97.4MAMay 18Code
Talk, Judge, Cooperate: Gossip-Driven Indirect Reciprocity in Self-Interested LLM AgentsShuhui Zhu, Yue Lin, Shriya Kaistha et al.
Indirect reciprocity, which means helping those who have helped others, is difficult to sustain among decentralized, self-interested LLM agents without reliable reputation systems. We address this challenge with the Agentic Linguistic Gossip Network (ALIGN), an automated framework that enables decentralized agents to form reputations, evaluate trustworthiness, and coordinate social norms by strategically sharing open-ended gossip with hierarchical tones. We demonstrate that ALIGN consistently improves indirect reciprocity and resists malicious entrants by identifying and ostracizing defectors. Notably, we find that stronger reasoning capabilities in LLMs lead to more incentive-aligned cooperation, whereas chat models often over-cooperate even when strategically suboptimal. These results suggest that leveraging LLM reasoning through decentralized gossip is a promising path for maintaining social welfare in agentic ecosystems. Our code is available at https://github.com/shuhui-zhu/ALIGN.
69.0AIMay 28Code
PokerSkill: LLMs Can Play Expert-Level Poker without Training or SolversBoning Li, Baoxiang Wang, Longbo Huang
Poker is a landmark challenge for artificial intelligence. The dominant approach relies on equilibrium solvers built on counterfactual regret minimization, requiring millions of core-hours of training. Large Language Models (LLMs) possess extensive poker knowledge but perform far below solver-based agents when asked to play directly. Traditional rule-based poker agents are interpretable and training-free, but their strategic ceiling remains far below equilibrium play. We introduce \textbf{PokerSkill}, a training-free and solver-free framework that bridges this gap by using detailed rule-based poker skills as a structured action-grounding interface for LLMs. A deterministic context engine analyzes the current state and retrieves only the relevant fragments from a layered skill library, which is entirely designed by human poker experts, constraining the LLM's choice to reasonable actions. Against GTOWizard, a state-of-the-art GTO benchmark, GPT-5.5 XHigh with PokerSkill achieves $-57 \pm 21$ mbb/hand, Claude Opus 4.6 achieves $-80 \pm 29$ mbb/hand and Claude Opus 4.7 achieves $-87\pm 64$ mbb/hand, reducing losses by 49--61\% compared to default-prompt baselines and outperforming the strong bot Slumbot. Our key finding is that rule-based skills alone do not constitute a strong strategy, and LLMs alone cannot play well, but their combination yields an agent that requires neither training nor solver access yet competes with systems built on millions of core-hours of computation. To our knowledge, this is the first demonstration of an LLM achieving competitive performance in a complex imperfect-information game without game-specific training or solver queries. Code is available at https://github.com/lbn187/PokerSkill.
LGJul 5, 2024Code
Tackling Data Corruption in Offline Reinforcement Learning via Sequence ModelingJiawei Xu, Rui Yang, Shuang Qiu et al. · tencent-ai, tsinghua
Learning policy from offline datasets through offline reinforcement learning (RL) holds promise for scaling data-driven decision-making while avoiding unsafe and costly online interactions. However, real-world data collected from sensors or humans often contains noise and errors, posing a significant challenge for existing offline RL methods, particularly when the real-world data is limited. Our study reveals that prior research focusing on adapting predominant offline RL methods based on temporal difference learning still falls short under data corruption when the dataset is limited. In contrast, we discover that vanilla sequence modeling methods, such as Decision Transformer, exhibit robustness against data corruption, even without specialized modifications. To unlock the full potential of sequence modeling, we propose Robust Decision Rransformer (RDT) by incorporating three simple yet effective robust techniques: embedding dropout to improve the model's robustness against erroneous inputs, Gaussian weighted learning to mitigate the effects of corrupted labels, and iterative data correction to eliminate corrupted data from the source. Extensive experiments on MuJoCo, Kitchen, and Adroit tasks demonstrate RDT's superior performance under various data corruption scenarios compared to prior methods. Furthermore, RDT exhibits remarkable robustness in a more challenging setting that combines training-time data corruption with test-time observation perturbations. These results highlight the potential of sequence modeling for learning from noisy or corrupted offline datasets, thereby promoting the reliable application of offline RL in real-world scenarios. Our code is available at https://github.com/jiawei415/RobustDecisionTransformer.
GTJun 19, 2023
Taming the Exponential Action Set: Sublinear Regret and Fast Convergence to Nash Equilibrium in Online Congestion GamesJing Dong, Jingyu Wu, Siwei Wang et al.
The congestion game is a powerful model that encompasses a range of engineering systems such as traffic networks and resource allocation. It describes the behavior of a group of agents who share a common set of $F$ facilities and take actions as subsets with $k$ facilities. In this work, we study the online formulation of congestion games, where agents participate in the game repeatedly and observe feedback with randomness. We propose CongestEXP, a decentralized algorithm that applies the classic exponential weights method. By maintaining weights on the facility level, the regret bound of CongestEXP avoids the exponential dependence on the size of possible facility sets, i.e., $\binom{F}{k} \approx F^k$, and scales only linearly with $F$. Specifically, we show that CongestEXP attains a regret upper bound of $O(kF\sqrt{T})$ for every individual player, where $T$ is the time horizon. On the other hand, exploiting the exponential growth of weights enables CongestEXP to achieve a fast convergence rate. If a strict Nash equilibrium exists, we show that CongestEXP can converge to the strict Nash policy almost exponentially fast in $O(F\exp(-t^{1-α}))$, where $t$ is the number of iterations and $α\in (1/2, 1)$.
LGFeb 23, 2023
Diverse Policy Optimization for Structured Action SpaceWenhao Li, Baoxiang Wang, Shanchao Yang et al.
Enhancing the diversity of policies is beneficial for robustness, exploration, and transfer in reinforcement learning (RL). In this paper, we aim to seek diverse policies in an under-explored setting, namely RL tasks with structured action spaces with the two properties of composability and local dependencies. The complex action structure, non-uniform reward landscape, and subtle hyperparameter tuning due to the properties of structured actions prevent existing approaches from scaling well. We propose a simple and effective RL method, Diverse Policy Optimization (DPO), to model the policies in structured action space as the energy-based models (EBM) by following the probabilistic RL framework. A recently proposed novel and powerful generative model, GFlowNet, is introduced as the efficient, diverse EBM-based policy sampler. DPO follows a joint optimization framework: the outer layer uses the diverse policies sampled by the GFlowNet to update the EBM-based policies, which supports the GFlowNet training in the inner layer. Experiments on ATSC and Battle benchmarks demonstrate that DPO can efficiently discover surprisingly diverse policies in challenging scenarios and substantially outperform existing state-of-the-art methods.
LGApr 25, 2022
Algorithms and Theory for Supervised Gradual Domain AdaptationJing Dong, Shiji Zhou, Baoxiang Wang et al.
The phenomenon of data distribution evolving over time has been observed in a range of applications, calling the needs of adaptive learning algorithms. We thus study the problem of supervised gradual domain adaptation, where labeled data from shifting distributions are available to the learner along the trajectory, and we aim to learn a classifier on a target data distribution of interest. Under this setting, we provide the first generalization upper bound on the learning error under mild assumptions. Our results are algorithm agnostic, general for a range of loss functions, and only depend linearly on the averaged learning error across the trajectory. This shows significant improvement compared to the previous upper bound for unsupervised gradual domain adaptation, where the learning error on the target domain depends exponentially on the initial error on the source domain. Compared with the offline setting of learning from multiple domains, our results also suggest the potential benefits of the temporal structure among different domains in adapting to the target one. Empirically, our theoretical results imply that learning proper representations across the domains will effectively mitigate the learning errors. Motivated by these theoretical insights, we propose a min-max learning objective to learn the representation and classifier simultaneously. Experimental results on both semi-synthetic and large-scale real datasets corroborate our findings and demonstrate the effectiveness of our objectives.
LGSep 28, 2022
Online Policy Optimization for Robust MDPJing Dong, Jingwei Li, Baoxiang Wang et al.
Reinforcement learning (RL) has exceeded human performance in many synthetic settings such as video games and Go. However, real-world deployment of end-to-end RL models is less common, as RL models can be very sensitive to slight perturbation of the environment. The robust Markov decision process (MDP) framework -- in which the transition probabilities belong to an uncertainty set around a nominal model -- provides one way to develop robust models. While previous analysis shows RL algorithms are effective assuming access to a generative model, it remains unclear whether RL can be efficient under a more realistic online setting, which requires a careful balance between exploration and exploitation. In this work, we consider online robust MDP by interacting with an unknown nominal system. We propose a robust optimistic policy optimization algorithm that is provably efficient. To address the additional uncertainty caused by an adversarial environment, our model features a new optimistic update rule derived via Fenchel conjugates. Our analysis establishes the first regret bound for online robust MDPs.
LGFeb 14, 2023
Improved Regret Bounds for Linear Adversarial MDPs via Linear OptimizationFang Kong, Xiangcheng Zhang, Baoxiang Wang et al.
Learning Markov decision processes (MDP) in an adversarial environment has been a challenging problem. The problem becomes even more challenging with function approximation, since the underlying structure of the loss function and transition kernel are especially hard to estimate in a varying environment. In fact, the state-of-the-art results for linear adversarial MDP achieve a regret of $\tilde{O}(K^{6/7})$ ($K$ denotes the number of episodes), which admits a large room for improvement. In this paper, we investigate the problem with a new view, which reduces linear MDP into linear optimization by subtly setting the feature maps of the bandit arms of linear optimization. This new technique, under an exploratory assumption, yields an improved bound of $\tilde{O}(K^{4/5})$ for linear adversarial MDP without access to a transition simulator. The new view could be of independent interest for solving other MDP problems that possess a linear structure.
LGNov 28, 2022
Learning from Good Trajectories in Offline Multi-Agent Reinforcement LearningQi Tian, Kun Kuang, Furui Liu et al.
Offline multi-agent reinforcement learning (MARL) aims to learn effective multi-agent policies from pre-collected datasets, which is an important step toward the deployment of multi-agent systems in real-world applications. However, in practice, each individual behavior policy that generates multi-agent joint trajectories usually has a different level of how well it performs. e.g., an agent is a random policy while other agents are medium policies. In the cooperative game with global reward, one agent learned by existing offline MARL often inherits this random policy, jeopardizing the performance of the entire team. In this paper, we investigate offline MARL with explicit consideration on the diversity of agent-wise trajectories and propose a novel framework called Shared Individual Trajectories (SIT) to address this problem. Specifically, an attention-based reward decomposition network assigns the credit to each agent through a differentiable key-value memory mechanism in an offline manner. These decomposed credits are then used to reconstruct the joint offline datasets into prioritized experience replay with individual trajectories, thereafter agents can share their good trajectories and conservatively train their policies with a graph attention network (GAT) based critic. We evaluate our method in both discrete control (i.e., StarCraft II and multi-agent particle environment) and continuous control (i.e, multi-agent mujoco). The results indicate that our method achieves significantly better results in complex and mixed offline multi-agent datasets, especially when the difference of data quality between individual trajectories is large.
LGAug 19, 2023
DPMAC: Differentially Private Communication for Cooperative Multi-Agent Reinforcement LearningCanzhe Zhao, Yanjie Ze, Jing Dong et al.
Communication lays the foundation for cooperation in human society and in multi-agent reinforcement learning (MARL). Humans also desire to maintain their privacy when communicating with others, yet such privacy concern has not been considered in existing works in MARL. To this end, we propose the \textit{differentially private multi-agent communication} (DPMAC) algorithm, which protects the sensitive information of individual agents by equipping each agent with a local message sender with rigorous $(ε, δ)$-differential privacy (DP) guarantee. In contrast to directly perturbing the messages with predefined DP noise as commonly done in privacy-preserving scenarios, we adopt a stochastic message sender for each agent respectively and incorporate the DP requirement into the sender, which automatically adjusts the learned message distribution to alleviate the instability caused by DP noise. Further, we prove the existence of a Nash equilibrium in cooperative MARL with privacy-preserving communication, which suggests that this problem is game-theoretically learnable. Extensive experiments demonstrate a clear advantage of DPMAC over baseline methods in privacy-preserving scenarios.
LGNov 14, 2023
Learning Adversarial Low-rank Markov Decision Processes with Unknown Transition and Full-information FeedbackCanzhe Zhao, Ruofeng Yang, Baoxiang Wang et al.
In this work, we study the low-rank MDPs with adversarially changed losses in the full-information feedback setting. In particular, the unknown transition probability kernel admits a low-rank matrix decomposition \citep{REPUCB22}, and the loss functions may change adversarially but are revealed to the learner at the end of each episode. We propose a policy optimization-based algorithm POLO, and we prove that it attains the $\widetilde{O}(K^{\frac{5}{6}}A^{\frac{1}{2}}d\ln(1+M)/(1-γ)^2)$ regret guarantee, where $d$ is rank of the transition kernel (and hence the dimension of the unknown representations), $A$ is the cardinality of the action space, $M$ is the cardinality of the model class, and $γ$ is the discounted factor. Notably, our algorithm is oracle-efficient and has a regret guarantee with no dependence on the size of potentially arbitrarily large state space. Furthermore, we also prove an $Ω(\frac{γ^2}{1-γ} \sqrt{d A K})$ regret lower bound for this problem, showing that low-rank MDPs are statistically more difficult to learn than linear MDPs in the regret minimization setting. To the best of our knowledge, we present the first algorithm that interleaves representation learning, exploration, and exploitation to achieve the sublinear regret guarantee for RL with nonlinear function approximation and adversarial losses.
LGJun 13, 2022
Relative Policy-Transition Optimization for Fast Policy TransferJiawei Xu, Cheng Zhou, Yizheng Zhang et al.
We consider the problem of policy transfer between two Markov Decision Processes (MDPs). We introduce a lemma based on existing theoretical results in reinforcement learning to measure the relativity gap between two arbitrary MDPs, that is the difference between any two cumulative expected returns defined on different policies and environment dynamics. Based on this lemma, we propose two new algorithms referred to as Relative Policy Optimization (RPO) and Relative Transition Optimization (RTO), which offer fast policy transfer and dynamics modelling, respectively. RPO transfers the policy evaluated in one environment to maximize the return in another, while RTO updates the parameterized dynamics model to reduce the gap between the dynamics of the two environments. Integrating the two algorithms results in the complete Relative Policy-Transition Optimization (RPTO) algorithm, in which the policy interacts with the two environments simultaneously, such that data collections from two environments, policy and transition updates are completed in one closed loop to form a principled learning framework for policy transfer. We demonstrate the effectiveness of RPTO on a set of MuJoCo continuous control tasks by creating policy transfer problems via variant dynamics.
OCSep 8, 2024
Stability and convergence analysis of AdaGrad for non-convex optimization via novel stopping time-based techniquesRuinan Jin, Xiaoyu Wang, Baoxiang Wang
Adaptive gradient optimizers (AdaGrad), which dynamically adjust the learning rate based on iterative gradients, have emerged as powerful tools in deep learning. These adaptive methods have significantly succeeded in various deep learning tasks, outperforming stochastic gradient descent. However, despite AdaGrad's status as a cornerstone of adaptive optimization, its theoretical analysis has not adequately addressed key aspects such as asymptotic convergence and non-asymptotic convergence rates in non-convex optimization scenarios. This study aims to provide a comprehensive analysis of AdaGrad and bridge the existing gaps in the literature. We introduce a new stopping time technique from probability theory, which allows us to establish the stability of AdaGrad under mild conditions. We further derive the asymptotically almost sure and mean-square convergence for AdaGrad. In addition, we demonstrate the near-optimal non-asymptotic convergence rate measured by the average-squared gradients in expectation, which is stronger than the existing high-probability results. The techniques developed in this work are potentially of independent interest for future research on other adaptive stochastic algorithms.
LGFeb 6
The Optimal Token Baseline: Variance Reduction for Long-Horizon LLM-RLYingru Li, Jiawei Xu, Ziniu Li et al.
Reinforcement Learning (RL) for Large Language Models (LLMs) often suffers from training collapse in long-horizon tasks due to exploding gradient variance. To mitigate this, a baseline is commonly introduced for advantage computation; however, traditional value models remain difficult to optimize, and standard group-based baselines overlook sequence heterogeneity. Although classic optimal baseline theory can achieve global variance reduction, it neglects token heterogeneity and requires prohibitive gradient-based computation. In this work, we derive the Optimal Token Baseline (OTB) from first principles, proving that gradient updates should be weighted inversely to their cumulative gradient norm. To ensure efficiency, we propose the Logit-Gradient Proxy that approximates the gradient norm using only forward-pass probabilities. Our method achieves training stability and matches the performance of large group sizes ($N=32$) with only $N=4$, reducing token consumption by over 65% across single-turn and tool-integrated reasoning tasks.
LGJun 12, 2024Code
Carbon Market Simulation with Adaptive Mechanism DesignHan Wang, Wenhao Li, Hongyuan Zha et al.
A carbon market is a market-based tool that incentivizes economic agents to align individual profits with the global utility, i.e., reducing carbon emissions to tackle climate change. Cap and trade stands as a critical principle based on allocating and trading carbon allowances (carbon emission credit), enabling economic agents to follow planned emissions and penalizing excess emissions. A central authority is responsible for introducing and allocating those allowances in cap and trade. However, the complexity of carbon market dynamics makes accurate simulation intractable, which in turn hinders the design of effective allocation strategies. To address this, we propose an adaptive mechanism design framework, simulating the market using hierarchical, model-free multi-agent reinforcement learning (MARL). Government agents allocate carbon credits, while enterprises engage in economic activities and carbon trading. This framework illustrates agents' behavior comprehensively. Numerical results show MARL enables government agents to balance productivity, equality, and carbon emissions. Our project is available at https://github.com/xwanghan/Carbon-Simulator.
AIMar 5, 2025Code
Learning to Negotiate via Voluntary CommitmentShuhui Zhu, Baoxiang Wang, Sriram Ganapathi Subramanian et al.
The partial alignment and conflict of autonomous agents lead to mixed-motive scenarios in many real-world applications. However, agents may fail to cooperate in practice even when cooperation yields a better outcome. One well known reason for this failure comes from non-credible commitments. To facilitate commitments among agents for better cooperation, we define Markov Commitment Games (MCGs), a variant of commitment games, where agents can voluntarily commit to their proposed future plans. Based on MCGs, we propose a learnable commitment protocol via policy gradients. We further propose incentive-compatible learning to accelerate convergence to equilibria with better social welfare. Experimental results in challenging mixed-motive tasks demonstrate faster empirical convergence and higher returns for our method compared with its counterparts. Our code is available at https://github.com/shuhui-zhu/DCL.
GTMay 8, 2023Code
Information Design in Multi-Agent Reinforcement LearningYue Lin, Wenhao Li, Hongyuan Zha et al.
Reinforcement learning (RL) is inspired by the way human infants and animals learn from the environment. The setting is somewhat idealized because, in actual tasks, other agents in the environment have their own goals and behave adaptively to the ego agent. To thrive in those environments, the agent needs to influence other agents so their actions become more helpful and less harmful. Research in computational economics distills two ways to influence others directly: by providing tangible goods (mechanism design) and by providing information (information design). This work investigates information design problems for a group of RL agents. The main challenges are two-fold. One is the information provided will immediately affect the transition of the agent trajectories, which introduces additional non-stationarity. The other is the information can be ignored, so the sender must provide information that the receiver is willing to respect. We formulate the Markov signaling game, and develop the notions of signaling gradient and the extended obedience constraints that address these challenges. Our algorithm is efficient on various mixed-motive tasks and provides further insights into computational economics. Our code is publicly available at https://github.com/YueLin301/InformationDesignMARL.
LGDec 28, 2025
Trust Region Masking for Long-Horizon LLM Reinforcement LearningYingru Li, Jiacai Liu, Jiawei Xu et al.
Policy gradient methods for Large Language Models optimize a policy $π_θ$ via a surrogate objective computed from samples of a rollout policy $π_{\text{roll}}$. However, modern LLM-RL pipelines suffer from unavoidable implementation divergences -- backend discrepancies, Mixture-of-Experts routing discontinuities, and distributed training staleness -- causing off-policy mismatch ($π_{\text{roll}} \neq π_θ$) and approximation errors between the surrogate and the true objective. We demonstrate that classical trust region bounds on this error scale as $O(T^2)$ with sequence length $T$, rendering them vacuous for long-horizon tasks. To address this, we derive a family of bounds -- both KL-based and TV-based -- including a Pinsker-Marginal bound ($O(T^{3/2})$), a Mixed bound ($O(T)$), and an Adaptive bound that strictly generalizes the Pinsker-Marginal bound via per-position importance-ratio decomposition. Taking the minimum over all bounds yields the tightest known guarantee across all divergence regimes. Crucially, all bounds depend on the maximum token-level divergence $D_{\mathrm{KL}}^{\mathrm{tok,max}}$ (or $D_{\mathrm{TV}}^{\mathrm{tok,max}}$), a sequence-level quantity that cannot be controlled by token-independent methods like PPO clipping. We propose Trust Region Masking (TRM), which masks entire sequences violating the trust region, enabling the first non-vacuous monotonic improvement guarantees for long-horizon LLM-RL.
GTDec 24, 2025
Policy-Conditioned Policies for Multi-Agent Task SolvingYue Lin, Shuhui Zhu, Wenhao Li et al.
In multi-agent tasks, the central challenge lies in the dynamic adaptation of strategies. However, directly conditioning on opponents' strategies is intractable in the prevalent deep reinforcement learning paradigm due to a fundamental ``representational bottleneck'': neural policies are opaque, high-dimensional parameter vectors that are incomprehensible to other agents. In this work, we propose a paradigm shift that bridges this gap by representing policies as human-interpretable source code and utilizing Large Language Models (LLMs) as approximate interpreters. This programmatic representation allows us to operationalize the game-theoretic concept of \textit{Program Equilibrium}. We reformulate the learning problem by utilizing LLMs to perform optimization directly in the space of programmatic policies. The LLM functions as a point-wise best-response operator that iteratively synthesizes and refines the ego agent's policy code to respond to the opponent's strategy. We formalize this process as \textit{Programmatic Iterated Best Response (PIBR)}, an algorithm where the policy code is optimized by textual gradients, using structured feedback derived from game utility and runtime unit tests. We demonstrate that this approach effectively solves several standard coordination matrix games and a cooperative Level-Based Foraging environment.
94.4LGMay 8
The Reciprocity GradientYue Lin, Pascal Poupart, Shuhui Zhu et al.
Communication is fundamental to sustaining reciprocity and cooperation in strategic interactions. We identify and formulate the influence attribution problem as the central optimization difficulty inherent in such dynamics for a learning agent: any action or signal the agent emits reshapes the reputations of many third parties along combinatorially branching paths before feeding back into its own future rewards, forcing the agent to account for all of these indirect channels at once when choosing every action. To address this, we introduce the reciprocity gradient, which explicitly backpropagates reward gradients through private estimators of opponents' policies trained from public observations. The gradient flows through the reputation chain itself analytically, rather than being estimated from sampled returns. It jointly optimizes actions and evaluative signals without intrinsic rewards or reward shaping. Empirically, the method recovers near-optimal context-sensitive policies, while sample-based baselines collapse into constant-output policies.
LGJul 18, 2024
Scalable Exploration via Ensemble++Yingru Li, Jiawei Xu, Baoxiang Wang et al.
Thompson Sampling is a principled method for balancing exploration and exploitation, but its real-world adoption faces computational challenges in large-scale or non-conjugate settings. While ensemble-based approaches offer partial remedies, they typically require prohibitively large ensemble sizes. We propose Ensemble++, a scalable exploration framework using a novel shared-factor ensemble architecture with random linear combinations. For linear bandits, we provide theoretical guarantees showing that Ensemble++ achieves regret comparable to exact Thompson Sampling with only $Θ(d \log T)$ ensemble sizes--significantly outperforming prior methods. Crucially, this efficiency holds across both compact and finite action sets with either time-invariant or time-varying contexts without configuration changes. We extend this theoretical foundation to nonlinear rewards by replacing fixed features with learnable neural representations while preserving the same incremental update principle, effectively bridging theory and practice for real-world tasks. Comprehensive experiments across linear, quadratic, neural, and GPT-based contextual bandits validate our theoretical findings and demonstrate Ensemble++'s superior regret-computation tradeoff versus state-of-the-art methods.
LGDec 28, 2025
Dynamic Vocabulary Pruning: Stable LLM-RL by Taming the TailYingru Li, Jiawei Xu, Jiacai Liu et al.
Reinforcement Learning (RL) for Large Language Models (LLMs) faces a fundamental tension: the numerical divergence between high-throughput inference engines and numerically precise training engines. Although these systems share the same parameters, they produce slightly different probability distributions, creating a training-inference mismatch. We prove that the bound on the log-probability divergence arising from this mismatch scales as $(1-p)$, where $p$ is the token probability. This scaling induces a highly asymmetric effect: the bound vanishes for high-probability tokens but remains significant for low-probability tokens in the distribution tail. When sampled, these tail tokens introduce systematically biased errors that accumulate over sequences, thereby destabilizing gradient estimation. Instead of applying post-hoc corrections, we propose Dynamic Vocabulary Pruning (DVP), which constrains the RL objective to a dynamically determined ''safe'' vocabulary that excludes the extreme tail. This strategy trades large, destabilizing numerical errors for a small, bounded optimization bias. We validate DVP empirically by demonstrating stable training, and theoretically by deriving strict bounds on the induced bias.
MANov 3, 2024
Learning to Communicate Through Implicit Communication ChannelsHan Wang, Binbin Chen, Tieying Zhang et al.
Effective communication is an essential component in collaborative multi-agent systems. Situations where explicit messaging is not feasible have been common in human society throughout history, which motivate the study of implicit communication. Previous works on learning implicit communication mostly rely on theory of mind (ToM), where agents infer the mental states and intentions of others by interpreting their actions. However, ToM-based methods become less effective in making accurate inferences in complex tasks. In this work, we propose the Implicit Channel Protocol (ICP) framework, which allows agents to communicate through implicit communication channels similar to the explicit ones. ICP leverages a subset of actions, denoted as the scouting actions, and a mapping between information and these scouting actions that encodes and decodes the messages. We propose training algorithms for agents to message and act, including learning with a randomly initialized information map and with a delayed information map. The efficacy of ICP has been tested on the tasks of Guessing Numbers, Revealing Goals, and Hanabi, where ICP significantly outperforms baseline methods through more efficient information transmission.
GTApr 4, 2024
Convergence to Nash Equilibrium and No-regret Guarantee in (Markov) Potential GamesJing Dong, Baoxiang Wang, Yaoliang Yu
In this work, we study potential games and Markov potential games under stochastic cost and bandit feedback. We propose a variant of the Frank-Wolfe algorithm with sufficient exploration and recursive gradient estimation, which provably converges to the Nash equilibrium while attaining sublinear regret for each individual player. Our algorithm simultaneously achieves a Nash regret and a regret bound of $O(T^{4/5})$ for potential games, which matches the best available result, without using additional projection steps. Through carefully balancing the reuse of past samples and exploration of new samples, we then extend the results to Markov potential games and improve the best available Nash regret from $O(T^{5/6})$ to $O(T^{4/5})$. Moreover, our algorithm requires no knowledge of the game, such as the distribution mismatch coefficient, which provides more flexibility in its practical implementation. Experimental results corroborate our theoretical findings and underscore the practical effectiveness of our method.
GTFeb 3, 2025
Verbalized Bayesian PersuasionWenhao Li, Yue Lin, Xiangfeng Wang et al.
Information design (ID) explores how a sender influence the optimal behavior of receivers to achieve specific objectives. While ID originates from everyday human communication, existing game-theoretic and machine learning methods often model information structures as numbers, which limits many applications to toy games. This work leverages LLMs and proposes a verbalized framework in Bayesian persuasion (BP), which extends classic BP to real-world games involving human dialogues for the first time. Specifically, we map the BP to a verbalized mediator-augmented extensive-form game, where LLMs instantiate the sender and receiver. To efficiently solve the verbalized game, we propose a generalized equilibrium-finding algorithm combining LLM and game solver. The algorithm is reinforced with techniques including verbalized commitment assumptions, verbalized obedience constraints, and information obfuscation. Numerical experiments in dialogue scenarios, such as recommendation letters, courtroom interactions, and law enforcement, validate that our framework can both reproduce theoretical results in classic BP and discover effective persuasion strategies in more complex natural language and multi-stage scenarios.
LGMay 29, 2025
ADG: Ambient Diffusion-Guided Dataset Recovery for Corruption-Robust Offline Reinforcement LearningZeyuan Liu, Zhihe Yang, Jiawei Xu et al.
Real-world datasets collected from sensors or human inputs are prone to noise and errors, posing significant challenges for applying offline reinforcement learning (RL). While existing methods have made progress in addressing corrupted actions and rewards, they remain insufficient for handling corruption in high-dimensional state spaces and for cases where multiple elements in the dataset are corrupted simultaneously. Diffusion models, known for their strong denoising capabilities, offer a promising direction for this problem-but their tendency to overfit noisy samples limits their direct applicability. To overcome this, we propose Ambient Diffusion-Guided Dataset Recovery (ADG), a novel approach that pioneers the use of diffusion models to tackle data corruption in offline RL. First, we introduce Ambient Denoising Diffusion Probabilistic Models (DDPM) from approximated distributions, which enable learning on partially corrupted datasets with theoretical guarantees. Second, we use the noise-prediction property of Ambient DDPM to distinguish between clean and corrupted data, and then use the clean subset to train a standard DDPM. Third, we employ the trained standard DDPM to refine the previously identified corrupted data, enhancing data quality for subsequent offline RL training. A notable strength of ADG is its versatility-it can be seamlessly integrated with any offline RL algorithm. Experiments on a range of benchmarks, including MuJoCo, Kitchen, and Adroit, demonstrate that ADG effectively mitigates the impact of corrupted data and improves the robustness of offline RL under various noise settings, achieving state-of-the-art results.
LGAug 5, 2025
Reinforcement Learning for Target Zone Blood Glucose ControlDavid H. Mguni, Jing Dong, Wanrong Yang et al.
Managing physiological variables within clinically safe target zones is a central challenge in healthcare, particularly for chronic conditions such as Type 1 Diabetes Mellitus (T1DM). Reinforcement learning (RL) offers promise for personalising treatment, but struggles with the delayed and heterogeneous effects of interventions. We propose a novel RL framework to study and support decision-making in T1DM technologies, such as automated insulin delivery. Our approach captures the complex temporal dynamics of treatment by unifying two control modalities: \textit{impulse control} for discrete, fast-acting interventions (e.g., insulin boluses), and \textit{switching control} for longer-acting treatments and regime shifts. The core of our method is a constrained Markov decision process augmented with physiological state features, enabling safe policy learning under clinical and resource constraints. The framework incorporates biologically realistic factors, including insulin decay, leading to policies that better reflect real-world therapeutic behaviour. While not intended for clinical deployment, this work establishes a foundation for future safe and temporally-aware RL in healthcare. We provide theoretical guarantees of convergence and demonstrate empirical improvements in a stylised T1DM control task, reducing blood glucose level violations from 22.4\% (state-of-the-art) to as low as 10.8\%.
LGMay 9, 2025
Offline Multi-agent Reinforcement Learning via Score DecompositionDan Qiao, Wenhao Li, Shanchao Yang et al.
Offline cooperative multi-agent reinforcement learning (MARL) faces unique challenges due to distributional shifts, particularly stemming from the high dimensionality of joint action spaces and the presence of out-of-distribution joint action selections. In this work, we highlight that a fundamental challenge in offline MARL arises from the multi-equilibrium nature of cooperative tasks, which induces a highly multimodal joint behavior policy space coupled with heterogeneous-quality behavior data. This makes it difficult for individual policy regularization to align with a consistent coordination pattern, leading to the policy distribution shift problems. To tackle this challenge, we design a sequential score function decomposition method that distills per-agent regularization signals from the joint behavior policy, which induces coordinated modality selection under decentralized execution constraints. Then we leverage a flexible diffusion-based generative model to learn these score functions from multimodal offline data, and integrate them into joint-action critics to guide policy updates toward high-reward, in-distribution regions under a shared team reward. Our approach achieves state-of-the-art performance across multiple particle environments and Multi-agent MuJoCo benchmarks consistently. To the best of our knowledge, this is the first work to explicitly address the distributional gap between offline and online MARL, paving the way for more generalizable offline policy-based MARL methods.
GTNov 6, 2024
On the Decomposition of Differential GameNanxiang Zhou, Jing Dong, Yutian Li et al.
To understand the complexity of the dynamic of learning in differential games, we decompose the game into components where the dynamic is well understood. One of the possible tools is Helmholtz's theorem, which can decompose a vector field into a potential and a harmonic component. This has been shown to be effective in finite and normal-form games. However, applying Helmholtz's theorem by connecting it with the Hodge theorem on $\mathbb{R}^n$ (which is the strategy space of differential game) is non-trivial due to the non-compactness of $\mathbb{R}^n$. Bridging the dynamic-strategic disconnect through Hodge/Helmoltz's theorem in differential games is then left as an open problem \cite{letcher2019differentiable}. In this work, we provide two decompositions of differential games to answer this question: the first as an exact scalar potential part, a near vector potential part, and a non-strategic part; the second as a near scalar potential part, an exact vector potential part, and a non-strategic part. We show that scalar potential games coincide with potential games proposed by \cite{monderer1996potential}, where the gradient descent dynamic can successfully find the Nash equilibrium. For the vector potential game, we show that the individual gradient field is divergence-free, in which case the gradient descent dynamic may either be divergent or recurrent.
SIMay 19, 2023
Online Influence Maximization under Decreasing Cascade ModelFang Kong, Jize Xie, Baoxiang Wang et al.
We study online influence maximization (OIM) under a new model of decreasing cascade (DC). This model is a generalization of the independent cascade (IC) model by considering the common phenomenon of market saturation. In DC, the chance of an influence attempt being successful reduces with previous failures. The effect is neglected by previous OIM works under IC and linear threshold models. We propose the DC-UCB algorithm to solve this problem, which achieves a regret bound of the same order as the state-of-the-art works on the IC model. Extensive experiments on both synthetic and real datasets show the effectiveness of our algorithm.
LGMay 18, 2023
Semantically Aligned Task Decomposition in Multi-Agent Reinforcement LearningWenhao Li, Dan Qiao, Baoxiang Wang et al.
The difficulty of appropriately assigning credit is particularly heightened in cooperative MARL with sparse reward, due to the concurrent time and structural scales involved. Automatic subgoal generation (ASG) has recently emerged as a viable MARL approach inspired by utilizing subgoals in intrinsically motivated reinforcement learning. However, end-to-end learning of complex task planning from sparse rewards without prior knowledge, undoubtedly requires massive training samples. Moreover, the diversity-promoting nature of existing ASG methods can lead to the "over-representation" of subgoals, generating numerous spurious subgoals of limited relevance to the actual task reward and thus decreasing the sample efficiency of the algorithm. To address this problem and inspired by the disentangled representation learning, we propose a novel "disentangled" decision-making method, Semantically Aligned task decomposition in MARL (SAMA), that prompts pretrained language models with chain-of-thought that can suggest potential goals, provide suitable goal decomposition and subgoal allocation as well as self-reflection-based replanning. Additionally, SAMA incorporates language-grounded RL to train each agent's subgoal-conditioned policy. SAMA demonstrates considerable advantages in sample efficiency compared to state-of-the-art ASG methods, as evidenced by its performance on two challenging sparse-reward tasks, Overcooked and MiniRTS.
LGFeb 28, 2022
Provably Efficient Convergence of Primal-Dual Actor-Critic with Nonlinear Function ApproximationJing Dong, Li Shen, Yinggan Xu et al.
We study the convergence of the actor-critic algorithm with nonlinear function approximation under a nonconvex-nonconcave primal-dual formulation. Stochastic gradient descent ascent is applied with an adaptive proximal term for robust learning rates. We show the first efficient convergence result with primal-dual actor-critic with a convergence rate of $\mathcal{O}\left(\sqrt{\frac{\ln \left(N d G^2 \right)}{N}}\right)$ under Markovian sampling, where $G$ is the element-wise maximum of the gradient, $N$ is the number of iterations, and $d$ is the dimension of the gradient. Our result is presented with only the Polyak-Łojasiewicz condition for the dual variables, which is easy to verify and applicable to a wide range of reinforcement learning (RL) scenarios. The algorithm and analysis are general enough to be applied to other RL settings, like multi-agent RL. Empirical results on OpenAI Gym continuous control tasks corroborate our theoretical findings.
LGJan 25, 2022
Differentially Private Temporal Difference Learning with Stochastic Nonconvex-Strongly-Concave OptimizationCanzhe Zhao, Yanjie Ze, Jing Dong et al.
Temporal difference (TD) learning is a widely used method to evaluate policies in reinforcement learning. While many TD learning methods have been developed in recent years, little attention has been paid to preserving privacy and most of the existing approaches might face the concerns of data privacy from users. To enable complex representative abilities of policies, in this paper, we consider preserving privacy in TD learning with nonlinear value function approximation. This is challenging because such a nonlinear problem is usually studied in the formulation of stochastic nonconvex-strongly-concave optimization to gain finite-sample analysis, which would require simultaneously preserving the privacy on primal and dual sides. To this end, we employ a momentum-based stochastic gradient descent ascent to achieve a single-timescale algorithm, and achieve a good trade-off between meaningful privacy and utility guarantees of both the primal and dual sides by perturbing the gradients on both sides using well-calibrated Gaussian noises. As a result, our DPTD algorithm could provide $(ε,δ)$-differential privacy (DP) guarantee for the sensitive information encoded in transitions and retain the original power of TD learning, with the utility upper bounded by $\widetilde{\mathcal{O}}(\frac{(d\log(1/δ))^{1/8}}{(nε)^{1/4}})$ (The tilde in this paper hides the log factor.), where $n$ is the trajectory length and $d$ is the dimension. Extensive experiments conducted in OpenAI Gym show the advantages of our proposed algorithm.
AIDec 20, 2021
CGIBNet: Bandwidth-constrained Communication with Graph Information Bottleneck in Multi-Agent Reinforcement LearningQi Tian, Kun Kuang, Baoxiang Wang et al.
Communication is one of the core components for cooperative multi-agent reinforcement learning (MARL). The communication bandwidth, in many real applications, is always subject to certain constraints. To improve communication efficiency, in this article, we propose to simultaneously optimize whom to communicate with and what to communicate for each agent in MARL. By initiating the communication between agents with a directed complete graph, we propose a novel communication model, named Communicative Graph Information Bottleneck Network (CGIBNet), to simultaneously compress the graph structure and the node information with the graph information bottleneck principle. The graph structure compression is designed to cut the redundant edges for determining whom to communicate with. The node information compression aims to address the problem of what to communicate via learning compact node representations. Moreover, CGIBNet is the first universal module for bandwidth-constrained communication, which can be applied to various training frameworks (i.e., policy-based and value-based MARL frameworks) and communication modes (i.e., single-round and multi-round communication). Extensive experiments are conducted in Traffic Control and StarCraft II environments. The results indicate that our method can achieve better performance in bandwidth-constrained settings compared with state-of-the-art algorithms.
LGOct 18, 2021
Edge Rewiring Goes Neural: Boosting Network Resilience without Rich FeaturesShanchao Yang, Kaili Ma, Baoxiang Wang et al.
Improving the resilience of a network is a fundamental problem in network science, which protects the underlying system from natural disasters and malicious attacks. This is traditionally achieved via successive degree-preserving edge rewiring operations, with the major limitation of being transductive. Inductively solving graph-related tasks with sequential actions is accomplished by adopting graph neural networks (GNNs) coupled with reinforcement learning under the scenario with rich graph features. However, such frameworks cannot be directly applied to resilience tasks where only pure topological structure is available. In this case, GNNs can barely learn useful information, resulting in prohibitive difficulty in making actions for successively rewiring edges under a reinforcement learning context. In this paper, we study in depth the reasons why typical GNNs cause such failure. Based on this investigation, we propose ResiNet, the first end-to-end trainable inductive framework to discover resilient network topologies while balancing network utility. To this end, we reformulate resilience optimization as an MDP equipped with edge rewiring action space, and propose a pure topology-oriented variant of GNN called filtration enhanced graph neural network (FireGNN), which can learn from graphs without rich features. Extensive experiments demonstrate that ResiNet achieves a near-optimal resilience gain on various graphs while balancing the utility, and outperforms existing approaches by a large margin.
LGSep 9, 2021
Incentivizing an Unknown CrowdJing Dong, Shuai Li, Baoxiang Wang
Motivated by the common strategic activities in crowdsourcing labeling, we study the problem of sequential eliciting information without verification (EIWV) for workers with a heterogeneous and unknown crowd. We propose a reinforcement learning-based approach that is effective against a wide range of settings including potential irrationality and collusion among workers. With the aid of a costly oracle and the inference method, our approach dynamically decides the oracle calls and gains robustness even under the presence of frequent collusion activities. Extensive experiments show the advantage of our approach. Our results also present the first comprehensive experiments of EIWV on large-scale real datasets and the first thorough study of the effects of environmental variables.
AIJun 1, 2021
Shapley Counterfactual Credits for Multi-Agent Reinforcement LearningJiahui Li, Kun Kuang, Baoxiang Wang et al.
Centralized Training with Decentralized Execution (CTDE) has been a popular paradigm in cooperative Multi-Agent Reinforcement Learning (MARL) settings and is widely used in many real applications. One of the major challenges in the training process is credit assignment, which aims to deduce the contributions of each agent according to the global rewards. Existing credit assignment methods focus on either decomposing the joint value function into individual value functions or measuring the impact of local observations and actions on the global value function. These approaches lack a thorough consideration of the complicated interactions among multiple agents, leading to an unsuitable assignment of credit and subsequently mediocre results on MARL. We propose Shapley Counterfactual Credit Assignment, a novel method for explicit credit assignment which accounts for the coalition of agents. Specifically, Shapley Value and its desired properties are leveraged in deep MARL to credit any combinations of agents, which grants us the capability to estimate the individual credit for each agent. Despite this capability, the main technical difficulty lies in the computational complexity of Shapley Value who grows factorially as the number of agents. We instead utilize an approximation method via Monte Carlo sampling, which reduces the sample complexity while maintaining its effectiveness. We evaluate our method on StarCraft II benchmarks across different scenarios. Our method outperforms existing cooperative MARL algorithms significantly and achieves the state-of-the-art, with especially large margins on tasks with more severe difficulties.
LGMay 24, 2021
Cascading Bandit under Differential PrivacyKun Wang, Jing Dong, Baoxiang Wang et al.
This paper studies \emph{differential privacy (DP)} and \emph{local differential privacy (LDP)} in cascading bandits. Under DP, we propose an algorithm which guarantees $ε$-indistinguishability and a regret of $\mathcal{O}((\frac{\log T}ε)^{1+ξ})$ for an arbitrarily small $ξ$. This is a significant improvement from the previous work of $\mathcal{O}(\frac{\log^3 T}ε)$ regret. Under ($ε$,$δ$)-LDP, we relax the $K^2$ dependence through the tradeoff between privacy budget $ε$ and error probability $δ$, and obtain a regret of $\mathcal{O}(\frac{K\log (1/δ) \log T}{ε^2})$, where $K$ is the size of the arm subset. This result holds for both Gaussian mechanism and Laplace mechanism by analyses on the composition. Our results extend to combinatorial semi-bandit. We show respective lower bounds for DP and LDP cascading bandits. Extensive experiments corroborate our theoretic findings.
LGFeb 25, 2021
Combinatorial Bandits under Strategic ManipulationsJing Dong, Ke Li, Shuai Li et al.
Strategic behavior against sequential learning methods, such as "click framing" in real recommendation systems, have been widely observed. Motivated by such behavior we study the problem of combinatorial multi-armed bandits (CMAB) under strategic manipulations of rewards, where each arm can modify the emitted reward signals for its own interest. This characterization of the adversarial behavior is a relaxation of previously well-studied settings such as adversarial attacks and adversarial corruption. We propose a strategic variant of the combinatorial UCB algorithm, which has a regret of at most $O(m\log T + m B_{max})$ under strategic manipulations, where $T$ is the time horizon, $m$ is the number of arms, and $B_{max}$ is the maximum budget of an arm. We provide lower bounds on the budget for arms to incur certain regret of the bandit algorithm. Extensive experiments on online worker selection for crowdsourcing systems, online influence maximization and online recommendations with both synthetic and real datasets corroborate our theoretical findings on robustness and regret bounds, in a variety of regimes of manipulation budgets.
LGMar 29, 2020
Learning and Testing Variable PartitionsAndrej Bogdanov, Baoxiang Wang
$ $Let $F$ be a multivariate function from a product set $Σ^n$ to an Abelian group $G$. A $k$-partition of $F$ with cost $δ$ is a partition of the set of variables $\mathbf{V}$ into $k$ non-empty subsets $(\mathbf{X}_1, \dots, \mathbf{X}_k)$ such that $F(\mathbf{V})$ is $δ$-close to $F_1(\mathbf{X}_1)+\dots+F_k(\mathbf{X}_k)$ for some $F_1, \dots, F_k$ with respect to a given error metric. We study algorithms for agnostically learning $k$ partitions and testing $k$-partitionability over various groups and error metrics given query access to $F$. In particular we show that $1.$ Given a function that has a $k$-partition of cost $δ$, a partition of cost $\mathcal{O}(k n^2)(δ+ ε)$ can be learned in time $\tilde{\mathcal{O}}(n^2 \mathrm{poly} (1/ε))$ for any $ε> 0$. In contrast, for $k = 2$ and $n = 3$ learning a partition of cost $δ+ ε$ is NP-hard. $2.$ When $F$ is real-valued and the error metric is the 2-norm, a 2-partition of cost $\sqrt{δ^2 + ε}$ can be learned in time $\tilde{\mathcal{O}}(n^5/ε^2)$. $3.$ When $F$ is $\mathbb{Z}_q$-valued and the error metric is Hamming weight, $k$-partitionability is testable with one-sided error and $\mathcal{O}(kn^3/ε)$ non-adaptive queries. We also show that even two-sided testers require $Ω(n)$ queries when $k = 2$. This work was motivated by reinforcement learning control tasks in which the set of control variables can be partitioned. The partitioning reduces the task into multiple lower-dimensional ones that are relatively easier to learn. Our second algorithm empirically increases the scores attained over previous heuristic partitioning methods applied in this context.
MLDec 31, 2019
The Gambler's Problem and BeyondBaoxiang Wang, Shuai Li, Jiajin Li et al.
We analyze the Gambler's problem, a simple reinforcement learning problem where the gambler has the chance to double or lose the bets until the target is reached. This is an early example introduced in the reinforcement learning textbook by Sutton and Barto (2018), where they mention an interesting pattern of the optimal value function with high-frequency components and repeating non-smooth points. It is however without further investigation. We provide the exact formula for the optimal value function for both the discrete and the continuous cases. Though simple as it might seem, the value function is pathological: fractal, self-similar, derivative taking either zero or infinity, and not written as elementary functions. It is in fact one of the generalized Cantor functions, where it holds a complexity that has been uncharted thus far. Our analyses could provide insights into improving value function approximation, gradient-based algorithms, and Q-learning, in real applications and implementations.
LGMay 29, 2019
Recurrent Existence Determination Through Policy OptimizationBaoxiang Wang
Binary determination of the presence of objects is one of the problems where humans perform extraordinarily better than computer vision systems, in terms of both speed and preciseness. One of the possible reasons is that humans can skip most of the clutter and attend only on salient regions. Recurrent attention models (RAM) are the first computational models to imitate the way humans process images via the REINFORCE algorithm. Despite that RAM is originally designed for image recognition, we extend it and present recurrent existence determination, an attention-based mechanism to solve the existence determination. Our algorithm employs a novel $k$-maximum aggregation layer and a new reward mechanism to address the issue of delayed rewards, which would have caused the instability of the training process. The experimental analysis demonstrates significant efficiency and accuracy improvement over existing approaches, on both synthetic and real-world datasets.
MLJan 30, 2019
Privacy-preserving Q-Learning with Functional Noise in Continuous State SpacesBaoxiang Wang, Nidhi Hegde
We consider differentially private algorithms for reinforcement learning in continuous spaces, such that neighboring reward functions are indistinguishable. This protects the reward information from being exploited by methods such as inverse reinforcement learning. Existing studies that guarantee differential privacy are not extendable to infinite state spaces, as the noise level to ensure privacy will scale accordingly to infinity. Our aim is to protect the value function approximator, without regard to the number of states queried to the function. It is achieved by adding functional noise to the value function iteratively in the training. We show rigorous privacy guarantees by a series of analyses on the kernel of the noise space, the probabilistic bound of such noise samples, and the composition over the iterations. We gain insight into the utility analysis by proving the algorithm's approximate optimality when the state space is discrete. Experiments corroborate our theoretical findings and show improvement over existing approaches.
LGJul 1, 2018
Beyond Winning and Losing: Modeling Human Motivations and Behaviors Using Inverse Reinforcement LearningBaoxiang Wang, Tongfang Sun, Xianjun Sam Zheng
In recent years, reinforcement learning (RL) methods have been applied to model gameplay with great success, achieving super-human performance in various environments, such as Atari, Go, and Poker. However, those studies mostly focus on winning the game and have largely ignored the rich and complex human motivations, which are essential for understanding different players' diverse behaviors. In this paper, we present a novel method called Multi-Motivation Behavior Modeling (MMBM) that takes the multifaceted human motivations into consideration and models the underlying value structure of the players using inverse RL. Our approach does not require the access to the dynamic of the system, making it feasible to model complex interactive environments such as massively multiplayer online games. MMBM is tested on the World of Warcraft Avatar History dataset, which recorded over 70,000 users' gameplay spanning three years period. Our model reveals the significant difference of value structures among different player groups. Using the results of motivation modeling, we also predict and explain their diverse gameplay behaviors and provide a quantitative assessment of how the redesign of the game environment impacts players' behaviors.
LGMay 10, 2018
Metatrace Actor-Critic: Online Step-size Tuning by Meta-gradient Descent for Reinforcement Learning ControlKenny Young, Baoxiang Wang, Matthew E. Taylor
Reinforcement learning (RL) has had many successes in both "deep" and "shallow" settings. In both cases, significant hyperparameter tuning is often required to achieve good performance. Furthermore, when nonlinear function approximation is used, non-stationarity in the state representation can lead to learning instability. A variety of techniques exist to combat this --- most notably large experience replay buffers or the use of multiple parallel actors. These techniques come at the cost of moving away from the online RL problem as it is traditionally formulated (i.e., a single agent learning online without maintaining a large database of training examples). Meta-learning can potentially help with both these issues by tuning hyperparameters online and allowing the algorithm to more robustly adjust to non-stationarity in a problem. This paper applies meta-gradient descent to derive a set of step-size tuning algorithms specifically for online RL control with eligibility traces. Our novel technique, Metatrace, makes use of an eligibility trace analogous to methods like $TD(λ)$. We explore tuning both a single scalar step-size and a separate step-size for each learned parameter. We evaluate Metatrace first for control with linear function approximation in the classic mountain car problem and then in a noisy, non-stationary version. Finally, we apply Metatrace for control with nonlinear function approximation in 5 games in the Arcade Learning Environment where we explore how it impacts learning speed and robustness to initial step-size choice. Results show that the meta-step-size parameter of Metatrace is easy to set, Metatrace can speed learning, and Metatrace can allow an RL algorithm to deal with non-stationarity in the learning task.
LGMay 9, 2018
Policy Optimization with Second-Order Advantage InformationJiajin Li, Baoxiang Wang
Policy optimization on high-dimensional continuous control tasks exhibits its difficulty caused by the large variance of the policy gradient estimators. We present the action subspace dependent gradient (ASDG) estimator which incorporates the Rao-Blackwell theorem (RB) and Control Variates (CV) into a unified framework to reduce the variance. To invoke RB, our proposed algorithm (POSA) learns the underlying factorization structure among the action space based on the second-order advantage information. POSA captures the quadratic information explicitly and efficiently by utilizing the wide & deep architecture. Empirical studies show that our proposed approach demonstrates the performance improvements on high-dimensional synthetic settings and OpenAI Gym's MuJoCo continuous control tasks.