Yujing Hu

LG
h-index18
10papers
137citations
Novelty54%
AI Score28

10 Papers

17.3AIMar 23, 2023
Towards Solving Fuzzy Tasks with Human Feedback: A Retrospective of the MineRL BASALT 2022 Competition

Stephanie Milani, Anssi Kanervisto, Karolis Ramanauskas et al. · berkeley

To facilitate research in the direction of fine-tuning foundation models from human feedback, we held the MineRL BASALT Competition on Fine-Tuning from Human Feedback at NeurIPS 2022. The BASALT challenge asks teams to compete to develop algorithms to solve tasks with hard-to-specify reward functions in Minecraft. Through this competition, we aimed to promote the development of algorithms that use human feedback as channels to learn the desired behavior. We describe the competition and provide an overview of the top solutions. We conclude by discussing the impact of the competition and future directions for improvement.

11.5LGJan 27, 2023
Neural Episodic Control with State Abstraction

Zhuo Li, Derui Zhu, Yujing Hu et al.

Existing Deep Reinforcement Learning (DRL) algorithms suffer from sample inefficiency. Generally, episodic control-based approaches are solutions that leverage highly-rewarded past experiences to improve sample efficiency of DRL algorithms. However, previous episodic control-based approaches fail to utilize the latent information from the historical behaviors (e.g., state transitions, topological similarities, etc.) and lack scalability during DRL training. This work introduces Neural Episodic Control with State Abstraction (NECSA), a simple but effective state abstraction-based episodic control containing a more comprehensive episodic memory, a novel state evaluation, and a multi-step state analysis. We evaluate our approach to the MuJoCo and Atari tasks in OpenAI gym domains. The experimental results indicate that NECSA achieves higher sample efficiency than the state-of-the-art episodic control-based approaches. Our data and code are available at the project website\footnote{\url{https://sites.google.com/view/drl-necsa}}.

12.4LGOct 2, 2022
EUCLID: Towards Efficient Unsupervised Reinforcement Learning with Multi-choice Dynamics Model

Yifu Yuan, Jianye Hao, Fei Ni et al.

Unsupervised reinforcement learning (URL) poses a promising paradigm to learn useful behaviors in a task-agnostic environment without the guidance of extrinsic rewards to facilitate the fast adaptation of various downstream tasks. Previous works focused on the pre-training in a model-free manner while lacking the study of transition dynamics modeling that leaves a large space for the improvement of sample efficiency in downstream tasks. To this end, we propose an Efficient Unsupervised Reinforcement Learning Framework with Multi-choice Dynamics model (EUCLID), which introduces a novel model-fused paradigm to jointly pre-train the dynamics model and unsupervised exploration policy in the pre-training phase, thus better leveraging the environmental samples and improving the downstream task sampling efficiency. However, constructing a generalizable model which captures the local dynamics under different behaviors remains a challenging problem. We introduce the multi-choice dynamics model that covers different local dynamics under different behaviors concurrently, which uses different heads to learn the state transition under different behaviors during unsupervised pre-training and selects the most appropriate head for prediction in the downstream task. Experimental results in the manipulation and locomotion domains demonstrate that EUCLID achieves state-of-the-art performance with high sample efficiency, basically solving the state-based URLB benchmark and reaching a mean normalized score of 104.0$\pm$1.2$\%$ in downstream tasks with 100k fine-tuning steps, which is equivalent to DDPG's performance at 2M interactive steps with 20x more data.

23.0AIOct 3, 2023
AlignDiff: Aligning Diverse Human Preferences via Behavior-Customisable Diffusion Model

Zibin Dong, Yifu Yuan, Jianye Hao et al.

Aligning agent behaviors with diverse human preferences remains a challenging problem in reinforcement learning (RL), owing to the inherent abstractness and mutability of human preferences. To address these issues, we propose AlignDiff, a novel framework that leverages RL from Human Feedback (RLHF) to quantify human preferences, covering abstractness, and utilizes them to guide diffusion planning for zero-shot behavior customizing, covering mutability. AlignDiff can accurately match user-customized behaviors and efficiently switch from one to another. To build the framework, we first establish the multi-perspective human feedback datasets, which contain comparisons for the attributes of diverse behaviors, and then train an attribute strength model to predict quantified relative strengths. After relabeling behavioral datasets with relative strengths, we proceed to train an attribute-conditioned diffusion model, which serves as a planner with the attribute strength model as a director for preference aligning at the inference phase. We evaluate AlignDiff on various locomotion tasks and demonstrate its superior performance on preference matching, switching, and covering compared to other baselines. Its capability of completing unseen downstream tasks under human instructions also showcases the promising potential for human-AI collaboration. More visualization videos are released on https://aligndiff.github.io/.

7.7LGJun 27, 2023
Prioritized Trajectory Replay: A Replay Memory for Data-driven Reinforcement Learning

Jinyi Liu, Yi Ma, Jianye Hao et al.

In recent years, data-driven reinforcement learning (RL), also known as offline RL, have gained significant attention. However, the role of data sampling techniques in offline RL has been overlooked despite its potential to enhance online RL performance. Recent research suggests applying sampling techniques directly to state-transitions does not consistently improve performance in offline RL. Therefore, in this study, we propose a memory technique, (Prioritized) Trajectory Replay (TR/PTR), which extends the sampling perspective to trajectories for more comprehensive information extraction from limited data. TR enhances learning efficiency by backward sampling of trajectories that optimizes the use of subsequent state information. Building on TR, we build the weighted critic target to avoid sampling unseen actions in offline training, and Prioritized Trajectory Replay (PTR) that enables more efficient trajectory sampling, prioritized by various trajectory priority metrics. We demonstrate the benefits of integrating TR and PTR with existing offline RL algorithms on D4RL. In summary, our research emphasizes the significance of trajectory-based data sampling techniques in enhancing the efficiency and performance of offline RL algorithms.

6.7AIFeb 7, 2023
Towards Skilled Population Curriculum for Multi-Agent Reinforcement Learning

Rundong Wang, Longtao Zheng, Wei Qiu et al.

Recent advances in multi-agent reinforcement learning (MARL) allow agents to coordinate their behaviors in complex environments. However, common MARL algorithms still suffer from scalability and sparse reward issues. One promising approach to resolving them is automatic curriculum learning (ACL). ACL involves a student (curriculum learner) training on tasks of increasing difficulty controlled by a teacher (curriculum generator). Despite its success, ACL's applicability is limited by (1) the lack of a general student framework for dealing with the varying number of agents across tasks and the sparse reward problem, and (2) the non-stationarity of the teacher's task due to ever-changing student strategies. As a remedy for ACL, we introduce a novel automatic curriculum learning framework, Skilled Population Curriculum (SPC), which adapts curriculum learning to multi-agent coordination. Specifically, we endow the student with population-invariant communication and a hierarchical skill set, allowing it to learn cooperation and behavior skills from distinct tasks with varying numbers of agents. In addition, we model the teacher as a contextual bandit conditioned by student policies, enabling a team of agents to change its size while still retaining previously acquired skills. We also analyze the inherent non-stationarity of this multi-agent automatic curriculum teaching problem and provide a corresponding regret bound. Empirical results show that our method improves the performance, scalability and sample efficiency in several MARL environments.

1.9ROFeb 14, 2023Code
Adaptive Value Decomposition with Greedy Marginal Contribution Computation for Cooperative Multi-Agent Reinforcement Learning

Shanqi Liu, Yujing Hu, Runze Wu et al.

Real-world cooperation often requires intensive coordination among agents simultaneously. This task has been extensively studied within the framework of cooperative multi-agent reinforcement learning (MARL), and value decomposition methods are among those cutting-edge solutions. However, traditional methods that learn the value function as a monotonic mixing of per-agent utilities cannot solve the tasks with non-monotonic returns. This hinders their application in generic scenarios. Recent methods tackle this problem from the perspective of implicit credit assignment by learning value functions with complete expressiveness or using additional structures to improve cooperation. However, they are either difficult to learn due to large joint action spaces or insufficient to capture the complicated interactions among agents which are essential to solving tasks with non-monotonic returns. To address these problems, we propose a novel explicit credit assignment method to address the non-monotonic problem. Our method, Adaptive Value decomposition with Greedy Marginal contribution (AVGM), is based on an adaptive value decomposition that learns the cooperative value of a group of dynamically changing agents. We first illustrate that the proposed value decomposition can consider the complicated interactions among agents and is feasible to learn in large-scale scenarios. Then, our method uses a greedy marginal contribution computed from the value decomposition as an individual credit to incentivize agents to learn the optimal cooperative policy. We further extend the module with an action encoder to guarantee the linear time complexity for computing the greedy marginal contribution. Experimental results demonstrate that our method achieves significant performance improvements in several non-monotonic domains.

2.3MAMay 27, 2022
Off-Beat Multi-Agent Reinforcement Learning

Wei Qiu, Weixun Wang, Rundong Wang et al.

We investigate model-free multi-agent reinforcement learning (MARL) in environments where off-beat actions are prevalent, i.e., all actions have pre-set execution durations. During execution durations, the environment changes are influenced by, but not synchronised with, action execution. Such a setting is ubiquitous in many real-world problems. However, most MARL methods assume actions are executed immediately after inference, which is often unrealistic and can lead to catastrophic failure for multi-agent coordination with off-beat actions. In order to fill this gap, we develop an algorithmic framework for MARL with off-beat actions. We then propose a novel episodic memory, LeGEM, for model-free MARL algorithms. LeGEM builds agents' episodic memories by utilizing agents' individual experiences. It boosts multi-agent learning by addressing the challenging temporal credit assignment problem raised by the off-beat actions via our novel reward redistribution scheme, alleviating the issue of non-Markovian reward. We evaluate LeGEM on various multi-agent scenarios with off-beat actions, including Stag-Hunter Game, Quarry Game, Afforestation Game, and StarCraft II micromanagement tasks. Empirical results show that LeGEM significantly boosts multi-agent coordination and achieves leading performance and improved sample efficiency.

3.3LGJul 29, 2022
Automatic Reward Design via Learning Motivation-Consistent Intrinsic Rewards

Yixiang Wang, Yujing Hu, Feng Wu et al.

Reward design is a critical part of the application of reinforcement learning, the performance of which strongly depends on how well the reward signal frames the goal of the designer and how well the signal assesses progress in reaching that goal. In many cases, the extrinsic rewards provided by the environment (e.g., win or loss of a game) are very sparse and make it difficult to train agents directly. Researchers usually assist the learning of agents by adding some auxiliary rewards in practice. However, designing auxiliary rewards is often turned to a trial-and-error search for reward settings that produces acceptable results. In this paper, we propose to automatically generate goal-consistent intrinsic rewards for the agent to learn, by maximizing which the expected accumulative extrinsic rewards can be maximized. To this end, we introduce the concept of motivation which captures the underlying goal of maximizing certain rewards and propose the motivation based reward design method. The basic idea is to shape the intrinsic rewards by minimizing the distance between the intrinsic and extrinsic motivations. We conduct extensive experiments and show that our method performs better than the state-of-the-art methods in handling problems of delayed reward, exploration, and credit assignment.

10.3MAJun 9, 2021
Unifying Behavioral and Response Diversity for Open-ended Learning in Zero-sum Games

Xiangyu Liu, Hangtian Jia, Ying Wen et al.

Measuring and promoting policy diversity is critical for solving games with strong non-transitive dynamics where strategic cycles exist, and there is no consistent winner (e.g., Rock-Paper-Scissors). With that in mind, maintaining a pool of diverse policies via open-ended learning is an attractive solution, which can generate auto-curricula to avoid being exploited. However, in conventional open-ended learning algorithms, there are no widely accepted definitions for diversity, making it hard to construct and evaluate the diverse policies. In this work, we summarize previous concepts of diversity and work towards offering a unified measure of diversity in multi-agent open-ended learning to include all elements in Markov games, based on both Behavioral Diversity (BD) and Response Diversity (RD). At the trajectory distribution level, we re-define BD in the state-action space as the discrepancies of occupancy measures. For the reward dynamics, we propose RD to characterize diversity through the responses of policies when encountering different opponents. We also show that many current diversity measures fall in one of the categories of BD or RD but not both. With this unified diversity measure, we design the corresponding diversity-promoting objective and population effectivity when seeking the best responses in open-ended learning. We validate our methods in both relatively simple games like matrix game, non-transitive mixture model, and the complex \textit{Google Research Football} environment. The population found by our methods reveals the lowest exploitability, highest population effectivity in matrix game and non-transitive mixture model, as well as the largest goal difference when interacting with opponents of various levels in \textit{Google Research Football}.