Searcharxiv⌕ Search

arXiv subjects

Yali Du

Publications and source records attributed to Yali Du.

At least 55 records · Page 3Linked to original sources

ATLaS: Agent Tuning via Learning Critical Steps

Large Language Model (LLM) agents have demonstrated remarkable generalization capabilities across multi-domain tasks. Existing agent tuning approaches typically employ supervised finetuning on entire expert trajectories. However, behavior-cloning of full trajectories can introduce expert bias and weaken generalization to states not covered by the expert data. Additionally, critical steps, such as planning, complex reasoning for intermediate subtasks, and strategic decision-making, are essential to success in agent tasks, so learning these steps is the key to improving LLM agents. For more effective and efficient agent tuning, we propose ATLaS that identifies the critical steps in expert trajectories and finetunes LLMs solely on these steps with reduced costs. By steering the training's focus to a few critical steps, our method mitigates the risk of overfitting entire trajectories and promotes generalization across different environments and tasks. In extensive experiments, an LLM finetuned on only 30% critical steps selected by ATLaS outperforms the LLM finetuned on all steps and recent open-source LLM agents. ATLaS maintains and improves base LLM skills as generalist agents interacting with diverse environments.

cs.CL↗

GRU: Mitigating the Trade-off between Unlearning and Retention for LLMs

Large language model (LLM) unlearning has demonstrated its essential role in removing privacy and copyright-related responses, crucial for their legal and safe applications. However, the pursuit of complete unlearning often comes with substantial costs due to its compromises in their general functionality, leading to a notorious trade-off between unlearning and retention. It motivates this paper to explore enhanced unlearning schemes that can mitigate this trade-off. Specifically, we propose Gradient Rectified Unlearning (GRU), an improved framework that regulates the directions of gradient updates during the unlearning procedure such that their side impacts on other, unrelated responses can be minimized. GRU is easy and general to implement, demonstrating practical effectiveness across a variety of well-established unlearning benchmarks.

cs.LG↗

M3HF: Multi-agent Reinforcement Learning from Multi-phase Human Feedback of Mixed Quality

Designing effective reward functions in multi-agent reinforcement learning (MARL) is a significant challenge, often leading to suboptimal or misaligned behaviors in complex, coordinated environments. We introduce Multi-agent Reinforcement Learning from Multi-phase Human Feedback of Mixed Quality ($\text{M}^3\text{HF}$), a novel framework that integrates multi-phase human feedback of mixed quality into the MARL training process. By involving humans with diverse expertise levels to provide iterative guidance, $\text{M}^3\text{HF}$ leverages both expert and non-expert feedback to continuously refine agents' policies. During training, we strategically pause agent learning for human evaluation, parse feedback using large language models to assign it appropriately and update reward functions through predefined templates and adaptive weights by using weight decay and performance-based adjustments. Our approach enables the integration of nuanced human insights across various levels of quality, enhancing the interpretability and robustness of multi-agent cooperation. Empirical results in challenging environments demonstrate that $\text{M}^3\text{HF}$ significantly outperforms state-of-the-art methods, effectively addressing the complexities of reward design in MARL and enabling broader human participation in the training process.

cs.MA↗

Abstract Counterfactuals for Language Model Agents

Counterfactual inference is a powerful tool for analysing and evaluating autonomous agents, but its application to language model (LM) agents remains challenging. Existing work on counterfactuals in LMs has primarily focused on token-level counterfactuals, which are often inadequate for LM agents due to their open-ended action spaces. Unlike traditional agents with fixed, clearly defined action spaces, the actions of LM agents are often implicit in the strings they output, making their action spaces difficult to define and interpret. Furthermore, the meanings of individual tokens can shift depending on the context, adding complexity to token-level reasoning and sometimes leading to biased or meaningless counterfactuals. We introduce \emph{Abstract Counterfactuals}, a framework that emphasises high-level characteristics of actions and interactions within an environment, enabling counterfactual reasoning tailored to user-relevant features. Our experiments demonstrate that the approach produces consistent and meaningful counterfactuals while minimising the undesired side effects of token-level methods. We conduct experiments on text-based games and counterfactual text generation, while considering both token-level and latent-space interventions.

cs.LG↗

Automatic Dataset Generation for Knowledge Intensive Question Answering Tasks

A question-answering (QA) system is to search suitable answers within a knowledge base. Current QA systems struggle with queries requiring complex reasoning or real-time knowledge integration. They are often supplemented with retrieval techniques on a data source such as Retrieval-Augmented Generation (RAG). However, RAG continues to face challenges in handling complex reasoning and logical connections between multiple sources of information. A novel approach for enhancing Large Language Models (LLMs) in knowledge-intensive QA tasks is presented through the automated generation of context-based QA pairs. This methodology leverages LLMs to create fine-tuning data, reducing reliance on human labelling and improving model comprehension and reasoning capabilities. The proposed system includes an automated QA generator and a model fine-tuner, evaluated using perplexity, ROUGE, BLEU, and BERTScore. Comprehensive experiments demonstrate improvements in logical coherence and factual accuracy, with implications for developing adaptable Artificial Intelligence (AI) systems. Mistral-7b-v0.3 outperforms Llama-3-8b with BERT F1, BLEU, and ROUGE scores 0.858, 0.172, and 0.260 of for the LLM generated QA pairs compared to scores of 0.836, 0.083, and 0.139 for the human annotated QA pairs.

cs.CL↗

Quantifying the Self-Interest Level of Markov Social Dilemmas

This paper introduces a novel method for estimating the self-interest level of Markov social dilemmas. We extend the concept of self-interest level from normal-form games to Markov games, providing a quantitative measure of the minimum reward exchange required to align individual and collective interests. We demonstrate our method on three environments from the Melting Pot suite, representing either common-pool resources or public goods. Our results illustrate how reward exchange can enable agents to transition from selfish to collective equilibria in a Markov social dilemma. This work contributes to multi-agent reinforcement learning by providing a practical tool for analysing complex, multistep social dilemmas. Our findings offer insights into how reward structures can promote or hinder cooperation, with potential applications in areas such as mechanism design.

cs.GT↗

Distill Not Only Data but Also Rewards: Can Smaller Language Models Surpass Larger Ones?

Distilling large language models (LLMs) typically involves transferring the teacher model's responses through supervised fine-tuning (SFT). However, this approach neglects the potential to distill both data (output content) and reward signals (quality evaluations). Extracting reliable reward signals directly from teacher models is challenging, as LLMs are optimized for generation rather than evaluation, often resulting in biased or inconsistent assessments. To address this limitation, we propose a novel distillation pipeline that transfers both responses and rewards. Our method generates pseudo-rewards through a self-supervised mechanism that leverages the inherent structure of both teacher and student responses, enabling reward learning without explicit external evaluation. The reward model subsequently guides reinforcement learning (RL), allowing iterative refinement of the student model after an SFT warm-up phase. Experiments on GSM8K and MMLU-PRO demonstrate that our method consistently outperforms traditional SFT-based approaches, enabling student models to surpass the performance of their teachers. This work highlights the potential for scalable, efficient distillation through structured self-supervised reward learning, reducing dependence on external reward supervision.

cs.CL↗

VLP: Vision-Language Preference Learning for Embodied Manipulation

Reward engineering is one of the key challenges in Reinforcement Learning (RL). Preference-based RL effectively addresses this issue by learning from human feedback. However, it is both time-consuming and expensive to collect human preference labels. In this paper, we propose a novel \textbf{V}ision-\textbf{L}anguage \textbf{P}reference learning framework, named \textbf{VLP}, which learns a vision-language preference model to provide preference feedback for embodied manipulation tasks. To achieve this, we define three types of language-conditioned preferences and construct a vision-language preference dataset, which contains versatile implicit preference orders without human annotations. The preference model learns to extract language-related features, and then serves as a preference annotator in various downstream tasks. The policy can be learned according to the annotated preferences via reward learning or direct policy optimization. Extensive empirical results on simulated embodied manipulation tasks demonstrate that our method provides accurate preferences and generalizes to unseen tasks and unseen language instructions, outperforming the baselines by a large margin.

cs.LG↗

Ensemble Value Functions for Efficient Exploration in Multi-Agent Reinforcement Learning

Multi-agent reinforcement learning (MARL) requires agents to explore within a vast joint action space to find joint actions that lead to coordination. Existing value-based MARL algorithms commonly rely on random exploration, such as $ε$-greedy, to explore the environment which is not systematic and inefficient at identifying effective actions in multi-agent problems. Additionally, the concurrent training of the policies of multiple agents during training can render the optimisation non-stationary. This can lead to unstable value estimates, highly variant gradients, and ultimately hinder coordination between agents. To address these challenges, we propose ensemble value functions for multi-agent exploration (EMAX). EMAX is a framework to seamlessly extend value-based MARL algorithms. EMAX leverages an ensemble of value functions for each agent to guide their exploration, reduce the variance of their optimisation, and makes their policies more robust to miscoordination. EMAX achieves these benefits by (1) systematically guiding the exploration of agents with a UCB policy towards parts of the environment that require multiple agents to coordinate. (2) EMAX computes average value estimates across the ensemble as target values to reduce the variance of gradients and make optimisation more stable. (3) During evaluation, EMAX selects actions following a majority vote across the ensemble to reduce the likelihood of miscoordination. We first instantiate independent DQN with EMAX and evaluate it in 11 general-sum tasks with sparse rewards. We show that EMAX improves final evaluation returns by 185% across all tasks. We then evaluate EMAX on top of IDQN, VDN and QMIX in 21 common-reward tasks, and show that EMAX improves sample efficiency and final evaluation returns across all tasks over all three vanilla algorithms by 60%, 47%, and 538%, respectively.

cs.MA↗

Will Systems of LLM Agents Cooperate: An Investigation into a Social Dilemma

As autonomous agents become more prevalent, understanding their collective behaviour in strategic interactions is crucial. This study investigates the emergent cooperative tendencies of systems of Large Language Model (LLM) agents in a social dilemma. Unlike previous research where LLMs output individual actions, we prompt state-of-the-art LLMs to generate complete strategies for iterated Prisoner's Dilemma. Using evolutionary game theory, we simulate populations of agents with different strategic dispositions (aggressive, cooperative, or neutral) and observe their evolutionary dynamics. Our findings reveal that different LLMs exhibit distinct biases affecting the relative success of aggressive versus cooperative strategies. This research provides insights into the potential long-term behaviour of systems of deployed LLM-based autonomous agents and highlights the importance of carefully considering the strategic environments in which they operate.

cs.MA↗

Learning to Discuss Strategically: A Case Study on One Night Ultimate Werewolf

Communication is a fundamental aspect of human society, facilitating the exchange of information and beliefs among people. Despite the advancements in large language models (LLMs), recent agents built with these often neglect the control over discussion tactics, which are essential in communication scenarios and games. As a variant of the famous communication game Werewolf, One Night Ultimate Werewolf (ONUW) requires players to develop strategic discussion policies due to the potential role changes that increase the uncertainty and complexity of the game. In this work, we first present the existence of the Perfect Bayesian Equilibria (PBEs) in two scenarios of the ONUW game: one with discussion and one without. The results showcase that the discussion greatly changes players' utilities by affecting their beliefs, emphasizing the significance of discussion tactics. Based on the insights obtained from the analyses, we propose an RL-instructed language agent framework, where a discussion policy trained by reinforcement learning (RL) is employed to determine appropriate discussion tactics to adopt. Our experimental results on several ONUW game settings demonstrate the effectiveness and generalizability of our proposed framework. The project page of our paper: $\href{https://one-night-ultimate-werewolf.github.io}{one-night-ultimate-werewolf.github.io}$.

cs.AI↗

RAT: Adversarial Attacks on Deep Reinforcement Agents for Targeted Behaviors

Evaluating deep reinforcement learning (DRL) agents against targeted behavior attacks is critical for assessing their robustness. These attacks aim to manipulate the victim into specific behaviors that align with the attacker's objectives, often bypassing traditional reward-based defenses. Prior methods have primarily focused on reducing cumulative rewards; however, rewards are typically too generic to capture complex safety requirements effectively. As a result, focusing solely on reward reduction can lead to suboptimal attack strategies, particularly in safety-critical scenarios where more precise behavior manipulation is needed. To address these challenges, we propose RAT, a method designed for universal, targeted behavior attacks. RAT trains an intention policy that is explicitly aligned with human preferences, serving as a precise behavioral target for the adversary. Concurrently, an adversary manipulates the victim's policy to follow this target behavior. To enhance the effectiveness of these attacks, RAT dynamically adjusts the state occupancy measure within the replay buffer, allowing for more controlled and effective behavior manipulation. Our empirical results on robotic simulation tasks demonstrate that RAT outperforms existing adversarial attack algorithms in inducing specific behaviors. Additionally, RAT shows promise in improving agent robustness, leading to more resilient policies. We further validate RAT by guiding Decision Transformer agents to adopt behaviors aligned with human preferences in various MuJoCo tasks, demonstrating its effectiveness across diverse tasks.

cs.LG↗

RuAG: Learned-rule-augmented Generation for Large Language Models

In-context learning (ICL) and Retrieval-Augmented Generation (RAG) have gained attention for their ability to enhance LLMs' reasoning by incorporating external knowledge but suffer from limited contextual window size, leading to insufficient information injection. To this end, we propose a novel framework, RuAG, to automatically distill large volumes of offline data into interpretable first-order logic rules, which are injected into LLMs to boost their reasoning capabilities. Our method begins by formulating the search process relying on LLMs' commonsense, where LLMs automatically define head and body predicates. Then, RuAG applies Monte Carlo Tree Search (MCTS) to address the combinational searching space and efficiently discover logic rules from data. The resulting logic rules are translated into natural language, allowing targeted knowledge injection and seamless integration into LLM prompts for LLM's downstream task reasoning. We evaluate our framework on public and private industrial tasks, including natural language processing, time-series, decision-making, and industrial tasks, demonstrating its effectiveness in enhancing LLM's capability over diverse tasks.

cs.AI↗

Learning the Expected Core of Strictly Convex Stochastic Cooperative Games

Reward allocation, also known as the credit assignment problem, has been an important topic in economics, engineering, and machine learning. An important concept in reward allocation is the core, which is the set of stable allocations where no agent has the motivation to deviate from the grand coalition. In previous works, computing the core requires either knowledge of the reward function in deterministic games or the reward distribution in stochastic games. However, this is unrealistic, as the reward function or distribution is often only partially known and may be subject to uncertainty. In this paper, we consider the core learning problem in stochastic cooperative games, where the reward distribution is unknown. Our goal is to learn the expected core, that is, the set of allocations that are stable in expectation, given an oracle that returns a stochastic reward for an enquired coalition each round. Within the class of strictly convex games, we present an algorithm named \texttt{Common-Points-Picking} that returns a point in the expected core given a polynomial number of samples, with high probability. To analyse the algorithm, we develop a new extension of the separation hyperplane theorem for multiple convex sets.

cs.GT↗

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↗

A Joint Learning Model with Variational Interaction for Multilingual Program Translation

Programs implemented in various programming languages form the foundation of software applications. To alleviate the burden of program migration and facilitate the development of software systems, automated program translation across languages has garnered significant attention. Previous approaches primarily focus on pairwise translation paradigms, learning translation between pairs of languages using bilingual parallel data. However, parallel data is difficult to collect for some language pairs, and the distribution of program semantics across languages can shift, posing challenges for pairwise program translation. In this paper, we argue that jointly learning a unified model to translate code across multiple programming languages is superior to separately learning from bilingual parallel data. We propose Variational Interaction for Multilingual Program Translation~(VIM-PT), a disentanglement-based generative approach that jointly trains a unified model for multilingual program translation across multiple languages. VIM-PT disentangles code into language-shared and language-specific features, using variational inference and interaction information with a novel lower bound, then achieves program translation through conditional generation. VIM-PT demonstrates four advantages: 1) captures language-shared information more accurately from various implementations and improves the quality of multilingual program translation, 2) mines and leverages the capability of non-parallel data, 3) addresses the distribution shift of program semantics across languages, 4) and serves as a unified model, reducing deployment complexity.

cs.SE↗

Intermediate dimensions of Moran sets and their visualization

Intermediate dimensions are a class of new fractal dimensions which provide a spectrum of dimensions interpolating between the Hausdorff and box-counting dimensions. In this paper, we study the intermediate dimensions of Moran sets. Moran sets may be regarded as a generalization of self-similar sets generated by using different class of similar mappings at each level with unfixed translations, and this causes the lack of ergodic properties on Moran set. Therefore, the intermediate dimensions do not necessarily exist, and we calculate the upper and lower intermediate dimensions of Moran sets. In particular, we obtain a simplified intermediate dimension formula for homogeneous Moran sets. Moreover, we study the visualization of the upper intermediate dimensions for some homogeneous Moran sets, and we show that their upper intermediate dimensions are given by Mobius transformations.

math.DS↗

Multi-Agent Reinforcement Learning for Autonomous Driving: A Survey

Reinforcement Learning (RL) is a potent tool for sequential decision-making and has achieved performance surpassing human capabilities across many challenging real-world tasks. As the extension of RL in the multi-agent system domain, multi-agent RL (MARL) not only need to learn the control policy but also requires consideration regarding interactions with all other agents in the environment, mutual influences among different system components, and the distribution of computational resources. This augments the complexity of algorithmic design and poses higher requirements on computational resources. Simultaneously, simulators are crucial to obtain realistic data, which is the fundamentals of RL. In this paper, we first propose a series of metrics of simulators and summarize the features of existing benchmarks. Second, to ease comprehension, we recall the foundational knowledge and then synthesize the recently advanced studies of MARL-related autonomous driving and intelligent transportation systems. Specifically, we examine their environmental modeling, state representation, perception units, and algorithm design. Conclusively, we discuss open challenges as well as prospects and opportunities. We hope this paper can help the researchers integrate MARL technologies and trigger more insightful ideas toward the intelligent and autonomous driving.

cs.AI↗