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Ying Wen

Publications and source records attributed to Ying Wen.

At least 91 records · Page 5Linked to original sources

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↗

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↗

On Realization of Intelligent Decision-Making in the Real World: A Foundation Decision Model Perspective

The pervasive uncertainty and dynamic nature of real-world environments present significant challenges for the widespread implementation of machine-driven Intelligent Decision-Making (IDM) systems. Consequently, IDM should possess the ability to continuously acquire new skills and effectively generalize across a broad range of applications. The advancement of Artificial General Intelligence (AGI) that transcends task and application boundaries is critical for enhancing IDM. Recent studies have extensively investigated the Transformer neural architecture as a foundational model for various tasks, including computer vision, natural language processing, and reinforcement learning. We propose that a Foundation Decision Model (FDM) can be developed by formulating diverse decision-making tasks as sequence decoding tasks using the Transformer architecture, offering a promising solution for expanding IDM applications in complex real-world situations. In this paper, we discuss the efficiency and generalization improvements offered by a foundation decision model for IDM and explore its potential applications in multi-agent game AI, production scheduling, and robotics tasks. Lastly, we present a case study demonstrating our FDM implementation, DigitalBrain (DB1) with 1.3 billion parameters, achieving human-level performance in 870 tasks, such as text generation, image captioning, video game playing, robotic control, and traveling salesman problems. As a foundation decision model, DB1 represents an initial step toward more autonomous and efficient real-world IDM applications.

cs.AI↗

Order Matters: Agent-by-agent Policy Optimization

While multi-agent trust region algorithms have achieved great success empirically in solving coordination tasks, most of them, however, suffer from a non-stationarity problem since agents update their policies simultaneously. In contrast, a sequential scheme that updates policies agent-by-agent provides another perspective and shows strong performance. However, sample inefficiency and lack of monotonic improvement guarantees for each agent are still the two significant challenges for the sequential scheme. In this paper, we propose the \textbf{A}gent-by-\textbf{a}gent \textbf{P}olicy \textbf{O}ptimization (A2PO) algorithm to improve the sample efficiency and retain the guarantees of monotonic improvement for each agent during training. We justify the tightness of the monotonic improvement bound compared with other trust region algorithms. From the perspective of sequentially updating agents, we further consider the effect of agent updating order and extend the theory of non-stationarity into the sequential update scheme. To evaluate A2PO, we conduct a comprehensive empirical study on four benchmarks: StarCraftII, Multi-agent MuJoCo, Multi-agent Particle Environment, and Google Research Football full game scenarios. A2PO consistently outperforms strong baselines.

cs.AI↗

Multi-Agent Reinforcement Learning is a Sequence Modeling Problem

Large sequence model (SM) such as GPT series and BERT has displayed outstanding performance and generalization capabilities on vision, language, and recently reinforcement learning tasks. A natural follow-up question is how to abstract multi-agent decision making into an SM problem and benefit from the prosperous development of SMs. In this paper, we introduce a novel architecture named Multi-Agent Transformer (MAT) that effectively casts cooperative multi-agent reinforcement learning (MARL) into SM problems wherein the task is to map agents' observation sequence to agents' optimal action sequence. Our goal is to build the bridge between MARL and SMs so that the modeling power of modern sequence models can be unleashed for MARL. Central to our MAT is an encoder-decoder architecture which leverages the multi-agent advantage decomposition theorem to transform the joint policy search problem into a sequential decision making process; this renders only linear time complexity for multi-agent problems and, most importantly, endows MAT with monotonic performance improvement guarantee. Unlike prior arts such as Decision Transformer fit only pre-collected offline data, MAT is trained by online trials and errors from the environment in an on-policy fashion. To validate MAT, we conduct extensive experiments on StarCraftII, Multi-Agent MuJoCo, Dexterous Hands Manipulation, and Google Research Football benchmarks. Results demonstrate that MAT achieves superior performance and data efficiency compared to strong baselines including MAPPO and HAPPO. Furthermore, we demonstrate that MAT is an excellent few-short learner on unseen tasks regardless of changes in the number of agents. See our project page at https://sites.google.com/view/multi-agent-transformer.

cs.MA↗

KnowledgeShovel: An AI-in-the-Loop Document Annotation System for Scientific Knowledge Base Construction

Constructing a comprehensive, accurate, and useful scientific knowledge base is crucial for human researchers synthesizing scientific knowledge and for enabling Al-driven scientific discovery. However, the current process is difficult, error-prone, and laborious due to (1) the enormous amount of scientific literature available; (2) the highly-specialized scientific domains; (3) the diverse modalities of information (text, figure, table); and, (4) the silos of scientific knowledge in different publications with inconsistent formats and structures. Informed by a formative study and iterated with participatory design workshops, we designed and developed KnowledgeShovel, an Al-in-the-Loop document annotation system for researchers to construct scientific knowledge bases. The design of KnowledgeShovel introduces a multi-step multi-modal human-AI collaboration pipeline that aligns with users' existing workflows to improve data accuracy while reducing the human burden. A follow-up user evaluation with 7 geoscience researchers shows that KnowledgeShovel can enable efficient construction of scientific knowledge bases with satisfactory accuracy.

cs.DL↗

Offline Pre-trained Multi-Agent Decision Transformer: One Big Sequence Model Tackles All SMAC Tasks

Offline reinforcement learning leverages previously-collected offline datasets to learn optimal policies with no necessity to access the real environment. Such a paradigm is also desirable for multi-agent reinforcement learning (MARL) tasks, given the increased interactions among agents and with the enviroment. Yet, in MARL, the paradigm of offline pre-training with online fine-tuning has not been studied, nor datasets or benchmarks for offline MARL research are available. In this paper, we facilitate the research by providing large-scale datasets, and use them to examine the usage of the Decision Transformer in the context of MARL. We investigate the generalisation of MARL offline pre-training in the following three aspects: 1) between single agents and multiple agents, 2) from offline pretraining to the online fine-tuning, and 3) to that of multiple downstream tasks with few-shot and zero-shot capabilities. We start by introducing the first offline MARL dataset with diverse quality levels based on the StarCraftII environment, and then propose the novel architecture of multi-agent decision transformer (MADT) for effective offline learning. MADT leverages transformer's modelling ability of sequence modelling and integrates it seamlessly with both offline and online MARL tasks. A crucial benefit of MADT is that it learns generalisable policies that can transfer between different types of agents under different task scenarios. On StarCraft II offline dataset, MADT outperforms the state-of-the-art offline RL baselines. When applied to online tasks, the pre-trained MADT significantly improves sample efficiency, and enjoys strong performance both few-short and zero-shot cases. To our best knowledge, this is the first work that studies and demonstrates the effectiveness of offline pre-trained models in terms of sample efficiency and generalisability enhancements in MARL.

cs.LG↗

Efficient Policy Space Response Oracles

Policy Space Response Oracle methods (PSRO) provide a general solution to learn Nash equilibrium in two-player zero-sum games but suffer from two drawbacks: (1) the computation inefficiency due to the need for consistent meta-game evaluation via simulations, and (2) the exploration inefficiency due to finding the best response against a fixed meta-strategy at every epoch. In this work, we propose Efficient PSRO (EPSRO) that largely improves the efficiency of the above two steps. Central to our development is the newly-introduced subroutine of no-regret optimization on the unrestricted-restricted (URR) game. By solving URR at each epoch, one can evaluate the current game and compute the best response in one forward pass without the need for meta-game simulations. Theoretically, we prove that the solution procedures of EPSRO offer a monotonic improvement on the exploitability, which none of existing PSRO methods possess. Furthermore, we prove that the no-regret optimization has a regret bound of $\mathcal{O}(\sqrt{T\log{[(k^2+k)/2]}})$, where $k$ is the size of restricted policy set. Most importantly, a desirable property of EPSRO is that it is parallelizable, this allows for highly efficient exploration in the policy space that induces behavioral diversity. We test EPSRO on three classes of games, and report a 50x speedup in wall-time and 10x data efficiency while maintaining similar exploitability as existing PSRO methods on Kuhn and Leduc Poker games.

cs.GT↗

Multi-Agent Feedback Enabled Neural Networks for Intelligent Communications

In the intelligent communication field, deep learning (DL) has attracted much attention due to its strong fitting ability and data-driven learning capability. Compared with the typical DL feedforward network structures, an enhancement structure with direct data feedback have been studied and proved to have better performance than the feedfoward networks. However, due to the above simple feedback methods lack sufficient analysis and learning ability on the feedback data, it is inadequate to deal with more complicated nonlinear systems and therefore the performance is limited for further improvement. In this paper, a novel multi-agent feedback enabled neural network (MAFENN) framework is proposed, which make the framework have stronger feedback learning capabilities and more intelligence on feature abstraction, denoising or generation, etc. Furthermore, the MAFENN framework is theoretically formulated into a three-player Feedback Stackelberg game, and the game is proved to converge to the Feedback Stackelberg equilibrium. The design of MAFENN framework and algorithm are dedicated to enhance the learning capability of the feedfoward DL networks or their variations with the simple data feedback. To verify the MAFENN framework's feasibility in wireless communications, a multi-agent MAFENN based equalizer (MAFENN-E) is developed for wireless fading channels with inter-symbol interference (ISI). Experimental results show that when the quadrature phase-shift keying (QPSK) modulation scheme is adopted, the SER performance of our proposed method outperforms that of the traditional equalizers by about 2 dB in linear channels. When in nonlinear channels, the SER performance of our proposed method outperforms that of either traditional or DL based equalizers more significantly, which shows the effectiveness and robustness of our proposal in the complex channel environment.

cs.LG↗

Cross-Utterance Conditioned VAE for Non-Autoregressive Text-to-Speech

Modelling prosody variation is critical for synthesizing natural and expressive speech in end-to-end text-to-speech (TTS) systems. In this paper, a cross-utterance conditional VAE (CUC-VAE) is proposed to estimate a posterior probability distribution of the latent prosody features for each phoneme by conditioning on acoustic features, speaker information, and text features obtained from both past and future sentences. At inference time, instead of the standard Gaussian distribution used by VAE, CUC-VAE allows sampling from an utterance-specific prior distribution conditioned on cross-utterance information, which allows the prosody features generated by the TTS system to be related to the context and is more similar to how humans naturally produce prosody. The performance of CUC-VAE is evaluated via a qualitative listening test for naturalness, intelligibility and quantitative measurements, including word error rates and the standard deviation of prosody attributes. Experimental results on LJ-Speech and LibriTTS data show that the proposed CUC-VAE TTS system improves naturalness and prosody diversity with clear margins.

cs.SD↗

Trust Region Policy Optimisation in Multi-Agent Reinforcement Learning

Trust region methods rigorously enabled reinforcement learning (RL) agents to learn monotonically improving policies, leading to superior performance on a variety of tasks. Unfortunately, when it comes to multi-agent reinforcement learning (MARL), the property of monotonic improvement may not simply apply; this is because agents, even in cooperative games, could have conflicting directions of policy updates. As a result, achieving a guaranteed improvement on the joint policy where each agent acts individually remains an open challenge. In this paper, we extend the theory of trust region learning to MARL. Central to our findings are the multi-agent advantage decomposition lemma and the sequential policy update scheme. Based on these, we develop Heterogeneous-Agent Trust Region Policy Optimisation (HATPRO) and Heterogeneous-Agent Proximal Policy Optimisation (HAPPO) algorithms. Unlike many existing MARL algorithms, HATRPO/HAPPO do not need agents to share parameters, nor do they need any restrictive assumptions on decomposibility of the joint value function. Most importantly, we justify in theory the monotonic improvement property of HATRPO/HAPPO. We evaluate the proposed methods on a series of Multi-Agent MuJoCo and StarCraftII tasks. Results show that HATRPO and HAPPO significantly outperform strong baselines such as IPPO, MAPPO and MADDPG on all tested tasks, therefore establishing a new state of the art.

cs.AI↗

Application of Lie Group-based Neural Network Method to Nonlinear Dynamical Systems

In this paper, a Lie group-based neural network method is proposed for solving initial value problems of non linear dynamics. Due to its single-layer structure (MLP), the approach is substantially cheaper than the multilayer perceptron method used in literature. The higher performance ability of the method is demonstrated by several examples.

math.DS↗

Solving the Initial Value Problem of Ordinary Differential Equations by Lie Group based Neural Network Method

To combine a feedforward neural network (FNN) and Lie group (symmetry) theory of differential equations (DEs), an alternative artificial NN approach is proposed to solve the initial value problems (IVPs) of ordinary DEs (ODEs). Introducing the Lie group expressions of the solution, the trial solution of ODEs is split into two parts. The first part is a solution of other ODEs with initial values of original IVP. This is easily solved using the Lie group and known symbolic or numerical methods without any network parameters (weights and biases). The second part consists of an FNN with adjustable parameters. This is trained using the error back propagation method by minimizing an error (loss) function and updating the parameters. The method significantly reduces the number of the trainable parameters and can more quickly and accurately learn the real solution, compared to the existing similar methods. The numerical method is applied to several cases, including physical oscillation problems. The results have been graphically represented, and some conclusions have been made.

math.NA↗

DeepShovel: An Online Collaborative Platform for Data Extraction in Geoscience Literature with AI Assistance

Geoscientists, as well as researchers in many fields, need to read a huge amount of literature to locate, extract, and aggregate relevant results and data to enable future research or to build a scientific database, but there is no existing system to support this use case well. In this paper, based on the findings of a formative study about how geoscientists collaboratively annotate literature and extract and aggregate data, we proposed DeepShovel, a publicly-available AI-assisted data extraction system to support their needs. DeepShovel leverages the state-of-the-art neural network models to support researcher(s) easily and accurately annotate papers (in the PDF format) and extract data from tables, figures, maps, etc. in a human-AI collaboration manner. A follow-up user evaluation with 14 researchers suggested DeepShovel improved users' efficiency of data extraction for building scientific databases, and encouraged teams to form a larger scale but more tightly-coupled collaboration.

cs.HC↗

Neural Auto-Curricula

When solving two-player zero-sum games, multi-agent reinforcement learning (MARL) algorithms often create populations of agents where, at each iteration, a new agent is discovered as the best response to a mixture over the opponent population. Within such a process, the update rules of "who to compete with" (i.e., the opponent mixture) and "how to beat them" (i.e., finding best responses) are underpinned by manually developed game theoretical principles such as fictitious play and Double Oracle. In this paper, we introduce a novel framework -- Neural Auto-Curricula (NAC) -- that leverages meta-gradient descent to automate the discovery of the learning update rule without explicit human design. Specifically, we parameterise the opponent selection module by neural networks and the best-response module by optimisation subroutines, and update their parameters solely via interaction with the game engine, where both players aim to minimise their exploitability. Surprisingly, even without human design, the discovered MARL algorithms achieve competitive or even better performance with the state-of-the-art population-based game solvers (e.g., PSRO) on Games of Skill, differentiable Lotto, non-transitive Mixture Games, Iterated Matching Pennies, and Kuhn Poker. Additionally, we show that NAC is able to generalise from small games to large games, for example training on Kuhn Poker and outperforming PSRO on Leduc Poker. Our work inspires a promising future direction to discover general MARL algorithms solely from data.

cs.AI↗

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↗

A Game-Theoretic Approach to Multi-Agent Trust Region Optimization

Trust region methods are widely applied in single-agent reinforcement learning problems due to their monotonic performance-improvement guarantee at every iteration. Nonetheless, when applied in multi-agent settings, the guarantee of trust region methods no longer holds because an agent's payoff is also affected by other agents' adaptive behaviors. To tackle this problem, we conduct a game-theoretical analysis in the policy space, and propose a multi-agent trust region learning method (MATRL), which enables trust region optimization for multi-agent learning. Specifically, MATRL finds a stable improvement direction that is guided by the solution concept of Nash equilibrium at the meta-game level. We derive the monotonic improvement guarantee in multi-agent settings and empirically show the local convergence of MATRL to stable fixed points in the two-player rotational differential game. To test our method, we evaluate MATRL in both discrete and continuous multiplayer general-sum games including checker and switch grid worlds, multi-agent MuJoCo, and Atari games. Results suggest that MATRL significantly outperforms strong multi-agent reinforcement learning baselines.

cs.MA↗

Modelling Behavioural Diversity for Learning in Open-Ended Games

Promoting behavioural diversity is critical for solving games with non-transitive dynamics where strategic cycles exist, and there is no consistent winner (e.g., Rock-Paper-Scissors). Yet, there is a lack of rigorous treatment for defining diversity and constructing diversity-aware learning dynamics. In this work, we offer a geometric interpretation of behavioural diversity in games and introduce a novel diversity metric based on determinantal point processes (DPP). By incorporating the diversity metric into best-response dynamics, we develop diverse fictitious play and diverse policy-space response oracle for solving normal-form games and open-ended games. We prove the uniqueness of the diverse best response and the convergence of our algorithms on two-player games. Importantly, we show that maximising the DPP-based diversity metric guarantees to enlarge the gamescape -- convex polytopes spanned by agents' mixtures of strategies. To validate our diversity-aware solvers, we test on tens of games that show strong non-transitivity. Results suggest that our methods achieve at least the same, and in most games, lower exploitability than PSRO solvers by finding effective and diverse strategies.

cs.AI↗