MAGE-X), a graph-based goal-conditioned hierarchical method for multi-agent navigation tasks. MAGE-X comprises a high-level Goal Commander and a low-level Action Executor. The Goal Commander predicts the probability distribution of goals and leverages them to assign each agent the most appropriate final target. The Action Executor utilizes graph neural networks (GNN) to construct a subgraph for each agent that only contains crucial partners to improve cooperation. Additionally, the Goal Encoder in the Action Executor captures the relationship between the agent and the designated goal to encourage the agent to reach the final target. The results show that MAGE-X outperforms the state-of-the-art MARL baselines with a 100% success rate with only 3 million training steps in multi-agent particle environments (MPE) with 50 agents, and at least a 12% higher success rate and 2x higher data efficiency in a more complicated quadrotor 3D navigation task.

cs.RO

Projection-free Distributed Online Learning with Sublinear Communication Complexity

To deal with complicated constraints via locally light computations in distributed online learning, a recent study has presented a projection-free algorithm called distributed online conditional gradient (D-OCG), and achieved an $O(T^{3/4})$ regret bound for convex losses, where $T$ is the number of total rounds. However, it requires $T$ communication rounds, and cannot utilize the strong convexity of losses. In this paper, we propose an improved variant of D-OCG, namely D-BOCG, which can attain the same $O(T^{3/4})$ regret bound with only $O(\sqrt{T})$ communication rounds for convex losses, and a better regret bound of $O(T^{2/3}(\log T)^{1/3})$ with fewer $O(T^{1/3}(\log T)^{2/3})$ communication rounds for strongly convex losses. The key idea is to adopt a delayed update mechanism that reduces the communication complexity, and redefine the surrogate loss function in D-OCG for exploiting the strong convexity. Furthermore, we provide lower bounds to demonstrate that the $O(\sqrt{T})$ communication rounds required by D-BOCG are optimal (in terms of $T$) for achieving the $O(T^{3/4})$ regret with convex losses, and the $O(T^{1/3}(\log T)^{2/3})$ communication rounds required by D-BOCG are near-optimal (in terms of $T$) for achieving the $O(T^{2/3}(\log T)^{1/3})$ regret with strongly convex losses up to polylogarithmic factors. Finally, to handle the more challenging bandit setting, in which only the loss value is available, we incorporate the classical one-point gradient estimator into D-BOCG, and obtain similar theoretical guarantees.

cs.LG

Transfer and Share: Semi-Supervised Learning from Long-Tailed Data

Long-Tailed Semi-Supervised Learning (LTSSL) aims to learn from class-imbalanced data where only a few samples are annotated. Existing solutions typically require substantial cost to solve complex optimization problems, or class-balanced undersampling which can result in information loss. In this paper, we present the TRAS (TRAnsfer and Share) to effectively utilize long-tailed semi-supervised data. TRAS transforms the imbalanced pseudo-label distribution of a traditional SSL model via a delicate function to enhance the supervisory signals for minority classes. It then transfers the distribution to a target model such that the minority class will receive significant attention. Interestingly, TRAS shows that more balanced pseudo-label distribution can substantially benefit minority-class training, instead of seeking to generate accurate pseudo-labels as in previous works. To simplify the approach, TRAS merges the training of the traditional SSL model and the target model into a single procedure by sharing the feature extractor, where both classifiers help improve the representation learning. According to extensive experiments, TRAS delivers much higher accuracy than state-of-the-art methods in the entire set of classes as well as minority classes.

cs.LG

Bridging the Gap of AutoGraph between Academia and Industry: Analysing AutoGraph Challenge at KDD Cup 2020

Graph structured data is ubiquitous in daily life and scientific areas and has attracted increasing attention. Graph Neural Networks (GNNs) have been proved to be effective in modeling graph structured data and many variants of GNN architectures have been proposed. However, much human effort is often needed to tune the architecture depending on different datasets. Researchers naturally adopt Automated Machine Learning on Graph Learning, aiming to reduce the human effort and achieve generally top-performing GNNs, but their methods focus more on the architecture search. To understand GNN practitioners' automated solutions, we organized AutoGraph Challenge at KDD Cup 2020, emphasizing on automated graph neural networks for node classification. We received top solutions especially from industrial tech companies like Meituan, Alibaba and Twitter, which are already open sourced on Github. After detailed comparisons with solutions from academia, we quantify the gaps between academia and industry on modeling scope, effectiveness and efficiency, and show that (1) academia AutoML for Graph solutions focus on GNN architecture search while industrial solutions, especially the winning ones in the KDD Cup, tend to obtain an overall solution (2) by neural architecture search only, academia solutions achieve on average 97.3% accuracy of industrial solutions (3) academia solutions are cheap to obtain with several GPU hours while industrial solutions take a few months' labors. Academic solutions also contain much fewer parameters.

cs.LG

Comparison of Spatio-Temporal Models for Human Motion and Pose Forecasting in Face-to-Face Interaction Scenarios

Human behavior forecasting during human-human interactions is of utmost importance to provide robotic or virtual agents with social intelligence. This problem is especially challenging for scenarios that are highly driven by interpersonal dynamics. In this work, we present the first systematic comparison of state-of-the-art approaches for behavior forecasting. To do so, we leverage whole-body annotations (face, body, and hands) from the very recently released UDIVA v0.5, which features face-to-face dyadic interactions. Our best attention-based approaches achieve state-of-the-art performance in UDIVA v0.5. We show that by autoregressively predicting the future with methods trained for the short-term future (<400ms), we outperform the baselines even for a considerably longer-term future (up to 2s). We also show that this finding holds when highly noisy annotations are used, which opens new horizons towards the use of weakly-supervised learning. Combined with large-scale datasets, this may help boost the advances in this field.

cs.CV

Didn't see that coming: a survey on non-verbal social human behavior forecasting

Non-verbal social human behavior forecasting has increasingly attracted the interest of the research community in recent years. Its direct applications to human-robot interaction and socially-aware human motion generation make it a very attractive field. In this survey, we define the behavior forecasting problem for multiple interactive agents in a generic way that aims at unifying the fields of social signals prediction and human motion forecasting, traditionally separated. We hold that both problem formulations refer to the same conceptual problem, and identify many shared fundamental challenges: future stochasticity, context awareness, history exploitation, etc. We also propose a taxonomy that comprises methods published in the last 5 years in a very informative way and describes the current main concerns of the community with regard to this problem. In order to promote further research on this field, we also provide a summarised and friendly overview of audiovisual datasets featuring non-acted social interactions. Finally, we describe the most common metrics used in this task and their particular issues.

cs.CV

Codabench: Flexible, Easy-to-Use and Reproducible Benchmarking Platform

Obtaining standardized crowdsourced benchmark of computational methods is a major issue in data science communities. Dedicated frameworks enabling fair benchmarking in a unified environment are yet to be developed. Here we introduce Codabench, an open-source, community-driven platform for benchmarking algorithms or software agents versus datasets or tasks. A public instance of Codabench (https://www.codabench.org/) is open to everyone, free of charge, and allows benchmark organizers to compare fairly submissions, under the same setting (software, hardware, data, algorithms), with custom protocols and data formats. Codabench has unique features facilitating the organization of benchmarks flexibly, easily and reproducibly, such as the possibility of re-using templates of benchmarks, and supplying compute resources on-demand. Codabench has been used internally and externally on various applications, receiving more than 130 users and 2500 submissions. As illustrative use cases, we introduce 4 diverse benchmarks covering Graph Machine Learning, Cancer Heterogeneity, Clinical Diagnosis and Reinforcement Learning.

cs.LG

LTU Attacker for Membership Inference

We address the problem of defending predictive models, such as machine learning classifiers (Defender models), against membership inference attacks, in both the black-box and white-box setting, when the trainer and the trained model are publicly released. The Defender aims at optimizing a dual objective: utility and privacy. Both utility and privacy are evaluated with an external apparatus including an Attacker and an Evaluator. On one hand, Reserved data, distributed similarly to the Defender training data, is used to evaluate Utility; on the other hand, Reserved data, mixed with Defender training data, is used to evaluate membership inference attack robustness. In both cases classification accuracy or error rate are used as the metric: Utility is evaluated with the classification accuracy of the Defender model; Privacy is evaluated with the membership prediction error of a so-called "Leave-Two-Unlabeled" LTU Attacker, having access to all of the Defender and Reserved data, except for the membership label of one sample from each. We prove that, under certain conditions, even a "naïve" LTU Attacker can achieve lower bounds on privacy loss with simple attack strategies, leading to concrete necessary conditions to protect privacy, including: preventing over-fitting and adding some amount of randomness. However, we also show that such a naïve LTU Attacker can fail to attack the privacy of models known to be vulnerable in the literature, demonstrating that knowledge must be complemented with strong attack strategies to turn the LTU Attacker into a powerful means of evaluating privacy. Our experiments on the QMNIST and CIFAR-10 datasets validate our theoretical results and confirm the roles of over-fitting prevention and randomness in the algorithms to protect against privacy attacks.

cs.LG