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Yazhe Niu

Publications and source records attributed to Yazhe Niu.

29 records · Page 2Linked to original sources

Kimina-Prover Preview: Towards Large Formal Reasoning Models with Reinforcement Learning

We introduce Kimina-Prover Preview, a large language model that pioneers a novel reasoning-driven exploration paradigm for formal theorem proving, as showcased in this preview release. Trained with a large-scale reinforcement learning pipeline from Qwen2.5-72B, Kimina-Prover demonstrates strong performance in Lean 4 proof generation by employing a structured reasoning pattern we term \textit{formal reasoning pattern}. This approach allows the model to emulate human problem-solving strategies in Lean, iteratively generating and refining proof steps. Kimina-Prover sets a new state-of-the-art on the miniF2F benchmark, reaching 80.7% with pass@8192. Beyond improved benchmark performance, our work yields several key insights: (1) Kimina-Prover exhibits high sample efficiency, delivering strong results even with minimal sampling (pass@1) and scaling effectively with computational budget, stemming from its unique reasoning pattern and RL training; (2) we demonstrate clear performance scaling with model size, a trend previously unobserved for neural theorem provers in formal mathematics; (3) the learned reasoning style, distinct from traditional search algorithms, shows potential to bridge the gap between formal verification and informal mathematical intuition. We open source distilled versions with 1.5B and 7B parameters of Kimina-Prover

cs.AI↗

Empowering LLMs in Decision Games through Algorithmic Data Synthesis

Large Language Models (LLMs) have exhibited impressive capabilities across numerous domains, yet they often struggle with complex reasoning and decision-making tasks. Decision-making games, which inherently require multifaceted reasoning logic, serve as ideal sandboxes for evaluating and enhancing the reasoning abilities of LLMs. In this work, we first explore whether LLMs can master complex decision-making games through targeted post-training. To this end, we design data synthesis strategies and curate extensive offline datasets from two classic games, Doudizhu and Go. We further develop a suite of techniques to effectively incorporate this data into LLM training, resulting in two novel agents: Mastermind-Dou and Mastermind-Go. Our experimental results demonstrate that these Mastermind LLMs achieve competitive performance in their respective games. Additionally, we explore whether integrating decision-making data can enhance the general reasoning abilities of LLMs. Our findings suggest that such post-training improves certain aspects of reasoning, providing valuable insights for optimizing LLM data collection and synthesis strategies.

cs.LG↗

PsyDI: Towards a Personalized and Progressively In-depth Chatbot for Psychological Measurements

In the field of psychology, traditional assessment methods, such as standardized scales, are frequently critiqued for their static nature, lack of personalization, and reduced participant engagement, while comprehensive counseling evaluations are often inaccessible. The complexity of quantifying psychological traits further limits these methods. Despite advances with large language models (LLMs), many still depend on single-round Question-and-Answer interactions. To bridge this gap, we introduce PsyDI, a personalized and progressively in-depth chatbot designed for psychological measurements, exemplified by its application in the Myers-Briggs Type Indicator (MBTI) framework. PsyDI leverages user-related multi-modal information and engages in customized, multi-turn interactions to provide personalized, easily accessible measurements, while ensuring precise MBTI type determination. To address the challenge of unquantifiable psychological traits, we introduce a novel training paradigm that involves learning the ranking of proxy variables associated with these traits, culminating in a robust score model for MBTI measurements. The score model enables PsyDI to conduct comprehensive and precise measurements through multi-turn interactions within a unified estimation context. Through various experiments, we validate the efficacy of both the score model and the PsyDI pipeline, demonstrating its potential to serve as a general framework for psychological measurements. Furthermore, the online deployment of PsyDI has garnered substantial user engagement, with over 3,000 visits, resulting in the collection of numerous multi-turn dialogues annotated with MBTI types, which facilitates further research. The source code for the training and web service components is publicly available as a part of OpenDILab at: https://github.com/opendilab/PsyDI

cs.HC↗

UniZero: Generalized and Efficient Planning with Scalable Latent World Models

Learning predictive world models is crucial for enhancing the planning capabilities of reinforcement learning (RL) agents. Recently, MuZero-style algorithms, leveraging the value equivalence principle and Monte Carlo Tree Search (MCTS), have achieved superhuman performance in various domains. However, these methods struggle to scale in heterogeneous scenarios with diverse dependencies and task variability. To overcome these limitations, we introduce UniZero, a novel approach that employs a modular transformer-based world model to effectively learn a shared latent space. By concurrently predicting latent dynamics and decision-oriented quantities conditioned on the learned latent history, UniZero enables joint optimization of the long-horizon world model and policy, facilitating broader and more efficient planning in the latent space. We show that UniZero significantly outperforms existing baselines in benchmarks that require long-term memory. Additionally, UniZero demonstrates superior scalability in multitask learning experiments conducted on Atari benchmarks. In standard single-task RL settings, such as Atari and DMControl, UniZero matches or even surpasses the performance of current state-of-the-art methods. Finally, extensive ablation studies and visual analyses validate the effectiveness and scalability of UniZero's design choices. Our code is available at \textcolor{magenta}{https://github.com/opendilab/LightZero}.

cs.LG↗

ReZero: Boosting MCTS-based Algorithms by Backward-view and Entire-buffer Reanalyze

Monte Carlo Tree Search (MCTS)-based algorithms, such as MuZero and its derivatives, have achieved widespread success in various decision-making domains. These algorithms employ the reanalyze process to enhance sample efficiency from stale data, albeit at the expense of significant wall-clock time consumption. To address this issue, we propose a general approach named ReZero to boost tree search operations for MCTS-based algorithms. Specifically, drawing inspiration from the one-armed bandit model, we reanalyze training samples through a backward-view reuse technique which uses the value estimation of a certain child node to save the corresponding sub-tree search time. To further adapt to this design, we periodically reanalyze the entire buffer instead of frequently reanalyzing the mini-batch. The synergy of these two designs can significantly reduce the search cost and meanwhile guarantee or even improve performance, simplifying both data collecting and reanalyzing. Experiments conducted on Atari environments, DMControl suites and board games demonstrate that ReZero substantially improves training speed while maintaining high sample efficiency. The code is available as part of the LightZero MCTS benchmark at https://github.com/opendilab/LightZero.

cs.AI↗

Revisiting Generative Policies: A Simpler Reinforcement Learning Algorithmic Perspective

Generative models, particularly diffusion models, have achieved remarkable success in density estimation for multimodal data, drawing significant interest from the reinforcement learning (RL) community, especially in policy modeling in continuous action spaces. However, existing works exhibit significant variations in training schemes and RL optimization objectives, and some methods are only applicable to diffusion models. In this study, we compare and analyze various generative policy training and deployment techniques, identifying and validating effective designs for generative policy algorithms. Specifically, we revisit existing training objectives and classify them into two categories, each linked to a simpler approach. The first approach, Generative Model Policy Optimization (GMPO), employs a native advantage-weighted regression formulation as the training objective, which is significantly simpler than previous methods. The second approach, Generative Model Policy Gradient (GMPG), offers a numerically stable implementation of the native policy gradient method. We introduce a standardized experimental framework named GenerativeRL. Our experiments demonstrate that the proposed methods achieve state-of-the-art performance on various offline-RL datasets, offering a unified and practical guideline for training and deploying generative policies.

cs.LG↗

A Perspective of Q-value Estimation on Offline-to-Online Reinforcement Learning

Offline-to-online Reinforcement Learning (O2O RL) aims to improve the performance of offline pretrained policy using only a few online samples. Built on offline RL algorithms, most O2O methods focus on the balance between RL objective and pessimism, or the utilization of offline and online samples. In this paper, from a novel perspective, we systematically study the challenges that remain in O2O RL and identify that the reason behind the slow improvement of the performance and the instability of online finetuning lies in the inaccurate Q-value estimation inherited from offline pretraining. Specifically, we demonstrate that the estimation bias and the inaccurate rank of Q-value cause a misleading signal for the policy update, making the standard offline RL algorithms, such as CQL and TD3-BC, ineffective in the online finetuning. Based on this observation, we address the problem of Q-value estimation by two techniques: (1) perturbed value update and (2) increased frequency of Q-value updates. The first technique smooths out biased Q-value estimation with sharp peaks, preventing early-stage policy exploitation of sub-optimal actions. The second one alleviates the estimation bias inherited from offline pretraining by accelerating learning. Extensive experiments on the MuJoco and Adroit environments demonstrate that the proposed method, named SO2, significantly alleviates Q-value estimation issues, and consistently improves the performance against the state-of-the-art methods by up to 83.1%.

cs.LG↗

LightZero: A Unified Benchmark for Monte Carlo Tree Search in General Sequential Decision Scenarios

Building agents based on tree-search planning capabilities with learned models has achieved remarkable success in classic decision-making problems, such as Go and Atari. However, it has been deemed challenging or even infeasible to extend Monte Carlo Tree Search (MCTS) based algorithms to diverse real-world applications, especially when these environments involve complex action spaces and significant simulation costs, or inherent stochasticity. In this work, we introduce LightZero, the first unified benchmark for deploying MCTS/MuZero in general sequential decision scenarios. Specificially, we summarize the most critical challenges in designing a general MCTS-style decision-making solver, then decompose the tightly-coupled algorithm and system design of tree-search RL methods into distinct sub-modules. By incorporating more appropriate exploration and optimization strategies, we can significantly enhance these sub-modules and construct powerful LightZero agents to tackle tasks across a wide range of domains, such as board games, Atari, MuJoCo, MiniGrid and GoBigger. Detailed benchmark results reveal the significant potential of such methods in building scalable and efficient decision intelligence. The code is available as part of OpenDILab at https://github.com/opendilab/LightZero.

cs.LG↗

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↗

ACE: Cooperative Multi-agent Q-learning with Bidirectional Action-Dependency

Multi-agent reinforcement learning (MARL) suffers from the non-stationarity problem, which is the ever-changing targets at every iteration when multiple agents update their policies at the same time. Starting from first principle, in this paper, we manage to solve the non-stationarity problem by proposing bidirectional action-dependent Q-learning (ACE). Central to the development of ACE is the sequential decision-making process wherein only one agent is allowed to take action at one time. Within this process, each agent maximizes its value function given the actions taken by the preceding agents at the inference stage. In the learning phase, each agent minimizes the TD error that is dependent on how the subsequent agents have reacted to their chosen action. Given the design of bidirectional dependency, ACE effectively turns a multiagent MDP into a single-agent MDP. We implement the ACE framework by identifying the proper network representation to formulate the action dependency, so that the sequential decision process is computed implicitly in one forward pass. To validate ACE, we compare it with strong baselines on two MARL benchmarks. Empirical experiments demonstrate that ACE outperforms the state-of-the-art algorithms on Google Research Football and StarCraft Multi-Agent Challenge by a large margin. In particular, on SMAC tasks, ACE achieves 100% success rate on almost all the hard and super-hard maps. We further study extensive research problems regarding ACE, including extension, generalization, and practicability. Code is made available to facilitate further research.

cs.LG↗

AIM 2019 Challenge on Constrained Super-Resolution: Methods and Results

This paper reviews the AIM 2019 challenge on constrained example-based single image super-resolution with focus on proposed solutions and results. The challenge had 3 tracks. Taking the three main aspects (i.e., number of parameters, inference/running time, fidelity (PSNR)) of MSRResNet as the baseline, Track 1 aims to reduce the amount of parameters while being constrained to maintain or improve the running time and the PSNR result, Tracks 2 and 3 aim to optimize running time and PSNR result with constrain of the other two aspects, respectively. Each track had an average of 64 registered participants, and 12 teams submitted the final results. They gauge the state-of-the-art in single image super-resolution.

eess.IV↗