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Weinan Zhang

Publications and source records attributed to Weinan Zhang.

At least 325 records · Page 18Linked to original sources

Covidia: COVID-19 Interdisciplinary Academic Knowledge Graph

The pandemic of COVID-19 has inspired extensive works across different research fields. Existing literature and knowledge platforms on COVID-19 only focus on collecting papers on biology and medicine, neglecting the interdisciplinary efforts, which hurdles knowledge sharing and research collaborations between fields to address the problem. Studying interdisciplinary researches requires effective paper category classification and efficient cross-domain knowledge extraction and integration. In this work, we propose Covidia, COVID-19 interdisciplinary academic knowledge graph to bridge the gap between knowledge of COVID-19 on different domains. We design frameworks based on contrastive learning for disciplinary classification, and propose a new academic knowledge graph scheme for entity extraction, relation classification and ontology management in accordance with interdisciplinary researches. Based on Covidia, we also establish knowledge discovery benchmarks for finding COVID-19 research communities and predicting potential links.

cs.IR↗

FMGNN: Fused Manifold Graph Neural Network

Graph representation learning has been widely studied and demonstrated effectiveness in various graph tasks. Most existing works embed graph data in the Euclidean space, while recent works extend the embedding models to hyperbolic or spherical spaces to achieve better performance on graphs with complex structures, such as hierarchical or ring structures. Fusing the embedding from different manifolds can further take advantage of the embedding capabilities over different graph structures. However, existing embedding fusion methods mostly focus on concatenating or summing up the output embeddings, without considering interacting and aligning the embeddings of the same vertices on different manifolds, which can lead to distortion and impression in the final fusion results. Besides, it is also challenging to fuse the embeddings of the same vertices from different coordinate systems. In face of these challenges, we propose the Fused Manifold Graph Neural Network (FMGNN), a novel GNN architecture that embeds graphs into different Riemannian manifolds with interaction and alignment among these manifolds during training and fuses the vertex embeddings through the distances on different manifolds between vertices and selected landmarks, geometric coresets. Our experiments demonstrate that FMGNN yields superior performance over strong baselines on the benchmarks of node classification and link prediction tasks.

cs.LG↗

Sim-to-Real Transfer for Quadrupedal Locomotion via Terrain Transformer

Deep reinforcement learning has recently emerged as an appealing alternative for legged locomotion over multiple terrains by training a policy in physical simulation and then transferring it to the real world (i.e., sim-to-real transfer). Despite considerable progress, the capacity and scalability of traditional neural networks are still limited, which may hinder their applications in more complex environments. In contrast, the Transformer architecture has shown its superiority in a wide range of large-scale sequence modeling tasks, including natural language processing and decision-making problems. In this paper, we propose Terrain Transformer (TERT), a high-capacity Transformer model for quadrupedal locomotion control on various terrains. Furthermore, to better leverage Transformer in sim-to-real scenarios, we present a novel two-stage training framework consisting of an offline pretraining stage and an online correction stage, which can naturally integrate Transformer with privileged training. Extensive experiments in simulation demonstrate that TERT outperforms state-of-the-art baselines on different terrains in terms of return, energy consumption and control smoothness. In further real-world validation, TERT successfully traverses nine challenging terrains, including sand pit and stair down, which can not be accomplished by strong baselines.

cs.RO↗

Order Matters: Agent-by-agent Policy Optimization

While multi-agent trust region algorithms have achieved great success empirically in solving coordination tasks, most of them, however, suffer from a non-stationarity problem since agents update their policies simultaneously. In contrast, a sequential scheme that updates policies agent-by-agent provides another perspective and shows strong performance. However, sample inefficiency and lack of monotonic improvement guarantees for each agent are still the two significant challenges for the sequential scheme. In this paper, we propose the \textbf{A}gent-by-\textbf{a}gent \textbf{P}olicy \textbf{O}ptimization (A2PO) algorithm to improve the sample efficiency and retain the guarantees of monotonic improvement for each agent during training. We justify the tightness of the monotonic improvement bound compared with other trust region algorithms. From the perspective of sequentially updating agents, we further consider the effect of agent updating order and extend the theory of non-stationarity into the sequential update scheme. To evaluate A2PO, we conduct a comprehensive empirical study on four benchmarks: StarCraftII, Multi-agent MuJoCo, Multi-agent Particle Environment, and Google Research Football full game scenarios. A2PO consistently outperforms strong baselines.

cs.AI↗

Text Classification in the Wild: a Large-scale Long-tailed Name Normalization Dataset

Real-world data usually exhibits a long-tailed distribution,with a few frequent labels and a lot of few-shot labels. The study of institution name normalization is a perfect application case showing this phenomenon. There are many institutions worldwide with enormous variations of their names in the publicly available literature. In this work, we first collect a large-scale institution name normalization dataset LoT-insts1, which contains over 25k classes that exhibit a naturally long-tailed distribution. In order to isolate the few-shot and zero-shot learning scenarios from the massive many-shot classes, we construct our test set from four different subsets: many-, medium-, and few-shot sets, as well as a zero-shot open set. We also replicate several important baseline methods on our data, covering a wide range from search-based methods to neural network methods that use the pretrained BERT model. Further, we propose our specially pretrained, BERT-based model that shows better out-of-distribution generalization on few-shot and zero-shot test sets. Compared to other datasets focusing on the long-tailed phenomenon, our dataset has one order of magnitude more training data than the largest existing long-tailed datasets and is naturally long-tailed rather than manually synthesized. We believe it provides an important and different scenario to study this problem. To our best knowledge, this is the first natural language dataset that focuses on long-tailed and open-set classification problems.

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Visual Imitation Learning with Patch Rewards

Visual imitation learning enables reinforcement learning agents to learn to behave from expert visual demonstrations such as videos or image sequences, without explicit, well-defined rewards. Previous research either adopted supervised learning techniques or induce simple and coarse scalar rewards from pixels, neglecting the dense information contained in the image demonstrations. In this work, we propose to measure the expertise of various local regions of image samples, or called \textit{patches}, and recover multi-dimensional \textit{patch rewards} accordingly. Patch reward is a more precise rewarding characterization that serves as a fine-grained expertise measurement and visual explainability tool. Specifically, we present Adversarial Imitation Learning with Patch Rewards (PatchAIL), which employs a patch-based discriminator to measure the expertise of different local parts from given images and provide patch rewards. The patch-based knowledge is also used to regularize the aggregated reward and stabilize the training. We evaluate our method on DeepMind Control Suite and Atari tasks. The experiment results have demonstrated that PatchAIL outperforms baseline methods and provides valuable interpretations for visual demonstrations.

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Planning Immediate Landmarks of Targets for Model-Free Skill Transfer across Agents

In reinforcement learning applications like robotics, agents usually need to deal with various input/output features when specified with different state/action spaces by their developers or physical restrictions. This indicates unnecessary re-training from scratch and considerable sample inefficiency, especially when agents follow similar solution steps to achieve tasks. In this paper, we aim to transfer similar high-level goal-transition knowledge to alleviate the challenge. Specifically, we propose PILoT, i.e., Planning Immediate Landmarks of Targets. PILoT utilizes the universal decoupled policy optimization to learn a goal-conditioned state planner; then, distills a goal-planner to plan immediate landmarks in a model-free style that can be shared among different agents. In our experiments, we show the power of PILoT on various transferring challenges, including few-shot transferring across action spaces and dynamics, from low-dimensional vector states to image inputs, from simple robot to complicated morphology; and we also illustrate a zero-shot transfer solution from a simple 2D navigation task to the harder Ant-Maze task.

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Multi-embodiment Legged Robot Control as a Sequence Modeling Problem

Robots are traditionally bounded by a fixed embodiment during their operational lifetime, which limits their ability to adapt to their surroundings. Co-optimizing control and morphology of a robot, however, is often inefficient due to the complex interplay between the controller and morphology. In this paper, we propose a learning-based control method that can inherently take morphology into consideration such that once the control policy is trained in the simulator, it can be easily deployed to robots with different embodiments in the real world. In particular, we present the Embodiment-aware Transformer (EAT), an architecture that casts this control problem as conditional sequence modeling. EAT outputs the optimal actions by leveraging a causally masked Transformer. By conditioning an autoregressive model on the desired robot embodiment, past states, and actions, our EAT model can generate future actions that best fit the current robot embodiment. Experimental results show that EAT can outperform all other alternatives in embodiment-varying tasks, and succeed in an example of real-world evolution tasks: stepping down a stair through updating the morphology alone. We hope that EAT will inspire a new push toward real-world evolution across many domains, where algorithms like EAT can blaze a trail by bridging the field of evolutionary robotics and big data sequence modeling.

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An F-shape Click Model for Information Retrieval on Multi-block Mobile Pages

To provide click simulation or relevance estimation based on users' implicit interaction feedback, click models have been much studied during recent years. Most click models focus on user behaviors towards a single list. However, with the development of user interface (UI) design, the layout of displayed items on a result page tends to be multi-block (i.e., multi-list) style instead of a single list, which requires different assumptions to model user behaviors more accurately. There exist click models for multi-block pages in desktop contexts, but they cannot be directly applied to mobile scenarios due to different interaction manners, result types and especially multi-block presentation styles. In particular, multi-block mobile pages can normally be decomposed into interleavings of basic vertical blocks and horizontal blocks, thus resulting in typically F-shape forms. To mitigate gaps between desktop and mobile contexts for multi-block pages, we conduct a user eye-tracking study, and identify users' sequential browsing, block skip and comparison patterns on F-shape pages. These findings lead to the design of a novel F-shape Click Model (FSCM), which serves as a general solution to multi-block mobile pages. Firstly, we construct a directed acyclic graph (DAG) for each page, where each item is regarded as a vertex and each edge indicates the user's possible examination flow. Secondly, we propose DAG-structured GRUs and a comparison module to model users' sequential (sequential browsing, block skip) and non-sequential (comparison) behaviors respectively. Finally, we combine GRU states and comparison patterns to perform user click predictions. Experiments on a large-scale real-world dataset validate the effectiveness of FSCM on user behavior predictions compared with baseline models.

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A Bird's-eye View of Reranking: from List Level to Page Level

Reranking, as the final stage of multi-stage recommender systems, refines the initial lists to maximize the total utility. With the development of multimedia and user interface design, the recommendation page has evolved to a multi-list style. Separately employing traditional list-level reranking methods for different lists overlooks the inter-list interactions and the effect of different page formats, thus yielding suboptimal reranking performance. Moreover, simply applying a shared network for all the lists fails to capture the commonalities and distinctions in user behaviors on different lists. To this end, we propose to draw a bird's-eye view of \textbf{page-level reranking} and design a novel Page-level Attentional Reranking (PAR) model. We introduce a hierarchical dual-side attention module to extract personalized intra- and inter-list interactions. A spatial-scaled attention network is devised to integrate the spatial relationship into pairwise item influences, which explicitly models the page format. The multi-gated mixture-of-experts module is further applied to capture the commonalities and differences of user behaviors between different lists. Extensive experiments on a public dataset and a proprietary dataset show that PAR significantly outperforms existing baseline models.

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NeurIPS 2022 Competition: Driving SMARTS

Driving SMARTS is a regular competition designed to tackle problems caused by the distribution shift in dynamic interaction contexts that are prevalent in real-world autonomous driving (AD). The proposed competition supports methodologically diverse solutions, such as reinforcement learning (RL) and offline learning methods, trained on a combination of naturalistic AD data and open-source simulation platform SMARTS. The two-track structure allows focusing on different aspects of the distribution shift. Track 1 is open to any method and will give ML researchers with different backgrounds an opportunity to solve a real-world autonomous driving challenge. Track 2 is designed for strictly offline learning methods. Therefore, direct comparisons can be made between different methods with the aim to identify new promising research directions. The proposed setup consists of 1) realistic traffic generated using real-world data and micro simulators to ensure fidelity of the scenarios, 2) framework accommodating diverse methods for solving the problem, and 3) baseline method. As such it provides a unique opportunity for the principled investigation into various aspects of autonomous vehicle deployment.

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Multi-Agent Reinforcement Learning is a Sequence Modeling Problem

Large sequence model (SM) such as GPT series and BERT has displayed outstanding performance and generalization capabilities on vision, language, and recently reinforcement learning tasks. A natural follow-up question is how to abstract multi-agent decision making into an SM problem and benefit from the prosperous development of SMs. In this paper, we introduce a novel architecture named Multi-Agent Transformer (MAT) that effectively casts cooperative multi-agent reinforcement learning (MARL) into SM problems wherein the task is to map agents' observation sequence to agents' optimal action sequence. Our goal is to build the bridge between MARL and SMs so that the modeling power of modern sequence models can be unleashed for MARL. Central to our MAT is an encoder-decoder architecture which leverages the multi-agent advantage decomposition theorem to transform the joint policy search problem into a sequential decision making process; this renders only linear time complexity for multi-agent problems and, most importantly, endows MAT with monotonic performance improvement guarantee. Unlike prior arts such as Decision Transformer fit only pre-collected offline data, MAT is trained by online trials and errors from the environment in an on-policy fashion. To validate MAT, we conduct extensive experiments on StarCraftII, Multi-Agent MuJoCo, Dexterous Hands Manipulation, and Google Research Football benchmarks. Results demonstrate that MAT achieves superior performance and data efficiency compared to strong baselines including MAPPO and HAPPO. Furthermore, we demonstrate that MAT is an excellent few-short learner on unseen tasks regardless of changes in the number of agents. See our project page at https://sites.google.com/view/multi-agent-transformer.

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PAEG: Phrase-level Adversarial Example Generation for Neural Machine Translation

While end-to-end neural machine translation (NMT) has achieved impressive progress, noisy input usually leads models to become fragile and unstable. Generating adversarial examples as the augmented data has been proved to be useful to alleviate this problem. Existing methods for adversarial example generation (AEG) are word-level or character-level, which ignore the ubiquitous phrase structure. In this paper, we propose a Phrase-level Adversarial Example Generation (PAEG) framework to enhance the robustness of the translation model. Our method further improves the gradient-based word-level AEG method by adopting a phrase-level substitution strategy. We verify our method on three benchmarks, including LDC Chinese-English, IWSLT14 German-English, and WMT14 English-German tasks. Experimental results demonstrate that our approach significantly improves translation performance and robustness to noise compared to previous strong baselines.

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Bootstrapped Transformer for Offline Reinforcement Learning

Offline reinforcement learning (RL) aims at learning policies from previously collected static trajectory data without interacting with the real environment. Recent works provide a novel perspective by viewing offline RL as a generic sequence generation problem, adopting sequence models such as Transformer architecture to model distributions over trajectories, and repurposing beam search as a planning algorithm. However, the training datasets utilized in general offline RL tasks are quite limited and often suffer from insufficient distribution coverage, which could be harmful to training sequence generation models yet has not drawn enough attention in the previous works. In this paper, we propose a novel algorithm named Bootstrapped Transformer, which incorporates the idea of bootstrapping and leverages the learned model to self-generate more offline data to further boost the sequence model training. We conduct extensive experiments on two offline RL benchmarks and demonstrate that our model can largely remedy the existing offline RL training limitations and beat other strong baseline methods. We also analyze the generated pseudo data and the revealed characteristics may shed some light on offline RL training. The codes are available at https://seqml.github.io/bootorl.

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Honor of Kings Arena: an Environment for Generalization in Competitive Reinforcement Learning

This paper introduces Honor of Kings Arena, a reinforcement learning (RL) environment based on Honor of Kings, one of the world's most popular games at present. Compared to other environments studied in most previous work, ours presents new generalization challenges for competitive reinforcement learning. It is a multi-agent problem with one agent competing against its opponent; and it requires the generalization ability as it has diverse targets to control and diverse opponents to compete with. We describe the observation, action, and reward specifications for the Honor of Kings domain and provide an open-source Python-based interface for communicating with the game engine. We provide twenty target heroes with a variety of tasks in Honor of Kings Arena and present initial baseline results for RL-based methods with feasible computing resources. Finally, we showcase the generalization challenges imposed by Honor of Kings Arena and possible remedies to the challenges. All of the software, including the environment-class, are publicly available at https://github.com/tencent-ailab/hok_env . The documentation is available at https://aiarena.tencent.com/hok/doc/ .

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Reinforcement Learning with Automated Auxiliary Loss Search

A good state representation is crucial to solving complicated reinforcement learning (RL) challenges. Many recent works focus on designing auxiliary losses for learning informative representations. Unfortunately, these handcrafted objectives rely heavily on expert knowledge and may be sub-optimal. In this paper, we propose a principled and universal method for learning better representations with auxiliary loss functions, named Automated Auxiliary Loss Search (A2LS), which automatically searches for top-performing auxiliary loss functions for RL. Specifically, based on the collected trajectory data, we define a general auxiliary loss space of size $7.5 \times 10^{20}$ and explore the space with an efficient evolutionary search strategy. Empirical results show that the discovered auxiliary loss (namely, A2-winner) significantly improves the performance on both high-dimensional (image) and low-dimensional (vector) unseen tasks with much higher efficiency, showing promising generalization ability to different settings and even different benchmark domains. We conduct a statistical analysis to reveal the relations between patterns of auxiliary losses and RL performance.

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Plan Your Target and Learn Your Skills: Transferable State-Only Imitation Learning via Decoupled Policy Optimization

Recent progress in state-only imitation learning extends the scope of applicability of imitation learning to real-world settings by relieving the need for observing expert actions. However, existing solutions only learn to extract a state-to-action mapping policy from the data, without considering how the expert plans to the target. This hinders the ability to leverage demonstrations and limits the flexibility of the policy. In this paper, we introduce Decoupled Policy Optimization (DePO), which explicitly decouples the policy as a high-level state planner and an inverse dynamics model. With embedded decoupled policy gradient and generative adversarial training, DePO enables knowledge transfer to different action spaces or state transition dynamics, and can generalize the planner to out-of-demonstration state regions. Our in-depth experimental analysis shows the effectiveness of DePO on learning a generalized target state planner while achieving the best imitation performance. We demonstrate the appealing usage of DePO for transferring across different tasks by pre-training, and the potential for co-training agents with various skills.

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SelF-Eval: Self-supervised Fine-grained Dialogue Evaluation

This paper introduces a novel Self-supervised Fine-grained Dialogue Evaluation framework (SelF-Eval). The core idea is to model the correlation between turn quality and the entire dialogue quality. We first propose a novel automatic data construction method that can automatically assign fine-grained scores for arbitrarily dialogue data. Then we train \textbf{SelF-Eval} with a multi-level contrastive learning schema which helps to distinguish different score levels. Experimental results on multiple benchmarks show that SelF-Eval is highly consistent with human evaluations and better than the state-of-the-art models. We give a detailed analysis of the experiments in this paper. Our code is available on GitHub.

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