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Xionghui Yang

Publications and source records attributed to Xionghui Yang.

6 recordsLinked to original sources

Understanding and Stabilizing Deep Q-Learning via Controlled Bootstrapping and Regulated Value Dynamics

Deep Q-learning (DQL) has achieved remarkable empirical success in reinforcement learning, yet its training process remains notoriously unstable. Existing studies often attribute instability to isolated factors such as overestimation bias or representation learning issues, lacking a unified understanding of how different sources of instability interact during recursive value estimation. In this work, we provide a systematic analysis of instability in deep Q-learning from three complementary perspectives: operator-level bias in Bellman bootstrapping, estimator-level sensitivity of greedy action selection to regression noise, and parameter-dynamics imbalance under aggressive data reuse. We identify a reward-triggered self-reinforcing trap and characteristic parameter spike dynamics, then derive stabilization principles for controlled bootstrapping, ensemble quantile estimation, and spike-based parameter regulation. Experiments on Atari-100K and Procgen demonstrate competitive performance and improved training stability.

cs.LG

Beyond Autoregressive RTG: Conditioning via Injection Outside Sequential Modeling in Decision Transformer

Decision Transformer (DT) formulates offline reinforcement learning as autoregressive sequence modeling, achieving promising results by predicting actions from a sequence of Return-to-Go (RTG), state, and action tokens. However, RTG is a scalar that summarizes future rewards, containing far less information than typical state or action vectors, yet it consumes the same computational budget per token. Worse, the self-attention cost of Transformers grows quadratically with sequence length, so including RTG as a separate token adds unnecessary overhead. We propose SlimDT, which removes RTG from the autoregressive sequence. Instead, we inject RTG information into the state representations before the sequential modeling step, allowing the Transformer to process only a compact (state, action) sequence. This reduces the sequence length by one-third, directly improving inference efficiency. On the D4RL benchmark, SlimDT surpasses standard DT across various tasks and achieves performance comparable to existing state-of-the-art methods. Decoupling a sparse conditioning signal from an information-rich sequence thus yields both computational gains and higher task performance.

cs.LG

Pareto-guided Pipeline for Distilling Featherweight AI Agents in Mobile MOBA Games

Recent advances in game AI have demonstrated the feasibility of training agents that surpass top-tier human professionals in complex environments such as Honor of Kings (HoK), a leading mobile multiplayer online battle arena (MOBA) game. However, deploying such powerful agents on mobile devices remains a major challenge. On one hand, the intricate multi-modal state representation and hierarchical action space of HoK demand large, sophisticated policy networks that are inherently difficult to compress into lightweight forms. On the other hand, production deployment requires high-frequency inference under strict energy and latency constraints on mobile platform. To the best of our knowledge, bridging large-scale game AI and practical on-device deployment has not been systematically studied. In this work, we propose a Pareto optimality guided pipeline and design a high-efficiency student architecture search space tailored for mobile execution, enabling systematic exploration of the trade-off between performance and efficiency. Experimental results demonstrate that the distilled model achieves remarkable efficiency, including an $12.4\times$ faster inference speed (under 0.5ms per frame) and a $15.6\times$ improvement in energy efficiency (under 0.5mAh per game), while retaining a 40.32% win rate against the original teacher model.

cs.LG

Decoupling Return-to-Go for Efficient Decision Transformer

The Decision Transformer (DT) has established a powerful sequence modeling approach to offline reinforcement learning. It conditions its action predictions on Return-to-Go (RTG), using it both to distinguish trajectory quality during training and to guide action generation at inference. In this work, we identify a critical redundancy in this design: feeding the entire sequence of RTGs into the Transformer is theoretically unnecessary, as only the most recent RTG affects action prediction. We show that this redundancy can impair DT's performance through experiments. To resolve this, we propose the Decoupled DT (DDT). DDT simplifies the architecture by processing only observation and action sequences through the Transformer, using the latest RTG to guide the action prediction. This streamlined approach not only improves performance but also reduces computational cost. Our experiments show that DDT significantly outperforms DT and establishes competitive performance against state-of-the-art DT variants across multiple offline RL tasks.

cs.AI

BotzoneBench: Scalable LLM Evaluation via Graded AI Anchors

Large Language Models (LLMs) are increasingly deployed in interactive environments requiring strategic decision-making, yet systematic evaluation of these capabilities remains challenging. Existing benchmarks for LLMs primarily assess static reasoning through isolated tasks and fail to capture dynamic strategic abilities. Recent game-based evaluations employ LLM-vs-LLM tournaments that produce relative rankings dependent on transient model pools, incurring quadratic computational costs and lacking stable performance anchors for longitudinal tracking. The central challenge is establishing a scalable evaluation framework that measures LLM strategic reasoning against consistent, interpretable standards rather than volatile peer models. Here we show that anchoring LLM evaluation to fixed hierarchies of skill-calibrated game Artificial Intelligence (AI) enables linear-time absolute skill measurement with stable cross-temporal interpretability. Built on the Botzone platform's established competitive infrastructure, our BotzoneBench evaluates LLMs across eight diverse games spanning deterministic perfect-information board games to stochastic imperfect-information card games. Through systematic assessment of 177,047 state-action pairs from five flagship models, we reveal significant performance disparities and identify distinct strategic behaviors, with top-performing models achieving proficiency comparable to mid-to-high-tier specialized game AI in multiple domains. This anchored evaluation paradigm generalizes beyond games to any domain with well-defined skill hierarchies, establishing a scalable and reusable framework for assessing interactive AI capabilities.

cs.AI

Synthetic POMDPs to Challenge Memory-Augmented RL: Memory Demand Structure Modeling

Recent benchmarks for memory-augmented reinforcement learning (RL) have introduced partially observable Markov decision process (POMDP) environments in which agents must use historical observations to make decisions. However, these benchmarks often lack fine-grained control over the challenges posed to memory models. Synthetic environments offer a solution, enabling precise manipulation of environment dynamics for rigorous and interpretable evaluation of memory-augmented RL. This paper advances the design of such customizable POMDPs with three key contributions: (1) a theoretical framework for analyzing POMDPs based on Memory Demand Structure (MDS) and related concepts; (2) a methodology using linear dynamics, state aggregation, and reward redistribution to construct POMDPs with predefined MDS; and (3) a suite of lightweight, scalable POMDP environments with tunable difficulty, grounded in our theoretical insights. Overall, our work clarifies core challenges in partially observable RL, offers principled guidelines for POMDP design, and aids in selecting and developing suitable memory architectures for RL tasks.

cs.AI