Searcharxiv⌕ Search

arXiv subjects

Yali Du

Publications and source records attributed to Yali Du.

At least 91 records · Page 5Linked to original sources

Interpretable Reward Redistribution in Reinforcement Learning: A Causal Approach

A major challenge in reinforcement learning is to determine which state-action pairs are responsible for future rewards that are delayed. Reward redistribution serves as a solution to re-assign credits for each time step from observed sequences. While the majority of current approaches construct the reward redistribution in an uninterpretable manner, we propose to explicitly model the contributions of state and action from a causal perspective, resulting in an interpretable reward redistribution and preserving policy invariance. In this paper, we start by studying the role of causal generative models in reward redistribution by characterizing the generation of Markovian rewards and trajectory-wise long-term return and further propose a framework, called Generative Return Decomposition (GRD), for policy optimization in delayed reward scenarios. Specifically, GRD first identifies the unobservable Markovian rewards and causal relations in the generative process. Then, GRD makes use of the identified causal generative model to form a compact representation to train policy over the most favorable subspace of the state space of the agent. Theoretically, we show that the unobservable Markovian reward function is identifiable, as well as the underlying causal structure and causal models. Experimental results show that our method outperforms state-of-the-art methods and the provided visualization further demonstrates the interpretability of our method. The project page is located at https://reedzyd.github.io/GenerativeReturnDecomposition/.

cs.LG↗

A Human-Centered Safe Robot Reinforcement Learning Framework with Interactive Behaviors

Deployment of Reinforcement Learning (RL) algorithms for robotics applications in the real world requires ensuring the safety of the robot and its environment. Safe Robot RL (SRRL) is a crucial step towards achieving human-robot coexistence. In this paper, we envision a human-centered SRRL framework consisting of three stages: safe exploration, safety value alignment, and safe collaboration. We examine the research gaps in these areas and propose to leverage interactive behaviors for SRRL. Interactive behaviors enable bi-directional information transfer between humans and robots, such as conversational robot ChatGPT. We argue that interactive behaviors need further attention from the SRRL community. We discuss four open challenges related to the robustness, efficiency, transparency, and adaptability of SRRL with interactive behaviors.

cs.RO↗

Replace Scoring with Arrangement: A Contextual Set-to-Arrangement Framework for Learning-to-Rank

Learning-to-rank is a core technique in the top-N recommendation task, where an ideal ranker would be a mapping from an item set to an arrangement (a.k.a. permutation). Most existing solutions fall in the paradigm of probabilistic ranking principle (PRP), i.e., first score each item in the candidate set and then perform a sort operation to generate the top ranking list. However, these approaches neglect the contextual dependence among candidate items during individual scoring, and the sort operation is non-differentiable. To bypass the above issues, we propose Set-To-Arrangement Ranking (STARank), a new framework directly generates the permutations of the candidate items without the need for individually scoring and sort operations; and is end-to-end differentiable. As a result, STARank can operate when only the ground-truth permutations are accessible without requiring access to the ground-truth relevance scores for items. For this purpose, STARank first reads the candidate items in the context of the user browsing history, whose representations are fed into a Plackett-Luce module to arrange the given items into a list. To effectively utilize the given ground-truth permutations for supervising STARank, we leverage the internal consistency property of Plackett-Luce models to derive a computationally efficient list-wise loss. Experimental comparisons against 9 the state-of-the-art methods on 2 learning-to-rank benchmark datasets and 3 top-N real-world recommendation datasets demonstrate the superiority of STARank in terms of conventional ranking metrics. Notice that these ranking metrics do not consider the effects of the contextual dependence among the items in the list, we design a new family of simulation-based ranking metrics, where existing metrics can be regarded as special cases. STARank can consistently achieve better performance in terms of PBM and UBM simulation-based metrics.

cs.IR↗

Pre-training Code Representation with Semantic Flow Graph for Effective Bug Localization

Enlightened by the big success of pre-training in natural language processing, pre-trained models for programming languages have been widely used to promote code intelligence in recent years. In particular, BERT has been used for bug localization tasks and impressive results have been obtained. However, these BERT-based bug localization techniques suffer from two issues. First, the pre-trained BERT model on source code does not adequately capture the deep semantics of program code. Second, the overall bug localization models neglect the necessity of large-scale negative samples in contrastive learning for representations of changesets and ignore the lexical similarity between bug reports and changesets during similarity estimation. We address these two issues by 1) proposing a novel directed, multiple-label code graph representation named Semantic Flow Graph (SFG), which compactly and adequately captures code semantics, 2) designing and training SemanticCodeBERT based on SFG, and 3) designing a novel Hierarchical Momentum Contrastive Bug Localization technique (HMCBL). Evaluation results show that our method achieves state-of-the-art performance in bug localization.

cs.SE↗

PECAN: Leveraging Policy Ensemble for Context-Aware Zero-Shot Human-AI Coordination

Zero-shot human-AI coordination holds the promise of collaborating with humans without human data. Prevailing methods try to train the ego agent with a population of partners via self-play. However, these methods suffer from two problems: 1) The diversity of a population with finite partners is limited, thereby limiting the capacity of the trained ego agent to collaborate with a novel human; 2) Current methods only provide a common best response for every partner in the population, which may result in poor zero-shot coordination performance with a novel partner or humans. To address these issues, we first propose the policy ensemble method to increase the diversity of partners in the population, and then develop a context-aware method enabling the ego agent to analyze and identify the partner's potential policy primitives so that it can take different actions accordingly. In this way, the ego agent is able to learn more universal cooperative behaviors for collaborating with diverse partners. We conduct experiments on the Overcooked environment, and evaluate the zero-shot human-AI coordination performance of our method with both behavior-cloned human proxies and real humans. The results demonstrate that our method significantly increases the diversity of partners and enables ego agents to learn more diverse behaviors than baselines, thus achieving state-of-the-art performance in all scenarios. We also open-source a human-AI coordination study framework on the Overcooked for the convenience of future studies.

cs.AI↗

Introspective Tips: Large Language Model for In-Context Decision Making

The emergence of large language models (LLMs) has substantially influenced natural language processing, demonstrating exceptional results across various tasks. In this study, we employ ``Introspective Tips" to facilitate LLMs in self-optimizing their decision-making. By introspectively examining trajectories, LLM refines its policy by generating succinct and valuable tips. Our method enhances the agent's performance in both few-shot and zero-shot learning situations by considering three essential scenarios: learning from the agent's past experiences, integrating expert demonstrations, and generalizing across diverse games. Importantly, we accomplish these improvements without fine-tuning the LLM parameters; rather, we adjust the prompt to generalize insights from the three aforementioned situations. Our framework not only supports but also emphasizes the advantage of employing LLM in in-contxt decision-making. Experiments involving over 100 games in TextWorld illustrate the superior performance of our approach.

cs.AI↗

Is Nash Equilibrium Approximator Learnable?

In this paper, we investigate the learnability of the function approximator that approximates Nash equilibrium (NE) for games generated from a distribution. First, we offer a generalization bound using the Probably Approximately Correct (PAC) learning model. The bound describes the gap between the expected loss and empirical loss of the NE approximator. Afterward, we prove the agnostic PAC learnability of the Nash approximator. In addition to theoretical analysis, we demonstrate an application of NE approximator in experiments. The trained NE approximator can be used to warm-start and accelerate classical NE solvers. Together, our results show the practicability of approximating NE through function approximation.

cs.GT↗

Multi-queue Momentum Contrast for Microvideo-Product Retrieval

The booming development and huge market of micro-videos bring new e-commerce channels for merchants. Currently, more micro-video publishers prefer to embed relevant ads into their micro-videos, which not only provides them with business income but helps the audiences to discover their interesting products. However, due to the micro-video recording by unprofessional equipment, involving various topics and including multiple modalities, it is challenging to locate the products related to micro-videos efficiently, appropriately, and accurately. We formulate the microvideo-product retrieval task, which is the first attempt to explore the retrieval between the multi-modal and multi-modal instances. A novel approach named Multi-Queue Momentum Contrast (MQMC) network is proposed for bidirectional retrieval, consisting of the uni-modal feature and multi-modal instance representation learning. Moreover, a discriminative selection strategy with a multi-queue is used to distinguish the importance of different negatives based on their categories. We collect two large-scale microvideo-product datasets (MVS and MVS-large) for evaluation and manually construct the hierarchical category ontology, which covers sundry products in daily life. Extensive experiments show that MQMC outperforms the state-of-the-art baselines. Our replication package (including code, dataset, etc.) is publicly available at https://github.com/duyali2000/MQMC.

cs.CV↗

Contextual Transformer for Offline Meta Reinforcement Learning

The pretrain-finetuning paradigm in large-scale sequence models has made significant progress in natural language processing and computer vision tasks. However, such a paradigm is still hindered by several challenges in Reinforcement Learning (RL), including the lack of self-supervised pretraining algorithms based on offline data and efficient fine-tuning/prompt-tuning over unseen downstream tasks. In this work, we explore how prompts can improve sequence modeling-based offline reinforcement learning (offline-RL) algorithms. Firstly, we propose prompt tuning for offline RL, where a context vector sequence is concatenated with the input to guide the conditional policy generation. As such, we can pretrain a model on the offline dataset with self-supervised loss and learn a prompt to guide the policy towards desired actions. Secondly, we extend our framework to Meta-RL settings and propose Contextual Meta Transformer (CMT); CMT leverages the context among different tasks as the prompt to improve generalization on unseen tasks. We conduct extensive experiments across three different offline-RL settings: offline single-agent RL on the D4RL dataset, offline Meta-RL on the MuJoCo benchmark, and offline MARL on the SMAC benchmark. Superior results validate the strong performance, and generality of our methods.

cs.LG↗

Scalable Model-based Policy Optimization for Decentralized Networked Systems

Reinforcement learning algorithms require a large amount of samples; this often limits their real-world applications on even simple tasks. Such a challenge is more outstanding in multi-agent tasks, as each step of operation is more costly requiring communications or shifting or resources. This work aims to improve data efficiency of multi-agent control by model-based learning. We consider networked systems where agents are cooperative and communicate only locally with their neighbors, and propose the decentralized model-based policy optimization framework (DMPO). In our method, each agent learns a dynamic model to predict future states and broadcast their predictions by communication, and then the policies are trained under the model rollouts. To alleviate the bias of model-generated data, we restrain the model usage for generating myopic rollouts, thus reducing the compounding error of model generation. To pertain the independence of policy update, we introduce extended value function and theoretically prove that the resulting policy gradient is a close approximation to true policy gradients. We evaluate our algorithm on several benchmarks for intelligent transportation systems, which are connected autonomous vehicle control tasks (Flow and CACC) and adaptive traffic signal control (ATSC). Empirically results show that our method achieves superior data efficiency and matches the performance of model-free methods using true models.

cs.LG↗

Perceiving the World: Question-guided Reinforcement Learning for Text-based Games

Text-based games provide an interactive way to study natural language processing. While deep reinforcement learning has shown effectiveness in developing the game playing agent, the low sample efficiency and the large action space remain to be the two major challenges that hinder the DRL from being applied in the real world. In this paper, we address the challenges by introducing world-perceiving modules, which automatically decompose tasks and prune actions by answering questions about the environment. We then propose a two-phase training framework to decouple language learning from reinforcement learning, which further improves the sample efficiency. The experimental results show that the proposed method significantly improves the performance and sample efficiency. Besides, it shows robustness against compound error and limited pre-training data.

cs.CL↗

Rethinking Goal-conditioned Supervised Learning and Its Connection to Offline RL

Solving goal-conditioned tasks with sparse rewards using self-supervised learning is promising because of its simplicity and stability over current reinforcement learning (RL) algorithms. A recent work, called Goal-Conditioned Supervised Learning (GCSL), provides a new learning framework by iteratively relabeling and imitating self-generated experiences. In this paper, we revisit the theoretical property of GCSL -- optimizing a lower bound of the goal reaching objective, and extend GCSL as a novel offline goal-conditioned RL algorithm. The proposed method is named Weighted GCSL (WGCSL), in which we introduce an advanced compound weight consisting of three parts (1) discounted weight for goal relabeling, (2) goal-conditioned exponential advantage weight, and (3) best-advantage weight. Theoretically, WGCSL is proved to optimize an equivalent lower bound of the goal-conditioned RL objective and generates monotonically improved policies via an iterated scheme. The monotonic property holds for any behavior policies, and therefore WGCSL can be applied to both online and offline settings. To evaluate algorithms in the offline goal-conditioned RL setting, we provide a benchmark including a range of point and simulated robot domains. Experiments in the introduced benchmark demonstrate that WGCSL can consistently outperform GCSL and existing state-of-the-art offline methods in the fully offline goal-conditioned setting.

cs.LG↗

Learning to Identify Top Elo Ratings: A Dueling Bandits Approach

The Elo rating system is widely adopted to evaluate the skills of (chess) game and sports players. Recently it has been also integrated into machine learning algorithms in evaluating the performance of computerised AI agents. However, an accurate estimation of the Elo rating (for the top players) often requires many rounds of competitions, which can be expensive to carry out. In this paper, to improve the sample efficiency of the Elo evaluation (for top players), we propose an efficient online match scheduling algorithm. Specifically, we identify and match the top players through a dueling bandits framework and tailor the bandit algorithm to the gradient-based update of Elo. We show that it reduces the per-step memory and time complexity to constant, compared to the traditional likelihood maximization approaches requiring $O(t)$ time. Our algorithm has a regret guarantee of $\tilde{O}(\sqrt{T})$, sublinear in the number of competition rounds and has been extended to the multidimensional Elo ratings for handling intransitive games. We empirically demonstrate that our method achieves superior convergence speed and time efficiency on a variety of gaming tasks.

cs.LG↗

GCS: Graph-based Coordination Strategy for Multi-Agent Reinforcement Learning

Many real-world scenarios involve a team of agents that have to coordinate their policies to achieve a shared goal. Previous studies mainly focus on decentralized control to maximize a common reward and barely consider the coordination among control policies, which is critical in dynamic and complicated environments. In this work, we propose factorizing the joint team policy into a graph generator and graph-based coordinated policy to enable coordinated behaviours among agents. The graph generator adopts an encoder-decoder framework that outputs directed acyclic graphs (DAGs) to capture the underlying dynamic decision structure. We also apply the DAGness-constrained and DAG depth-constrained optimization in the graph generator to balance efficiency and performance. The graph-based coordinated policy exploits the generated decision structure. The graph generator and coordinated policy are trained simultaneously to maximize the discounted return. Empirical evaluations on Collaborative Gaussian Squeeze, Cooperative Navigation, and Google Research Football demonstrate the superiority of the proposed method.

cs.MA↗

MHER: Model-based Hindsight Experience Replay

Solving multi-goal reinforcement learning (RL) problems with sparse rewards is generally challenging. Existing approaches have utilized goal relabeling on collected experiences to alleviate issues raised from sparse rewards. However, these methods are still limited in efficiency and cannot make full use of experiences. In this paper, we propose Model-based Hindsight Experience Replay (MHER), which exploits experiences more efficiently by leveraging environmental dynamics to generate virtual achieved goals. Replacing original goals with virtual goals generated from interaction with a trained dynamics model leads to a novel relabeling method, model-based relabeling (MBR). Based on MBR, MHER performs both reinforcement learning and supervised learning for efficient policy improvement. Theoretically, we also prove the supervised part in MHER, i.e., goal-conditioned supervised learning with MBR data, optimizes a lower bound on the multi-goal RL objective. Experimental results in several point-based tasks and simulated robotics environments show that MHER achieves significantly higher sample efficiency than previous model-free and model-based multi-goal methods.

cs.LG↗

Generalization in Text-based Games via Hierarchical Reinforcement Learning

Deep reinforcement learning provides a promising approach for text-based games in studying natural language communication between humans and artificial agents. However, the generalization still remains a big challenge as the agents depend critically on the complexity and variety of training tasks. In this paper, we address this problem by introducing a hierarchical framework built upon the knowledge graph-based RL agent. In the high level, a meta-policy is executed to decompose the whole game into a set of subtasks specified by textual goals, and select one of them based on the KG. Then a sub-policy in the low level is executed to conduct goal-conditioned reinforcement learning. We carry out experiments on games with various difficulty levels and show that the proposed method enjoys favorable generalizability.

cs.CL↗

Ordering-Based Causal Discovery with Reinforcement Learning

It is a long-standing question to discover causal relations among a set of variables in many empirical sciences. Recently, Reinforcement Learning (RL) has achieved promising results in causal discovery from observational data. However, searching the space of directed graphs and enforcing acyclicity by implicit penalties tend to be inefficient and restrict the existing RL-based method to small scale problems. In this work, we propose a novel RL-based approach for causal discovery, by incorporating RL into the ordering-based paradigm. Specifically, we formulate the ordering search problem as a multi-step Markov decision process, implement the ordering generating process with an encoder-decoder architecture, and finally use RL to optimize the proposed model based on the reward mechanisms designed for~each ordering. A generated ordering would then be processed using variable selection to obtain the final causal graph. We analyze the consistency and computational complexity of the proposed method, and empirically show that a pretrained model can be exploited to accelerate training. Experimental results on both synthetic and real data sets shows that the proposed method achieves a much improved performance over existing RL-based method.

cs.LG↗

Learning in Nonzero-Sum Stochastic Games with Potentials

Multi-agent reinforcement learning (MARL) has become effective in tackling discrete cooperative game scenarios. However, MARL has yet to penetrate settings beyond those modelled by team and zero-sum games, confining it to a small subset of multi-agent systems. In this paper, we introduce a new generation of MARL learners that can handle nonzero-sum payoff structures and continuous settings. In particular, we study the MARL problem in a class of games known as stochastic potential games (SPGs) with continuous state-action spaces. Unlike cooperative games, in which all agents share a common reward, SPGs are capable of modelling real-world scenarios where agents seek to fulfil their individual goals. We prove theoretically our learning method, SPot-AC, enables independent agents to learn Nash equilibrium strategies in polynomial time. We demonstrate our framework tackles previously unsolvable tasks such as Coordination Navigation and large selfish routing games and that it outperforms the state of the art MARL baselines such as MADDPG and COMIX in such scenarios.

cs.MA↗