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Youzhi Zhang

Publications and source records attributed to Youzhi Zhang.

25 records · Page 2Linked to original sources

Direct Alignment of Language Models via Quality-Aware Self-Refinement

Reinforcement Learning from Human Feedback (RLHF) has been commonly used to align the behaviors of Large Language Models (LLMs) with human preferences. Recently, a popular alternative is Direct Policy Optimization (DPO), which replaces an LLM-based reward model with the policy itself, thus obviating the need for extra memory and training time to learn the reward model. However, DPO does not consider the relative qualities of the positive and negative responses, and can lead to sub-optimal training outcomes. To alleviate this problem, we investigate the use of intrinsic knowledge within the on-the-fly fine-tuning LLM to obtain relative qualities and help to refine the loss function. Specifically, we leverage the knowledge of the LLM to design a refinement function to estimate the quality of both the positive and negative responses. We show that the constructed refinement function can help self-refine the loss function under mild assumptions. The refinement function is integrated into DPO and its variant Identity Policy Optimization (IPO). Experiments across various evaluators indicate that they can improve the performance of the fine-tuned models over DPO and IPO.

cs.CL↗

Grasper: A Generalist Pursuer for Pursuit-Evasion Problems

Pursuit-evasion games (PEGs) model interactions between a team of pursuers and an evader in graph-based environments such as urban street networks. Recent advancements have demonstrated the effectiveness of the pre-training and fine-tuning paradigm in PSRO to improve scalability in solving large-scale PEGs. However, these methods primarily focus on specific PEGs with fixed initial conditions that may vary substantially in real-world scenarios, which significantly hinders the applicability of the traditional methods. To address this issue, we introduce Grasper, a GeneRAlist purSuer for Pursuit-Evasion pRoblems, capable of efficiently generating pursuer policies tailored to specific PEGs. Our contributions are threefold: First, we present a novel architecture that offers high-quality solutions for diverse PEGs, comprising critical components such as (i) a graph neural network (GNN) to encode PEGs into hidden vectors, and (ii) a hypernetwork to generate pursuer policies based on these hidden vectors. As a second contribution, we develop an efficient three-stage training method involving (i) a pre-pretraining stage for learning robust PEG representations through self-supervised graph learning techniques like GraphMAE, (ii) a pre-training stage utilizing heuristic-guided multi-task pre-training (HMP) where heuristic-derived reference policies (e.g., through Dijkstra's algorithm) regularize pursuer policies, and (iii) a fine-tuning stage that employs PSRO to generate pursuer policies on designated PEGs. Finally, we perform extensive experiments on synthetic and real-world maps, showcasing Grasper's significant superiority over baselines in terms of solution quality and generalizability. We demonstrate that Grasper provides a versatile approach for solving pursuit-evasion problems across a broad range of scenarios, enabling practical deployment in real-world situations.

cs.AI↗

Leveraging Team Correlation for Approximating Equilibrium in Two-Team Zero-Sum Games

Two-team zero-sum games are one of the most important paradigms in game theory. In this paper, we focus on finding an unexploitable equilibrium in large team games. An unexploitable equilibrium is a worst-case policy, where members in the opponent team cannot increase their team reward by taking any policy, e.g., cooperatively changing to other joint policies. As an optimal unexploitable equilibrium in two-team zero-sum games, correlated-team maxmin equilibrium remains unexploitable even in the worst case where players in the opponent team can achieve arbitrary cooperation through a joint team policy. However, finding such an equilibrium in large games is challenging due to the impracticality of evaluating the exponentially large number of joint policies. To solve this problem, we first introduce a general solution concept called restricted correlated-team maxmin equilibrium, which solves the problem of being impossible to evaluate all joint policy by a sample factor while avoiding an exploitation problem under the incomplete joint policy evaluation. We then develop an efficient sequential correlation mechanism, and based on which we propose an algorithm for approximating the unexploitable equilibrium in large games. We show that our approach achieves lower exploitability than the state-of-the-art baseline when encountering opponent teams with different exploitation ability in large team games including Google Research Football.

cs.GT↗

Offline Equilibrium Finding

Offline reinforcement learning (offline RL) is an emerging field that has recently begun gaining attention across various application domains due to its ability to learn strategies from earlier collected datasets. Offline RL proved very successful, paving a path to solving previously intractable real-world problems, and we aim to generalize this paradigm to a multiplayer-game setting. To this end, we introduce a problem of offline equilibrium finding (OEF) and construct multiple types of datasets across a wide range of games using several established methods. To solve the OEF problem, we design a model-based framework that can directly apply any online equilibrium finding algorithm to the OEF setting while making minimal changes. The three most prominent contemporary online equilibrium finding algorithms are adapted to the context of OEF, creating three model-based variants: OEF-PSRO and OEF-CFR, which generalize the widely-used algorithms PSRO and Deep CFR to compute Nash equilibria (NEs), and OEF-JPSRO, which generalizes the JPSRO to calculate (Coarse) Correlated equilibria ((C)CEs). We also combine the behavior cloning policy with the model-based policy to further improve the performance and provide a theoretical guarantee of the solution quality. Extensive experimental results demonstrate the superiority of our approach over offline RL algorithms and the importance of using model-based methods for OEF problems. We hope our work will contribute to advancing research in large-scale equilibrium finding.

cs.AI↗

Computing Ex Ante Coordinated Team-Maxmin Equilibria in Zero-Sum Multiplayer Extensive-Form Games

Computational game theory has many applications in the modern world in both adversarial situations and the optimization of social good. While there exist many algorithms for computing solutions in two-player interactions, finding optimal strategies in multiplayer interactions efficiently remains an open challenge. This paper focuses on computing the multiplayer Team-Maxmin Equilibrium with Coordination device (TMECor) in zero-sum extensive-form games. TMECor models scenarios when a team of players coordinates ex ante against an adversary. Such situations can be found in card games (e.g., in Bridge and Poker), when a team works together to beat a target player but communication is prohibited; and also in real world, e.g., in forest-protection operations, when coordinated groups have limited contact during interdicting illegal loggers. The existing algorithms struggle to find a TMECor efficiently because of their high computational costs. To compute a TMECor in larger games, we make the following key contributions: (1) we propose a hybrid-form strategy representation for the team, which preserves the set of equilibria; (2) we introduce a column-generation algorithm with a guaranteed finite-time convergence in the infinite strategy space based on a novel best-response oracle; (3) we develop an associated-representation technique for the exact representation of the multilinear terms in the best-response oracle; and (4) we experimentally show that our algorithm is several orders of magnitude faster than prior state-of-the-art algorithms in large games.

cs.GT↗

Solving Large-Scale Extensive-Form Network Security Games via Neural Fictitious Self-Play

Securing networked infrastructures is important in the real world. The problem of deploying security resources to protect against an attacker in networked domains can be modeled as Network Security Games (NSGs). Unfortunately, existing approaches, including the deep learning-based approaches, are inefficient to solve large-scale extensive-form NSGs. In this paper, we propose a novel learning paradigm, NSG-NFSP, to solve large-scale extensive-form NSGs based on Neural Fictitious Self-Play (NFSP). Our main contributions include: i) reforming the best response (BR) policy network in NFSP to be a mapping from action-state pair to action-value, to make the calculation of BR possible in NSGs; ii) converting the average policy network of an NFSP agent into a metric-based classifier, helping the agent to assign distributions only on legal actions rather than all actions; iii) enabling NFSP with high-level actions, which can benefit training efficiency and stability in NSGs; and iv) leveraging information contained in graphs of NSGs by learning efficient graph node embeddings. Our algorithm significantly outperforms state-of-the-art algorithms in both scalability and solution quality.

cs.AI↗

CFR-MIX: Solving Imperfect Information Extensive-Form Games with Combinatorial Action Space

In many real-world scenarios, a team of agents coordinate with each other to compete against an opponent. The challenge of solving this type of game is that the team's joint action space grows exponentially with the number of agents, which results in the inefficiency of the existing algorithms, e.g., Counterfactual Regret Minimization (CFR). To address this problem, we propose a new framework of CFR: CFR-MIX. Firstly, we propose a new strategy representation that represents a joint action strategy using individual strategies of all agents and a consistency relationship to maintain the cooperation between agents. To compute the equilibrium with individual strategies under the CFR framework, we transform the consistency relationship between strategies to the consistency relationship between the cumulative regret values. Furthermore, we propose a novel decomposition method over cumulative regret values to guarantee the consistency relationship between the cumulative regret values. Finally, we introduce our new algorithm CFR-MIX which employs a mixing layer to estimate cumulative regret values of joint actions as a non-linear combination of cumulative regret values of individual actions. Experimental results show that CFR-MIX outperforms existing algorithms on various games significantly.

cs.AI↗