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Yaodong Yang

Publications and source records attributed to Yaodong Yang.

At least 181 records · Page 10Linked to original sources

Policy Space Diversity for Non-Transitive Games

Policy-Space Response Oracles (PSRO) is an influential algorithm framework for approximating a Nash Equilibrium (NE) in multi-agent non-transitive games. Many previous studies have been trying to promote policy diversity in PSRO. A major weakness in existing diversity metrics is that a more diverse (according to their diversity metrics) population does not necessarily mean (as we proved in the paper) a better approximation to a NE. To alleviate this problem, we propose a new diversity metric, the improvement of which guarantees a better approximation to a NE. Meanwhile, we develop a practical and well-justified method to optimize our diversity metric using only state-action samples. By incorporating our diversity regularization into the best response solving in PSRO, we obtain a new PSRO variant, Policy Space Diversity PSRO (PSD-PSRO). We present the convergence property of PSD-PSRO. Empirically, extensive experiments on various games demonstrate that PSD-PSRO is more effective in producing significantly less exploitable policies than state-of-the-art PSRO variants.

cs.GT↗

BeaverTails: Towards Improved Safety Alignment of LLM via a Human-Preference Dataset

In this paper, we introduce the BeaverTails dataset, aimed at fostering research on safety alignment in large language models (LLMs). This dataset uniquely separates annotations of helpfulness and harmlessness for question-answering pairs, thus offering distinct perspectives on these crucial attributes. In total, we have gathered safety meta-labels for 333,963 question-answer (QA) pairs and 361,903 pairs of expert comparison data for both the helpfulness and harmlessness metrics. We further showcase applications of BeaverTails in content moderation and reinforcement learning with human feedback (RLHF), emphasizing its potential for practical safety measures in LLMs. We believe this dataset provides vital resources for the community, contributing towards the safe development and deployment of LLMs. Our project page is available at the following URL: https://sites.google.com/view/pku-beavertails.

cs.CL↗

MARLlib: A Scalable and Efficient Multi-agent Reinforcement Learning Library

A significant challenge facing researchers in the area of multi-agent reinforcement learning (MARL) pertains to the identification of a library that can offer fast and compatible development for multi-agent tasks and algorithm combinations, while obviating the need to consider compatibility issues. In this paper, we present MARLlib, a library designed to address the aforementioned challenge by leveraging three key mechanisms: 1) a standardized multi-agent environment wrapper, 2) an agent-level algorithm implementation, and 3) a flexible policy mapping strategy. By utilizing these mechanisms, MARLlib can effectively disentangle the intertwined nature of the multi-agent task and the learning process of the algorithm, with the ability to automatically alter the training strategy based on the current task's attributes. The MARLlib library's source code is publicly accessible on GitHub: \url{https://github.com/Replicable-MARL/MARLlib}.

cs.LG↗

Safe RLHF: Safe Reinforcement Learning from Human Feedback

With the development of large language models (LLMs), striking a balance between the performance and safety of AI systems has never been more critical. However, the inherent tension between the objectives of helpfulness and harmlessness presents a significant challenge during LLM training. To address this issue, we propose Safe Reinforcement Learning from Human Feedback (Safe RLHF), a novel algorithm for human value alignment. Safe RLHF explicitly decouples human preferences regarding helpfulness and harmlessness, effectively avoiding the crowdworkers' confusion about the tension and allowing us to train separate reward and cost models. We formalize the safety concern of LLMs as an optimization task of maximizing the reward function while satisfying specified cost constraints. Leveraging the Lagrangian method to solve this constrained problem, Safe RLHF dynamically adjusts the balance between the two objectives during fine-tuning. Through a three-round fine-tuning using Safe RLHF, we demonstrate a superior ability to mitigate harmful responses while enhancing model performance compared to existing value-aligned algorithms. Experimentally, we fine-tuned the Alpaca-7B using Safe RLHF and aligned it with collected human preferences, significantly improving its helpfulness and harmlessness according to human evaluations.

cs.AI↗

Mixup-Augmented Meta-Learning for Sample-Efficient Fine-Tuning of Protein Simulators

Molecular dynamics simulations have emerged as a fundamental instrument for studying biomolecules. At the same time, it is desirable to perform simulations of a collection of particles under various conditions in which the molecules can fluctuate. In this paper, we explore and adapt the soft prompt-based learning method to molecular dynamics tasks. Our model can remarkably generalize to unseen and out-of-distribution scenarios with limited training data. While our work focuses on temperature as a test case, the versatility of our approach allows for efficient simulation through any continuous dynamic conditions, such as pressure and volumes. Our framework has two stages: 1) Pre-trains with data mixing technique, augments molecular structure data and temperature prompts, then applies a curriculum learning method by increasing the ratio of them smoothly. 2) Meta-learning-based fine-tuning framework improves sample-efficiency of fine-tuning process and gives the soft prompt-tuning better initialization points. Comprehensive experiments reveal that our framework excels in accuracy for in-domain data and demonstrates strong generalization capabilities for unseen and out-of-distribution samples.

cs.LG↗

GEAR: A GPU-Centric Experience Replay System for Large Reinforcement Learning Models

This paper introduces a distributed, GPU-centric experience replay system, GEAR, designed to perform scalable reinforcement learning (RL) with large sequence models (such as transformers). With such models, existing systems such as Reverb face considerable bottlenecks in memory, computation, and communication. GEAR, however, optimizes memory efficiency by enabling the memory resources on GPU servers (including host memory and device memory) to manage trajectory data. Furthermore, it facilitates decentralized GPU devices to expedite various trajectory selection strategies, circumventing computational bottlenecks. GEAR is equipped with GPU kernels capable of collecting trajectories using zero-copy access to host memory, along with remote-directed-memory access over InfiniBand, improving communication efficiency. Cluster experiments have shown that GEAR can achieve performance levels up to 6x greater than Reverb when training state-of-the-art large RL models. GEAR is open-sourced at https://github.com/bigrl-team/gear.

cs.LG↗

Dynamic Handover: Throw and Catch with Bimanual Hands

Humans throw and catch objects all the time. However, such a seemingly common skill introduces a lot of challenges for robots to achieve: The robots need to operate such dynamic actions at high-speed, collaborate precisely, and interact with diverse objects. In this paper, we design a system with two multi-finger hands attached to robot arms to solve this problem. We train our system using Multi-Agent Reinforcement Learning in simulation and perform Sim2Real transfer to deploy on the real robots. To overcome the Sim2Real gap, we provide multiple novel algorithm designs including learning a trajectory prediction model for the object. Such a model can help the robot catcher has a real-time estimation of where the object will be heading, and then react accordingly. We conduct our experiments with multiple objects in the real-world system, and show significant improvements over multiple baselines. Our project page is available at \url{https://binghao-huang.github.io/dynamic_handover/}.

cs.RO↗

JiangJun: Mastering Xiangqi by Tackling Non-Transitivity in Two-Player Zero-Sum Games

This paper presents an empirical exploration of non-transitivity in perfect-information games, specifically focusing on Xiangqi, a traditional Chinese board game comparable in game-tree complexity to chess and shogi. By analyzing over 10,000 records of human Xiangqi play, we highlight the existence of both transitive and non-transitive elements within the game's strategic structure. To address non-transitivity, we introduce the JiangJun algorithm, an innovative combination of Monte-Carlo Tree Search (MCTS) and Policy Space Response Oracles (PSRO) designed to approximate a Nash equilibrium. We evaluate the algorithm empirically using a WeChat mini program and achieve a Master level with a 99.41\% win rate against human players. The algorithm's effectiveness in overcoming non-transitivity is confirmed by a plethora of metrics, such as relative population performance and visualization results. Our project site is available at \url{https://sites.google.com/view/jiangjun-site/}.

cs.AI↗

Theoretically Guaranteed Policy Improvement Distilled from Model-Based Planning

Model-based reinforcement learning (RL) has demonstrated remarkable successes on a range of continuous control tasks due to its high sample efficiency. To save the computation cost of conducting planning online, recent practices tend to distill optimized action sequences into an RL policy during the training phase. Although the distillation can incorporate both the foresight of planning and the exploration ability of RL policies, the theoretical understanding of these methods is yet unclear. In this paper, we extend the policy improvement step of Soft Actor-Critic (SAC) by developing an approach to distill from model-based planning to the policy. We then demonstrate that such an approach of policy improvement has a theoretical guarantee of monotonic improvement and convergence to the maximum value defined in SAC. We discuss effective design choices and implement our theory as a practical algorithm -- Model-based Planning Distilled to Policy (MPDP) -- that updates the policy jointly over multiple future time steps. Extensive experiments show that MPDP achieves better sample efficiency and asymptotic performance than both model-free and model-based planning algorithms on six continuous control benchmark tasks in MuJoCo.

cs.AI↗

Regret-Minimizing Double Oracle for Extensive-Form Games

By incorporating regret minimization, double oracle methods have demonstrated rapid convergence to Nash Equilibrium (NE) in normal-form games and extensive-form games, through algorithms such as online double oracle (ODO) and extensive-form double oracle (XDO), respectively. In this study, we further examine the theoretical convergence rate and sample complexity of such regret minimization-based double oracle methods, utilizing a unified framework called Regret-Minimizing Double Oracle. Based on this framework, we extend ODO to extensive-form games and determine its sample complexity. Moreover, we demonstrate that the sample complexity of XDO can be exponential in the number of information sets $|S|$, owing to the exponentially decaying stopping threshold of restricted games. To solve this problem, we propose the Periodic Double Oracle (PDO) method, which has the lowest sample complexity among regret minimization-based double oracle methods, being only polynomial in $|S|$. Empirical evaluations on multiple poker and board games show that PDO achieves significantly faster convergence than previous double oracle algorithms and reaches a competitive level with state-of-the-art regret minimization methods.

cs.GT↗

Large Sequence Models for Sequential Decision-Making: A Survey

Transformer architectures have facilitated the development of large-scale and general-purpose sequence models for prediction tasks in natural language processing and computer vision, e.g., GPT-3 and Swin Transformer. Although originally designed for prediction problems, it is natural to inquire about their suitability for sequential decision-making and reinforcement learning problems, which are typically beset by long-standing issues involving sample efficiency, credit assignment, and partial observability. In recent years, sequence models, especially the Transformer, have attracted increasing interest in the RL communities, spawning numerous approaches with notable effectiveness and generalizability. This survey presents a comprehensive overview of recent works aimed at solving sequential decision-making tasks with sequence models such as the Transformer, by discussing the connection between sequential decision-making and sequence modeling, and categorizing them based on the way they utilize the Transformer. Moreover, this paper puts forth various potential avenues for future research intending to improve the effectiveness of large sequence models for sequential decision-making, encompassing theoretical foundations, network architectures, algorithms, and efficient training systems. As this article has been accepted by the Frontiers of Computer Science, here is an early version, and the most up-to-date version can be found at https://journal.hep.com.cn/fcs/EN/10.1007/s11704-023-2689-5

cs.LG↗

MANSA: Learning Fast and Slow in Multi-Agent Systems

In multi-agent reinforcement learning (MARL), independent learning (IL) often shows remarkable performance and easily scales with the number of agents. Yet, using IL can be inefficient and runs the risk of failing to successfully train, particularly in scenarios that require agents to coordinate their actions. Using centralised learning (CL) enables MARL agents to quickly learn how to coordinate their behaviour but employing CL everywhere is often prohibitively expensive in real-world applications. Besides, using CL in value-based methods often needs strong representational constraints (e.g. individual-global-max condition) that can lead to poor performance if violated. In this paper, we introduce a novel plug & play IL framework named Multi-Agent Network Selection Algorithm (MANSA) which selectively employs CL only at states that require coordination. At its core, MANSA has an additional agent that uses switching controls to quickly learn the best states to activate CL during training, using CL only where necessary and vastly reducing the computational burden of CL. Our theory proves MANSA preserves cooperative MARL convergence properties, boosts IL performance and can optimally make use of a fixed budget on the number CL calls. We show empirically in Level-based Foraging (LBF) and StarCraft Multi-agent Challenge (SMAC) that MANSA achieves fast, superior and more reliable performance while making 40% fewer CL calls in SMAC and using CL at only 1% CL calls in LBF.

cs.MA↗

OmniSafe: An Infrastructure for Accelerating Safe Reinforcement Learning Research

AI systems empowered by reinforcement learning (RL) algorithms harbor the immense potential to catalyze societal advancement, yet their deployment is often impeded by significant safety concerns. Particularly in safety-critical applications, researchers have raised concerns about unintended harms or unsafe behaviors of unaligned RL agents. The philosophy of safe reinforcement learning (SafeRL) is to align RL agents with harmless intentions and safe behavioral patterns. In SafeRL, agents learn to develop optimal policies by receiving feedback from the environment, while also fulfilling the requirement of minimizing the risk of unintended harm or unsafe behavior. However, due to the intricate nature of SafeRL algorithm implementation, combining methodologies across various domains presents a formidable challenge. This had led to an absence of a cohesive and efficacious learning framework within the contemporary SafeRL research milieu. In this work, we introduce a foundational framework designed to expedite SafeRL research endeavors. Our comprehensive framework encompasses an array of algorithms spanning different RL domains and places heavy emphasis on safety elements. Our efforts are to make the SafeRL-related research process more streamlined and efficient, therefore facilitating further research in AI safety. Our project is released at: https://github.com/PKU-Alignment/omnisafe.

cs.LG↗

UniDexGrasp++: Improving Dexterous Grasping Policy Learning via Geometry-aware Curriculum and Iterative Generalist-Specialist Learning

We propose a novel, object-agnostic method for learning a universal policy for dexterous object grasping from realistic point cloud observations and proprioceptive information under a table-top setting, namely UniDexGrasp++. To address the challenge of learning the vision-based policy across thousands of object instances, we propose Geometry-aware Curriculum Learning (GeoCurriculum) and Geometry-aware iterative Generalist-Specialist Learning (GiGSL) which leverage the geometry feature of the task and significantly improve the generalizability. With our proposed techniques, our final policy shows universal dexterous grasping on thousands of object instances with 85.4% and 78.2% success rate on the train set and test set which outperforms the state-of-the-art baseline UniDexGrasp by 11.7% and 11.3%, respectively.

cs.RO↗

DPPMask: Masked Image Modeling with Determinantal Point Processes

Masked Image Modeling (MIM) has achieved impressive representative performance with the aim of reconstructing randomly masked images. Despite the empirical success, most previous works have neglected the important fact that it is unreasonable to force the model to reconstruct something beyond recovery, such as those masked objects. In this work, we show that uniformly random masking widely used in previous works unavoidably loses some key objects and changes original semantic information, resulting in a misalignment problem and hurting the representative learning eventually. To address this issue, we augment MIM with a new masking strategy namely the DPPMask by substituting the random process with Determinantal Point Process (DPPs) to reduce the semantic change of the image after masking. Our method is simple yet effective and requires no extra learnable parameters when implemented within various frameworks. In particular, we evaluate our method on two representative MIM frameworks, MAE and iBOT. We show that DPPMask surpassed random sampling under both lower and higher masking ratios, indicating that DPPMask makes the reconstruction task more reasonable. We further test our method on the background challenge and multi-class classification tasks, showing that our method is more robust at various tasks.

cs.CV↗

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↗

GenDexGrasp: Generalizable Dexterous Grasping

Generating dexterous grasping has been a long-standing and challenging robotic task. Despite recent progress, existing methods primarily suffer from two issues. First, most prior arts focus on a specific type of robot hand, lacking the generalizable capability of handling unseen ones. Second, prior arts oftentimes fail to rapidly generate diverse grasps with a high success rate. To jointly tackle these challenges with a unified solution, we propose GenDexGrasp, a novel hand-agnostic grasping algorithm for generalizable grasping. GenDexGrasp is trained on our proposed large-scale multi-hand grasping dataset MultiDex synthesized with force closure optimization. By leveraging the contact map as a hand-agnostic intermediate representation, GenDexGrasp efficiently generates diverse and plausible grasping poses with a high success rate and can transfer among diverse multi-fingered robotic hands. Compared with previous methods, GenDexGrasp achieves a three-way trade-off among success rate, inference speed, and diversity. Code is available at https://github.com/tengyu-liu/GenDexGrasp.

cs.RO↗

A Game-Theoretic Framework for Managing Risk in Multi-Agent Systems

In order for agents in multi-agent systems (MAS) to be safe, they need to take into account the risks posed by the actions of other agents. However, the dominant paradigm in game theory (GT) assumes that agents are not affected by risk from other agents and only strive to maximise their expected utility. For example, in hybrid human-AI driving systems, it is necessary to limit large deviations in reward resulting from car crashes. Although there are equilibrium concepts in game theory that take into account risk aversion, they either assume that agents are risk-neutral with respect to the uncertainty caused by the actions of other agents, or they are not guaranteed to exist. We introduce a new GT-based Risk-Averse Equilibrium (RAE) that always produces a solution that minimises the potential variance in reward accounting for the strategy of other agents. Theoretically and empirically, we show RAE shares many properties with a Nash Equilibrium (NE), establishing convergence properties and generalising to risk-dominant NE in certain cases. To tackle large-scale problems, we extend RAE to the PSRO multi-agent reinforcement learning (MARL) framework. We empirically demonstrate the minimum reward variance benefits of RAE in matrix games with high-risk outcomes. Results on MARL experiments show RAE generalises to risk-dominant NE in a trust dilemma game and that it reduces instances of crashing by 7x in an autonomous driving setting versus the best performing baseline.

cs.LG↗