MAJun 19, 2023
Maximum Entropy Heterogeneous-Agent Reinforcement LearningJiarong Liu, Yifan Zhong, Siyi Hu et al.
Multi-agent reinforcement learning (MARL) has been shown effective for cooperative games in recent years. However, existing state-of-the-art methods face challenges related to sample complexity, training instability, and the risk of converging to a suboptimal Nash Equilibrium. In this paper, we propose a unified framework for learning stochastic policies to resolve these issues. We embed cooperative MARL problems into probabilistic graphical models, from which we derive the maximum entropy (MaxEnt) objective for MARL. Based on the MaxEnt framework, we propose Heterogeneous-Agent Soft Actor-Critic (HASAC) algorithm. Theoretically, we prove the monotonic improvement and convergence to quantal response equilibrium (QRE) properties of HASAC. Furthermore, we generalize a unified template for MaxEnt algorithmic design named Maximum Entropy Heterogeneous-Agent Mirror Learning (MEHAML), which provides any induced method with the same guarantees as HASAC. We evaluate HASAC on six benchmarks: Bi-DexHands, Multi-Agent MuJoCo, StarCraft Multi-Agent Challenge, Google Research Football, Multi-Agent Particle Environment, and Light Aircraft Game. Results show that HASAC consistently outperforms strong baselines, exhibiting better sample efficiency, robustness, and sufficient exploration. See our page at https://sites.google.com/view/meharl.
GTJun 29, 2023
Policy Space Diversity for Non-Transitive GamesJian Yao, Weiming Liu, Haobo Fu et al.
Policy-Space Response Oracles (PSRO) is an influential algorithm framework for approximating a Nash Equilibrium (NE) in multi-agent non-transitive games. Many previous studies have been trying to promote policy diversity in PSRO. A major weakness in existing diversity metrics is that a more diverse (according to their diversity metrics) population does not necessarily mean (as we proved in the paper) a better approximation to a NE. To alleviate this problem, we propose a new diversity metric, the improvement of which guarantees a better approximation to a NE. Meanwhile, we develop a practical and well-justified method to optimize our diversity metric using only state-action samples. By incorporating our diversity regularization into the best response solving in PSRO, we obtain a new PSRO variant, Policy Space Diversity PSRO (PSD-PSRO). We present the convergence property of PSD-PSRO. Empirically, extensive experiments on various games demonstrate that PSD-PSRO is more effective in producing significantly less exploitable policies than state-of-the-art PSRO variants.
NEAug 9, 2022
Heterogeneous Multi-agent Zero-Shot Coordination by CoevolutionKe Xue, Yutong Wang, Cong Guan et al.
Generating agents that can achieve zero-shot coordination (ZSC) with unseen partners is a new challenge in cooperative multi-agent reinforcement learning (MARL). Recently, some studies have made progress in ZSC by exposing the agents to diverse partners during the training process. They usually involve self-play when training the partners, implicitly assuming that the tasks are homogeneous. However, many real-world tasks are heterogeneous, and hence previous methods may be inefficient. In this paper, we study the heterogeneous ZSC problem for the first time and propose a general method based on coevolution, which coevolves two populations of agents and partners through three sub-processes: pairing, updating and selection. Experimental results on various heterogeneous tasks highlight the necessity of considering the heterogeneous setting and demonstrate that our proposed method is a promising solution for heterogeneous ZSC tasks.
LGOct 10, 2023
Diversity from Human FeedbackRen-Jian Wang, Ke Xue, Yutong Wang et al.
Diversity plays a significant role in many problems, such as ensemble learning, reinforcement learning, and combinatorial optimization. How to define the diversity measure is a longstanding problem. Many methods rely on expert experience to define a proper behavior space and then obtain the diversity measure, which is, however, challenging in many scenarios. In this paper, we propose the problem of learning a behavior space from human feedback and present a general method called Diversity from Human Feedback (DivHF) to solve it. DivHF learns a behavior descriptor consistent with human preference by querying human feedback. The learned behavior descriptor can be combined with any distance measure to define a diversity measure. We demonstrate the effectiveness of DivHF by integrating it with the Quality-Diversity optimization algorithm MAP-Elites and conducting experiments on the QDax suite. The results show that the behavior learned by DivHF is much more consistent with human requirements than the one learned by direct data-driven approaches without human feedback, and makes the final solutions more diverse under human preference. Our contributions include formulating the problem, proposing the DivHF method, and demonstrating its effectiveness through experiments.
LGNov 11, 2025
Deep (Predictive) Discounted Counterfactual Regret MinimizationHang Xu, Kai Li, Haobo Fu et al.
Counterfactual regret minimization (CFR) is a family of algorithms for effectively solving imperfect-information games. To enhance CFR's applicability in large games, researchers use neural networks to approximate its behavior. However, existing methods are mainly based on vanilla CFR and struggle to effectively integrate more advanced CFR variants. In this work, we propose an efficient model-free neural CFR algorithm, overcoming the limitations of existing methods in approximating advanced CFR variants. At each iteration, it collects variance-reduced sampled advantages based on a value network, fits cumulative advantages by bootstrapping, and applies discounting and clipping operations to simulate the update mechanisms of advanced CFR variants. Experimental results show that, compared with model-free neural algorithms, it exhibits faster convergence in typical imperfect-information games and demonstrates stronger adversarial performance in a large poker game.
LGApr 22, 2024Code
Minimizing Weighted Counterfactual Regret with Optimistic Online Mirror DescentHang Xu, Kai Li, Bingyun Liu et al.
Counterfactual regret minimization (CFR) is a family of algorithms for effectively solving imperfect-information games. It decomposes the total regret into counterfactual regrets, utilizing local regret minimization algorithms, such as Regret Matching (RM) or RM+, to minimize them. Recent research establishes a connection between Online Mirror Descent (OMD) and RM+, paving the way for an optimistic variant PRM+ and its extension PCFR+. However, PCFR+ assigns uniform weights for each iteration when determining regrets, leading to substantial regrets when facing dominated actions. This work explores minimizing weighted counterfactual regret with optimistic OMD, resulting in a novel CFR variant PDCFR+. It integrates PCFR+ and Discounted CFR (DCFR) in a principled manner, swiftly mitigating negative effects of dominated actions and consistently leveraging predictions to accelerate convergence. Theoretical analyses prove that PDCFR+ converges to a Nash equilibrium, particularly under distinct weighting schemes for regrets and average strategies. Experimental results demonstrate PDCFR+'s fast convergence in common imperfect-information games. The code is available at https://github.com/rpSebastian/PDCFRPlus.
LGDec 2, 2025
SeeNav-Agent: Enhancing Vision-Language Navigation with Visual Prompt and Step-Level Policy OptimizationZhengcheng Wang, Zichuan Lin, Yijun Yang et al.
Existing Vision-Language Navigation (VLN) agents based on Large Vision-Language Models (LVLMs) often suffer from perception errors, reasoning errors, and planning errors, which significantly hinder their navigation performance. To address these limitations, a novel VLN agent framework, named SeeNav-Agent, is proposed in this work. First, to reduce perception hallucinations of the visual module of the VLN agent, a dual-view Visual Prompt (VP) technique is introduced in the input space, which can also improve the agent's understanding of current spatial states. Subsequently, a novel step-level Reinforcement Fine-Tuning (RFT) method, Step Reward Group Policy Optimization (SRGPO), is designed for the post-training of VLN agents. In SRGPO, we first define verifiable process rewards for the navigation task, and then perform efficient step-level advantage estimation by randomly grouping different navigation steps. SRGPO provides dense reward signals for the reinforcement learning process of the VLN agent and enhances its planning capability. Experimental results on the EmbodiedBench Navigation benchmark indicate that by introducing the zero-shot VP module, the GPT-4.1 achieves a navigation success rate of 86.7%, surpassing the current best LVLM by approximately 20 percentage points (pp). Through post-training based on SRGPO, the Qwen2.5-VL-3B model reaches a navigation success rate of 72.3%, outperforming the best existing LVLM model by 5.6 pp. Moreover, compared to RFT algorithms such as GRPO and GiGPO, the proposed SRGPO demonstrates significant improvements in training stability, convergence efficiency, and generalization capability.
AIFeb 4, 2024
Enhance Reasoning for Large Language Models in the Game WerewolfShuang Wu, Liwen Zhu, Tao Yang et al.
This paper presents an innovative framework that integrates Large Language Models (LLMs) with an external Thinker module to enhance the reasoning capabilities of LLM-based agents. Unlike augmenting LLMs with prompt engineering, Thinker directly harnesses knowledge from databases and employs various optimization techniques. The framework forms a reasoning hierarchy where LLMs handle intuitive System-1 tasks such as natural language processing, while the Thinker focuses on cognitive System-2 tasks that require complex logical analysis and domain-specific knowledge. Our framework is presented using a 9-player Werewolf game that demands dual-system reasoning. We introduce a communication protocol between LLMs and the Thinker, and train the Thinker using data from 18800 human sessions and reinforcement learning. Experiments demonstrate the framework's effectiveness in deductive reasoning, speech generation, and online game evaluation. Additionally, we fine-tune a 6B LLM to surpass GPT4 when integrated with the Thinker. This paper also contributes the largest dataset for social deduction games to date.
AIDec 22, 2023
Not All Tasks Are Equally Difficult: Multi-Task Deep Reinforcement Learning with Dynamic Depth RoutingJinmin He, Kai Li, Yifan Zang et al.
Multi-task reinforcement learning endeavors to accomplish a set of different tasks with a single policy. To enhance data efficiency by sharing parameters across multiple tasks, a common practice segments the network into distinct modules and trains a routing network to recombine these modules into task-specific policies. However, existing routing approaches employ a fixed number of modules for all tasks, neglecting that tasks with varying difficulties commonly require varying amounts of knowledge. This work presents a Dynamic Depth Routing (D2R) framework, which learns strategic skipping of certain intermediate modules, thereby flexibly choosing different numbers of modules for each task. Under this framework, we further introduce a ResRouting method to address the issue of disparate routing paths between behavior and target policies during off-policy training. In addition, we design an automatic route-balancing mechanism to encourage continued routing exploration for unmastered tasks without disturbing the routing of mastered ones. We conduct extensive experiments on various robotics manipulation tasks in the Meta-World benchmark, where D2R achieves state-of-the-art performance with significantly improved learning efficiency.
LGJul 9, 2025
Efficient Multi-Task Reinforcement Learning with Cross-Task Policy GuidanceJinmin He, Kai Li, Yifan Zang et al.
Multi-task reinforcement learning endeavors to efficiently leverage shared information across various tasks, facilitating the simultaneous learning of multiple tasks. Existing approaches primarily focus on parameter sharing with carefully designed network structures or tailored optimization procedures. However, they overlook a direct and complementary way to exploit cross-task similarities: the control policies of tasks already proficient in some skills can provide explicit guidance for unmastered tasks to accelerate skills acquisition. To this end, we present a novel framework called Cross-Task Policy Guidance (CTPG), which trains a guide policy for each task to select the behavior policy interacting with the environment from all tasks' control policies, generating better training trajectories. In addition, we propose two gating mechanisms to improve the learning efficiency of CTPG: one gate filters out control policies that are not beneficial for guidance, while the other gate blocks tasks that do not necessitate guidance. CTPG is a general framework adaptable to existing parameter sharing approaches. Empirical evaluations demonstrate that incorporating CTPG with these approaches significantly enhances performance in manipulation and locomotion benchmarks.
AIDec 3, 2024
Optimizing Latent Goal by Learning from Trajectory PreferenceGuangyu Zhao, Kewei Lian, Haowei Lin et al. · pku
A glowing body of work has emerged focusing on instruction-following policies for open-world agents, aiming to better align the agent's behavior with human intentions. However, the performance of these policies is highly susceptible to the initial prompt, which leads to extra efforts in selecting the best instructions. We propose a framework named Preference Goal Tuning (PGT). PGT allows an instruction following policy to interact with the environment to collect several trajectories, which will be categorized into positive and negative samples based on preference. Then we use preference learning to fine-tune the initial goal latent representation with the categorized trajectories while keeping the policy backbone frozen. The experiment result shows that with minimal data and training, PGT achieves an average relative improvement of 72.0% and 81.6% over 17 tasks in 2 different foundation policies respectively, and outperforms the best human-selected instructions. Moreover, PGT surpasses full fine-tuning in the out-of-distribution (OOD) task-execution environments by 13.4%, indicating that our approach retains strong generalization capabilities. Since our approach stores a single latent representation for each task independently, it can be viewed as an efficient method for continual learning, without the risk of catastrophic forgetting or task interference. In short, PGT enhances the performance of agents across nearly all tasks in the Minecraft Skillforge benchmark and demonstrates robustness to the execution environment.
AIMar 5, 2024
Reaching Consensus in Cooperative Multi-Agent Reinforcement Learning with Goal ImaginationLiangzhou Wang, Kaiwen Zhu, Fengming Zhu et al.
Reaching consensus is key to multi-agent coordination. To accomplish a cooperative task, agents need to coherently select optimal joint actions to maximize the team reward. However, current cooperative multi-agent reinforcement learning (MARL) methods usually do not explicitly take consensus into consideration, which may cause miscoordination problem. In this paper, we propose a model-based consensus mechanism to explicitly coordinate multiple agents. The proposed Multi-agent Goal Imagination (MAGI) framework guides agents to reach consensus with an Imagined common goal. The common goal is an achievable state with high value, which is obtained by sampling from the distribution of future states. We directly model this distribution with a self-supervised generative model, thus alleviating the "curse of dimensinality" problem induced by multi-agent multi-step policy rollout commonly used in model-based methods. We show that such efficient consensus mechanism can guide all agents cooperatively reaching valuable future states. Results on Multi-agent Particle-Environments and Google Research Football environment demonstrate the superiority of MAGI in both sample efficiency and performance.
LGOct 21, 2024
Diverse Policies Recovering via Pointwise Mutual Information Weighted Imitation LearningHanlin Yang, Jian Yao, Weiming Liu et al.
Recovering a spectrum of diverse policies from a set of expert trajectories is an important research topic in imitation learning. After determining a latent style for a trajectory, previous diverse policies recovering methods usually employ a vanilla behavioral cloning learning objective conditioned on the latent style, treating each state-action pair in the trajectory with equal importance. Based on an observation that in many scenarios, behavioral styles are often highly relevant with only a subset of state-action pairs, this paper presents a new principled method in diverse polices recovery. In particular, after inferring or assigning a latent style for a trajectory, we enhance the vanilla behavioral cloning by incorporating a weighting mechanism based on pointwise mutual information. This additional weighting reflects the significance of each state-action pair's contribution to learning the style, thus allowing our method to focus on state-action pairs most representative of that style. We provide theoretical justifications for our new objective, and extensive empirical evaluations confirm the effectiveness of our method in recovering diverse policies from expert data.
LGJul 9, 2025
Goal-Oriented Skill Abstraction for Offline Multi-Task Reinforcement LearningJinmin He, Kai Li, Yifan Zang et al.
Offline multi-task reinforcement learning aims to learn a unified policy capable of solving multiple tasks using only pre-collected task-mixed datasets, without requiring any online interaction with the environment. However, it faces significant challenges in effectively sharing knowledge across tasks. Inspired by the efficient knowledge abstraction observed in human learning, we propose Goal-Oriented Skill Abstraction (GO-Skill), a novel approach designed to extract and utilize reusable skills to enhance knowledge transfer and task performance. Our approach uncovers reusable skills through a goal-oriented skill extraction process and leverages vector quantization to construct a discrete skill library. To mitigate class imbalances between broadly applicable and task-specific skills, we introduce a skill enhancement phase to refine the extracted skills. Furthermore, we integrate these skills using hierarchical policy learning, enabling the construction of a high-level policy that dynamically orchestrates discrete skills to accomplish specific tasks. Extensive experiments on diverse robotic manipulation tasks within the MetaWorld benchmark demonstrate the effectiveness and versatility of GO-Skill.
AINov 27, 2025
AI Deception: Risks, Dynamics, and ControlsBoyuan Chen, Sitong Fang, Jiaming Ji et al.
As intelligence increases, so does its shadow. AI deception, in which systems induce false beliefs to secure self-beneficial outcomes, has evolved from a speculative concern to an empirically demonstrated risk across language models, AI agents, and emerging frontier systems. This project provides a comprehensive and up-to-date overview of the AI deception field, covering its core concepts, methodologies, genesis, and potential mitigations. First, we identify a formal definition of AI deception, grounded in signaling theory from studies of animal deception. We then review existing empirical studies and associated risks, highlighting deception as a sociotechnical safety challenge. We organize the landscape of AI deception research as a deception cycle, consisting of two key components: deception emergence and deception treatment. Deception emergence reveals the mechanisms underlying AI deception: systems with sufficient capability and incentive potential inevitably engage in deceptive behaviors when triggered by external conditions. Deception treatment, in turn, focuses on detecting and addressing such behaviors. On deception emergence, we analyze incentive foundations across three hierarchical levels and identify three essential capability preconditions required for deception. We further examine contextual triggers, including supervision gaps, distributional shifts, and environmental pressures. On deception treatment, we conclude detection methods covering benchmarks and evaluation protocols in static and interactive settings. Building on the three core factors of deception emergence, we outline potential mitigation strategies and propose auditing approaches that integrate technical, community, and governance efforts to address sociotechnical challenges and future AI risks. To support ongoing work in this area, we release a living resource at www.deceptionsurvey.com.
AIJul 21, 2025
TacticCraft: Natural Language-Driven Tactical Adaptation for StarCraft IIWeiyu Ma, Jiwen Jiang, Haobo Fu et al.
We present an adapter-based approach for tactical conditioning of StarCraft II AI agents. Current agents, while powerful, lack the ability to adapt their strategies based on high-level tactical directives. Our method freezes a pre-trained policy network (DI-Star) and attaches lightweight adapter modules to each action head, conditioned on a tactical tensor that encodes strategic preferences. By training these adapters with KL divergence constraints, we ensure the policy maintains core competencies while exhibiting tactical variations. Experimental results show our approach successfully modulates agent behavior across tactical dimensions including aggression, expansion patterns, and technology preferences, while maintaining competitive performance. Our method enables flexible tactical control with minimal computational overhead, offering practical strategy customization for complex real-time strategy games.
LGFeb 18, 2021
L2E: Learning to Exploit Your OpponentZhe Wu, Kai Li, Enmin Zhao et al.
Opponent modeling is essential to exploit sub-optimal opponents in strategic interactions. Most previous works focus on building explicit models to directly predict the opponents' styles or strategies, which require a large amount of data to train the model and lack adaptability to unknown opponents. In this work, we propose a novel Learning to Exploit (L2E) framework for implicit opponent modeling. L2E acquires the ability to exploit opponents by a few interactions with different opponents during training, thus can adapt to new opponents with unknown styles during testing quickly. We propose a novel opponent strategy generation algorithm that produces effective opponents for training automatically. We evaluate L2E on two poker games and one grid soccer game, which are the commonly used benchmarks for opponent modeling. Comprehensive experimental results indicate that L2E quickly adapts to diverse styles of unknown opponents.
LGOct 10, 2018
Parametrized Deep Q-Networks Learning: Reinforcement Learning with Discrete-Continuous Hybrid Action SpaceJiechao Xiong, Qing Wang, Zhuoran Yang et al.
Most existing deep reinforcement learning (DRL) frameworks consider either discrete action space or continuous action space solely. Motivated by applications in computer games, we consider the scenario with discrete-continuous hybrid action space. To handle hybrid action space, previous works either approximate the hybrid space by discretization, or relax it into a continuous set. In this paper, we propose a parametrized deep Q-network (P- DQN) framework for the hybrid action space without approximation or relaxation. Our algorithm combines the spirits of both DQN (dealing with discrete action space) and DDPG (dealing with continuous action space) by seamlessly integrating them. Empirical results on a simulation example, scoring a goal in simulated RoboCup soccer and the solo mode in game King of Glory (KOG) validate the efficiency and effectiveness of our method.