ChessGPT: Bridging Policy Learning and Language ModelingXidong Feng, Yicheng Luo, Ziyan Wang et al. · cmu
When solving decision-making tasks, humans typically depend on information from two key sources: (1) Historical policy data, which provides interaction replay from the environment, and (2) Analytical insights in natural language form, exposing the invaluable thought process or strategic considerations. Despite this, the majority of preceding research focuses on only one source: they either use historical replay exclusively to directly learn policy or value functions, or engaged in language model training utilizing mere language corpus. In this paper, we argue that a powerful autonomous agent should cover both sources. Thus, we propose ChessGPT, a GPT model bridging policy learning and language modeling by integrating data from these two sources in Chess games. Specifically, we build a large-scale game and language dataset related to chess. Leveraging the dataset, we showcase two model examples ChessCLIP and ChessGPT, integrating policy learning and language modeling. Finally, we propose a full evaluation framework for evaluating language model's chess ability. Experimental results validate our model and dataset's effectiveness. We open source our code, model, and dataset at https://github.com/waterhorse1/ChessGPT.
Multi-Agent Reinforcement Learning for Autonomous Driving: A SurveyRuiqi Zhang, Jing Hou, Florian Walter et al. · berkeley
Reinforcement Learning (RL) is a potent tool for sequential decision-making and has achieved performance surpassing human capabilities across many challenging real-world tasks. As the extension of RL in the multi-agent system domain, multi-agent RL (MARL) not only need to learn the control policy but also requires consideration regarding interactions with all other agents in the environment, mutual influences among different system components, and the distribution of computational resources. This augments the complexity of algorithmic design and poses higher requirements on computational resources. Simultaneously, simulators are crucial to obtain realistic data, which is the fundamentals of RL. In this paper, we first propose a series of metrics of simulators and summarize the features of existing benchmarks. Second, to ease comprehension, we recall the foundational knowledge and then synthesize the recently advanced studies of MARL-related autonomous driving and intelligent transportation systems. Specifically, we examine their environmental modeling, state representation, perception units, and algorithm design. Conclusively, we discuss open challenges as well as prospects and opportunities. We hope this paper can help the researchers integrate MARL technologies and trigger more insightful ideas toward the intelligent and autonomous driving.
Invariant Learning via Probability of Sufficient and Necessary CausesMengyue Yang, Zhen Fang, Yonggang Zhang et al.
Out-of-distribution (OOD) generalization is indispensable for learning models in the wild, where testing distribution typically unknown and different from the training. Recent methods derived from causality have shown great potential in achieving OOD generalization. However, existing methods mainly focus on the invariance property of causes, while largely overlooking the property of \textit{sufficiency} and \textit{necessity} conditions. Namely, a necessary but insufficient cause (feature) is invariant to distribution shift, yet it may not have required accuracy. By contrast, a sufficient yet unnecessary cause (feature) tends to fit specific data well but may have a risk of adapting to a new domain. To capture the information of sufficient and necessary causes, we employ a classical concept, the probability of sufficiency and necessary causes (PNS), which indicates the probability of whether one is the necessary and sufficient cause. To associate PNS with OOD generalization, we propose PNS risk and formulate an algorithm to learn representation with a high PNS value. We theoretically analyze and prove the generalizability of the PNS risk. Experiments on both synthetic and real-world benchmarks demonstrate the effectiveness of the proposed method. The details of the implementation can be found at the GitHub repository: https://github.com/ymy4323460/CaSN.
3.5IRAug 5, 2023
Replace Scoring with Arrangement: A Contextual Set-to-Arrangement Framework for Learning-to-RankJiarui Jin, Xianyu Chen, Weinan Zhang et al.
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.
11.5LGJun 6, 2023
PEARL: Zero-shot Cross-task Preference Alignment and Robust Reward Learning for Robotic ManipulationRunze Liu, Yali Du, Fengshuo Bai et al.
In preference-based Reinforcement Learning (RL), obtaining a large number of preference labels are both time-consuming and costly. Furthermore, the queried human preferences cannot be utilized for the new tasks. In this paper, we propose Zero-shot Cross-task Preference Alignment and Robust Reward Learning (PEARL), which learns policies from cross-task preference transfer without any human labels of the target task. Our contributions include two novel components that facilitate the transfer and learning process. The first is Cross-task Preference Alignment (CPA), which transfers the preferences between tasks via optimal transport. The key idea of CPA is to use Gromov-Wasserstein distance to align the trajectories between tasks, and the solved optimal transport matrix serves as the correspondence between trajectories. The target task preferences are computed as the weighted sum of source task preference labels with the correspondence as weights. Moreover, to ensure robust learning from these transferred labels, we introduce Robust Reward Learning (RRL), which considers both reward mean and uncertainty by modeling rewards as Gaussian distributions. Empirical results on robotic manipulation tasks from Meta-World and Robomimic demonstrate that our method is capable of transferring preference labels across tasks accurately and then learns well-behaved policies. Notably, our approach significantly exceeds existing methods when there are few human preferences. The code and videos of our method are available at: https://sites.google.com/view/pearl-preference.
Reduced Policy Optimization for Continuous Control with Hard ConstraintsShutong Ding, Jingya Wang, Yali Du et al.
Recent advances in constrained reinforcement learning (RL) have endowed reinforcement learning with certain safety guarantees. However, deploying existing constrained RL algorithms in continuous control tasks with general hard constraints remains challenging, particularly in those situations with non-convex hard constraints. Inspired by the generalized reduced gradient (GRG) algorithm, a classical constrained optimization technique, we propose a reduced policy optimization (RPO) algorithm that combines RL with GRG to address general hard constraints. RPO partitions actions into basic actions and nonbasic actions following the GRG method and outputs the basic actions via a policy network. Subsequently, RPO calculates the nonbasic actions by solving equations based on equality constraints using the obtained basic actions. The policy network is then updated by implicitly differentiating nonbasic actions with respect to basic actions. Additionally, we introduce an action projection procedure based on the reduced gradient and apply a modified Lagrangian relaxation technique to ensure inequality constraints are satisfied. To the best of our knowledge, RPO is the first attempt that introduces GRG to RL as a way of efficiently handling both equality and inequality hard constraints. It is worth noting that there is currently a lack of RL environments with complex hard constraints, which motivates us to develop three new benchmarks: two robotics manipulation tasks and a smart grid operation control task. With these benchmarks, RPO achieves better performance than previous constrained RL algorithms in terms of both cumulative reward and constraint violation. We believe RPO, along with the new benchmarks, will open up new opportunities for applying RL to real-world problems with complex constraints.
Explaining an Agent's Future Beliefs through Temporally Decomposing Future Reward EstimatorsMark Towers, Yali Du, Christopher Freeman et al.
Future reward estimation is a core component of reinforcement learning agents; i.e., Q-value and state-value functions, predicting an agent's sum of future rewards. Their scalar output, however, obfuscates when or what individual future rewards an agent may expect to receive. We address this by modifying an agent's future reward estimator to predict their next N expected rewards, referred to as Temporal Reward Decomposition (TRD). This unlocks novel explanations of agent behaviour. Through TRD we can: estimate when an agent may expect to receive a reward, the value of the reward and the agent's confidence in receiving it; measure an input feature's temporal importance to the agent's action decisions; and predict the influence of different actions on future rewards. Furthermore, we show that DQN agents trained on Atari environments can be efficiently retrained to incorporate TRD with minimal impact on performance.
16.1MADec 8, 2023
A Review of Cooperation in Multi-agent LearningYali Du, Joel Z. Leibo, Usman Islam et al.
Cooperation in multi-agent learning (MAL) is a topic at the intersection of numerous disciplines, including game theory, economics, social sciences, and evolutionary biology. Research in this area aims to understand both how agents can coordinate effectively when goals are aligned and how they may cooperate in settings where gains from working together are possible but possibilities for conflict abound. In this paper we provide an overview of the fundamental concepts, problem settings and algorithms of multi-agent learning. This encompasses reinforcement learning, multi-agent sequential decision-making, challenges associated with multi-agent cooperation, and a comprehensive review of recent progress, along with an evaluation of relevant metrics. Finally we discuss open challenges in the field with the aim of inspiring new avenues for research.
7.8CLDec 29, 2023
Cooperation on the Fly: Exploring Language Agents for Ad Hoc Teamwork in the Avalon GameZijing Shi, Meng Fang, Shunfeng Zheng et al.
Multi-agent collaboration with Large Language Models (LLMs) demonstrates proficiency in basic tasks, yet its efficiency in more complex scenarios remains unexplored. In gaming environments, these agents often face situations without established coordination protocols, requiring them to make intelligent inferences about teammates from limited data. This problem motivates the area of ad hoc teamwork, in which an agent may potentially cooperate with a variety of teammates to achieve a shared goal. Our study focuses on the ad hoc teamwork problem where the agent operates in an environment driven by natural language. Our findings reveal the potential of LLM agents in team collaboration, highlighting issues related to hallucinations in communication. To address this issue, we develop CodeAct, a general agent that equips LLM with enhanced memory and code-driven reasoning, enabling the repurposing of partial information for rapid adaptation to new teammates.
17.0LGDec 14, 2024
RAT: Adversarial Attacks on Deep Reinforcement Agents for Targeted BehaviorsFengshuo Bai, Runze Liu, Yali Du et al.
Evaluating deep reinforcement learning (DRL) agents against targeted behavior attacks is critical for assessing their robustness. These attacks aim to manipulate the victim into specific behaviors that align with the attacker's objectives, often bypassing traditional reward-based defenses. Prior methods have primarily focused on reducing cumulative rewards; however, rewards are typically too generic to capture complex safety requirements effectively. As a result, focusing solely on reward reduction can lead to suboptimal attack strategies, particularly in safety-critical scenarios where more precise behavior manipulation is needed. To address these challenges, we propose RAT, a method designed for universal, targeted behavior attacks. RAT trains an intention policy that is explicitly aligned with human preferences, serving as a precise behavioral target for the adversary. Concurrently, an adversary manipulates the victim's policy to follow this target behavior. To enhance the effectiveness of these attacks, RAT dynamically adjusts the state occupancy measure within the replay buffer, allowing for more controlled and effective behavior manipulation. Our empirical results on robotic simulation tasks demonstrate that RAT outperforms existing adversarial attack algorithms in inducing specific behaviors. Additionally, RAT shows promise in improving agent robustness, leading to more resilient policies. We further validate RAT by guiding Decision Transformer agents to adopt behaviors aligned with human preferences in various MuJoCo tasks, demonstrating its effectiveness across diverse tasks.
9.6CLFeb 11, 2024
Natural Language Reinforcement LearningXidong Feng, Ziyu Wan, Mengyue Yang et al. · cmu
Reinforcement Learning (RL) has shown remarkable abilities in learning policies for decision-making tasks. However, RL is often hindered by issues such as low sample efficiency, lack of interpretability, and sparse supervision signals. To tackle these limitations, we take inspiration from the human learning process and introduce Natural Language Reinforcement Learning (NLRL), which innovatively combines RL principles with natural language representation. Specifically, NLRL redefines RL concepts like task objectives, policy, value function, Bellman equation, and policy iteration in natural language space. We present how NLRL can be practically implemented with the latest advancements in large language models (LLMs) like GPT-4. Initial experiments over tabular MDPs demonstrate the effectiveness, efficiency, and also interpretability of the NLRL framework.
6.6MAFeb 19, 2024
Aligning Individual and Collective Objectives in Multi-Agent CooperationYang Li, Wenhao Zhang, Jianhong Wang et al.
Among the research topics in multi-agent learning, mixed-motive cooperation is one of the most prominent challenges, primarily due to the mismatch between individual and collective goals. The cutting-edge research is focused on incorporating domain knowledge into rewards and introducing additional mechanisms to incentivize cooperation. However, these approaches often face shortcomings such as the effort on manual design and the absence of theoretical groundings. To close this gap, we model the mixed-motive game as a differentiable game for the ease of illuminating the learning dynamics towards cooperation. More detailed, we introduce a novel optimization method named \textbf{\textit{A}}ltruistic \textbf{\textit{G}}radient \textbf{\textit{A}}djustment (\textbf{\textit{AgA}}) that employs gradient adjustments to progressively align individual and collective objectives. Furthermore, we theoretically prove that AgA effectively attracts gradients to stable fixed points of the collective objective while considering individual interests, and we validate these claims with empirical evidence. We evaluate the effectiveness of our algorithm AgA through benchmark environments for testing mixed-motive collaboration with small-scale agents such as the two-player public good game and the sequential social dilemma games, Cleanup and Harvest, as well as our self-developed large-scale environment in the game StarCraft II.
9.8LGDec 6, 2023
MACCA: Offline Multi-agent Reinforcement Learning with Causal Credit AssignmentZiyan Wang, Yali Du, Yudi Zhang et al. · cmu
Offline Multi-agent Reinforcement Learning (MARL) is valuable in scenarios where online interaction is impractical or risky. While independent learning in MARL offers flexibility and scalability, accurately assigning credit to individual agents in offline settings poses challenges because interactions with an environment are prohibited. In this paper, we propose a new framework, namely Multi-Agent Causal Credit Assignment (MACCA), to address credit assignment in the offline MARL setting. Our approach, MACCA, characterizing the generative process as a Dynamic Bayesian Network, captures relationships between environmental variables, states, actions, and rewards. Estimating this model on offline data, MACCA can learn each agent's contribution by analyzing the causal relationship of their individual rewards, ensuring accurate and interpretable credit assignment. Additionally, the modularity of our approach allows it to seamlessly integrate with various offline MARL methods. Theoretically, we proved that under the setting of the offline dataset, the underlying causal structure and the function for generating the individual rewards of agents are identifiable, which laid the foundation for the correctness of our modeling. In our experiments, we demonstrate that MACCA not only outperforms state-of-the-art methods but also enhances performance when integrated with other backbones.
14.4LGFeb 17, 2025
VLP: Vision-Language Preference Learning for Embodied ManipulationRunze Liu, Chenjia Bai, Jiafei Lyu et al.
Reward engineering is one of the key challenges in Reinforcement Learning (RL). Preference-based RL effectively addresses this issue by learning from human feedback. However, it is both time-consuming and expensive to collect human preference labels. In this paper, we propose a novel \textbf{V}ision-\textbf{L}anguage \textbf{P}reference learning framework, named \textbf{VLP}, which learns a vision-language preference model to provide preference feedback for embodied manipulation tasks. To achieve this, we define three types of language-conditioned preferences and construct a vision-language preference dataset, which contains versatile implicit preference orders without human annotations. The preference model learns to extract language-related features, and then serves as a preference annotator in various downstream tasks. The policy can be learned according to the annotated preferences via reward learning or direct policy optimization. Extensive empirical results on simulated embodied manipulation tasks demonstrate that our method provides accurate preferences and generalizes to unseen tasks and unseen language instructions, outperforming the baselines by a large margin.
NOVER: Incentive Training for Language Models via Verifier-Free Reinforcement LearningWei Liu, Siya Qi, Xinyu Wang et al. · tsinghua
Recent advances such as DeepSeek R1-Zero highlight the effectiveness of incentive training, a reinforcement learning paradigm that computes rewards solely based on the final answer part of a language model's output, thereby encouraging the generation of intermediate reasoning steps. However, these methods fundamentally rely on external verifiers, which limits their applicability to domains like mathematics and coding where such verifiers are readily available. Although reward models can serve as verifiers, they require high-quality annotated data and are costly to train. In this work, we propose NOVER, NO-VERifier Reinforcement Learning, a general reinforcement learning framework that requires only standard supervised fine-tuning data with no need for an external verifier. NOVER enables incentive training across a wide range of text-to-text tasks and outperforms the model of the same size distilled from large reasoning models such as DeepSeek R1 671B by 7.7 percent. Moreover, the flexibility of NOVER enables new possibilities for optimizing large language models, such as inverse incentive training.
9.2LGJan 15, 2024
Safe Reinforcement Learning with Free-form Natural Language Constraints and Pre-Trained Language ModelsXingzhou Lou, Junge Zhang, Ziyan Wang et al. · cmu
Safe reinforcement learning (RL) agents accomplish given tasks while adhering to specific constraints. Employing constraints expressed via easily-understandable human language offers considerable potential for real-world applications due to its accessibility and non-reliance on domain expertise. Previous safe RL methods with natural language constraints typically adopt a recurrent neural network, which leads to limited capabilities when dealing with various forms of human language input. Furthermore, these methods often require a ground-truth cost function, necessitating domain expertise for the conversion of language constraints into a well-defined cost function that determines constraint violation. To address these issues, we proposes to use pre-trained language models (LM) to facilitate RL agents' comprehension of natural language constraints and allow them to infer costs for safe policy learning. Through the use of pre-trained LMs and the elimination of the need for a ground-truth cost, our method enhances safe policy learning under a diverse set of human-derived free-form natural language constraints. Experiments on grid-world navigation and robot control show that the proposed method can achieve strong performance while adhering to given constraints. The usage of pre-trained LMs allows our method to comprehend complicated constraints and learn safe policies without the need for ground-truth cost at any stage of training or evaluation. Extensive ablation studies are conducted to demonstrate the efficacy of each part of our method.
SocialJax: An Evaluation Suite for Multi-agent Reinforcement Learning in Sequential Social DilemmasZihao Guo, Shuqing Shi, Richard Willis et al.
Sequential social dilemmas pose a significant challenge in the field of multi-agent reinforcement learning (MARL), requiring environments that accurately reflect the tension between individual and collective interests. Previous benchmarks and environments, such as Melting Pot, provide an evaluation protocol that measures generalization to new social partners in various test scenarios. However, running reinforcement learning algorithms in traditional environments requires substantial computational resources. In this paper, we introduce SocialJax, a suite of sequential social dilemma environments and algorithms implemented in JAX. JAX is a high-performance numerical computing library for Python that enables significant improvements in operational efficiency. Our experiments demonstrate that the SocialJax training pipeline achieves at least 50\texttimes{} speed-up in real-time performance compared to Melting Pot RLlib baselines. Additionally, we validate the effectiveness of baseline algorithms within SocialJax environments. Finally, we use Schelling diagrams to verify the social dilemma properties of these environments, ensuring that they accurately capture the dynamics of social dilemmas.
TAPE: Leveraging Agent Topology for Cooperative Multi-Agent Policy GradientXingzhou Lou, Junge Zhang, Timothy J. Norman et al.
Multi-Agent Policy Gradient (MAPG) has made significant progress in recent years. However, centralized critics in state-of-the-art MAPG methods still face the centralized-decentralized mismatch (CDM) issue, which means sub-optimal actions by some agents will affect other agent's policy learning. While using individual critics for policy updates can avoid this issue, they severely limit cooperation among agents. To address this issue, we propose an agent topology framework, which decides whether other agents should be considered in policy gradient and achieves compromise between facilitating cooperation and alleviating the CDM issue. The agent topology allows agents to use coalition utility as learning objective instead of global utility by centralized critics or local utility by individual critics. To constitute the agent topology, various models are studied. We propose Topology-based multi-Agent Policy gradiEnt (TAPE) for both stochastic and deterministic MAPG methods. We prove the policy improvement theorem for stochastic TAPE and give a theoretical explanation for the improved cooperation among agents. Experiment results on several benchmarks show the agent topology is able to facilitate agent cooperation and alleviate CDM issue respectively to improve performance of TAPE. Finally, multiple ablation studies and a heuristic graph search algorithm are devised to show the efficacy of the agent topology.
4.6LGFeb 19, 2024
All Language Models Large and SmallZhixun Chen, Yali Du, David Mguni
Many leading language models (LMs) use high-intensity computational resources both during training and execution. This poses the challenge of lowering resource costs for deployment and faster execution of decision-making tasks among others. We introduce a novel plug-and-play LM framework named Language Optimising Network Distribution (LONDI) framework. LONDI learns to selectively employ large LMs only where complex decision-making and reasoning are required while using low-resource LMs (i.e. LMs require less GPU usage, but may not be able to solve the problem alone) everywhere else. LONDI consists of a system of two (off-)policy networks, an LM, a large LM (LLM), and a reinforcement learning module that uses switching controls to quickly learn which system states to call the LLM. We then introduce a variant of LONDI that maintains budget constraints on LLM calls and hence its resource usage. Theoretically, we prove LONDI learns the subset of system states to activate the LLM required to solve the task. We then prove that LONDI converges to optimal solutions while also preserving budgetary constraints on LLM calls almost surely enabling it to solve various tasks while significantly lowering computational costs. We test LONDI's performance in a range of tasks in ScienceWorld and BabyAI-Text and demonstrate that LONDI can solve tasks only solvable by resource-intensive LLMs while reducing GPU usage by up to 30%.
3.3AIOct 19, 2025
A Comparative User Evaluation of XRL Explanations using Goal IdentificationMark Towers, Yali Du, Christopher Freeman et al.
Debugging is a core application of explainable reinforcement learning (XRL) algorithms; however, limited comparative evaluations have been conducted to understand their relative performance. We propose a novel evaluation methodology to test whether users can identify an agent's goal from an explanation of its decision-making. Utilising the Atari's Ms. Pacman environment and four XRL algorithms, we find that only one achieved greater than random accuracy for the tested goals and that users were generally overconfident in their selections. Further, we find that users' self-reported ease of identification and understanding for every explanation did not correlate with their accuracy.
11.4LGOct 14, 2025
Self-Verifying Reflection Helps Transformers with CoT ReasoningZhongwei Yu, Wannian Xia, Xue Yan et al.
Advanced large language models (LLMs) frequently reflect in reasoning chain-of-thoughts (CoTs), where they self-verify the correctness of current solutions and explore alternatives. However, given recent findings that LLMs detect limited errors in CoTs, how reflection contributes to empirical improvements remains unclear. To analyze this issue, in this paper, we present a minimalistic reasoning framework to support basic self-verifying reflection for small transformers without natural language, which ensures analytic clarity and reduces the cost of comprehensive experiments. Theoretically, we prove that self-verifying reflection guarantees improvements if verification errors are properly bounded. Experimentally, we show that tiny transformers, with only a few million parameters, benefit from self-verification in both training and reflective execution, reaching remarkable LLM-level performance in integer multiplication and Sudoku. Similar to LLM results, we find that reinforcement learning (RL) improves in-distribution performance and incentivizes frequent reflection for tiny transformers, yet RL mainly optimizes shallow statistical patterns without faithfully reducing verification errors. In conclusion, integrating generative transformers with discriminative verification inherently facilitates CoT reasoning, regardless of scaling and natural language.
16.5LGMay 28, 2023
Interpretable Reward Redistribution in Reinforcement Learning: A Causal ApproachYudi Zhang, Yali Du, Biwei Huang et al.
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/.
Generalization in Text-based Games via Hierarchical Reinforcement LearningYunqiu Xu, Meng Fang, Ling Chen et al.
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.
13.1LGJul 1, 2021
MHER: Model-based Hindsight Experience ReplayRui Yang, Meng Fang, Lei Han et al.
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.
Ordering-Based Causal Discovery with Reinforcement LearningXiaoqiang Wang, Yali Du, Shengyu Zhu et al.
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.
Deep Reinforcement Learning with Stacked Hierarchical Attention for Text-based GamesYunqiu Xu, Meng Fang, Ling Chen et al.
We study reinforcement learning (RL) for text-based games, which are interactive simulations in the context of natural language. While different methods have been developed to represent the environment information and language actions, existing RL agents are not empowered with any reasoning capabilities to deal with textual games. In this work, we aim to conduct explicit reasoning with knowledge graphs for decision making, so that the actions of an agent are generated and supported by an interpretable inference procedure. We propose a stacked hierarchical attention mechanism to construct an explicit representation of the reasoning process by exploiting the structure of the knowledge graph. We extensively evaluate our method on a number of man-made benchmark games, and the experimental results demonstrate that our method performs better than existing text-based agents.
Towards Query Efficient Black-box Attacks: An Input-free PerspectiveYali Du, Meng Fang, Jinfeng Yi et al.
Recent studies have highlighted that deep neural networks (DNNs) are vulnerable to adversarial attacks, even in a black-box scenario. However, most of the existing black-box attack algorithms need to make a huge amount of queries to perform attacks, which is not practical in the real world. We note one of the main reasons for the massive queries is that the adversarial example is required to be visually similar to the original image, but in many cases, how adversarial examples look like does not matter much. It inspires us to introduce a new attack called \emph{input-free} attack, under which an adversary can choose an arbitrary image to start with and is allowed to add perceptible perturbations on it. Following this approach, we propose two techniques to significantly reduce the query complexity. First, we initialize an adversarial example with a gray color image on which every pixel has roughly the same importance for the target model. Then we shrink the dimension of the attack space by perturbing a small region and tiling it to cover the input image. To make our algorithm more effective, we stabilize a projected gradient ascent algorithm with momentum, and also propose a heuristic approach for region size selection. Through extensive experiments, we show that with only 1,701 queries on average, we can perturb a gray image to any target class of ImageNet with a 100\% success rate on InceptionV3. Besides, our algorithm has successfully defeated two real-world systems, the Clarifai food detection API and the Baidu Animal Identification API.