Towards Human-Level Bimanual Dexterous Manipulation with Reinforcement LearningYuanpei Chen, Tianhao Wu, Shengjie Wang et al. · baidu, pku
Achieving human-level dexterity is an important open problem in robotics. However, tasks of dexterous hand manipulation, even at the baby level, are challenging to solve through reinforcement learning (RL). The difficulty lies in the high degrees of freedom and the required cooperation among heterogeneous agents (e.g., joints of fingers). In this study, we propose the Bimanual Dexterous Hands Benchmark (Bi-DexHands), a simulator that involves two dexterous hands with tens of bimanual manipulation tasks and thousands of target objects. Specifically, tasks in Bi-DexHands are designed to match different levels of human motor skills according to cognitive science literature. We built Bi-DexHands in the Issac Gym; this enables highly efficient RL training, reaching 30,000+ FPS by only one single NVIDIA RTX 3090. We provide a comprehensive benchmark for popular RL algorithms under different settings; this includes Single-agent/Multi-agent RL, Offline RL, Multi-task RL, and Meta RL. Our results show that the PPO type of on-policy algorithms can master simple manipulation tasks that are equivalent up to 48-month human babies (e.g., catching a flying object, opening a bottle), while multi-agent RL can further help to master manipulations that require skilled bimanual cooperation (e.g., lifting a pot, stacking blocks). Despite the success on each single task, when it comes to acquiring multiple manipulation skills, existing RL algorithms fail to work in most of the multi-task and the few-shot learning settings, which calls for more substantial development from the RL community. Our project is open sourced at https://github.com/PKU-MARL/DexterousHands.
Mildly Conservative Q-Learning for Offline Reinforcement LearningJiafei Lyu, Xiaoteng Ma, Xiu Li et al.
Offline reinforcement learning (RL) defines the task of learning from a static logged dataset without continually interacting with the environment. The distribution shift between the learned policy and the behavior policy makes it necessary for the value function to stay conservative such that out-of-distribution (OOD) actions will not be severely overestimated. However, existing approaches, penalizing the unseen actions or regularizing with the behavior policy, are too pessimistic, which suppresses the generalization of the value function and hinders the performance improvement. This paper explores mild but enough conservatism for offline learning while not harming generalization. We propose Mildly Conservative Q-learning (MCQ), where OOD actions are actively trained by assigning them proper pseudo Q values. We theoretically show that MCQ induces a policy that behaves at least as well as the behavior policy and no erroneous overestimation will occur for OOD actions. Experimental results on the D4RL benchmarks demonstrate that MCQ achieves remarkable performance compared with prior work. Furthermore, MCQ shows superior generalization ability when transferring from offline to online, and significantly outperforms baselines. Our code is publicly available at https://github.com/dmksjfl/MCQ.
Reinforcement Learning Friendly Vision-Language Model for MinecraftHaobin Jiang, Junpeng Yue, Hao Luo et al.
One of the essential missions in the AI research community is to build an autonomous embodied agent that can achieve high-level performance across a wide spectrum of tasks. However, acquiring or manually designing rewards for all open-ended tasks is unrealistic. In this paper, we propose a novel cross-modal contrastive learning framework architecture, CLIP4MC, aiming to learn a reinforcement learning (RL) friendly vision-language model (VLM) that serves as an intrinsic reward function for open-ended tasks. Simply utilizing the similarity between the video snippet and the language prompt is not RL-friendly since standard VLMs may only capture the similarity at a coarse level. To achieve RL-friendliness, we incorporate the task completion degree into the VLM training objective, as this information can assist agents in distinguishing the importance between different states. Moreover, we provide neat YouTube datasets based on the large-scale YouTube database provided by MineDojo. Specifically, two rounds of filtering operations guarantee that the dataset covers enough essential information and that the video-text pair is highly correlated. Empirically, we demonstrate that the proposed method achieves better performance on RL tasks compared with baselines. The code and datasets are available at https://github.com/PKU-RL/CLIP4MC.
Robust Task Representations for Offline Meta-Reinforcement Learning via Contrastive LearningHaoqi Yuan, Zongqing Lu
We study offline meta-reinforcement learning, a practical reinforcement learning paradigm that learns from offline data to adapt to new tasks. The distribution of offline data is determined jointly by the behavior policy and the task. Existing offline meta-reinforcement learning algorithms cannot distinguish these factors, making task representations unstable to the change of behavior policies. To address this problem, we propose a contrastive learning framework for task representations that are robust to the distribution mismatch of behavior policies in training and test. We design a bi-level encoder structure, use mutual information maximization to formalize task representation learning, derive a contrastive learning objective, and introduce several approaches to approximate the true distribution of negative pairs. Experiments on a variety of offline meta-reinforcement learning benchmarks demonstrate the advantages of our method over prior methods, especially on the generalization to out-of-distribution behavior policies. The code is available at https://github.com/PKU-AI-Edge/CORRO.
More Centralized Training, Still Decentralized Execution: Multi-Agent Conditional Policy FactorizationJiangxing Wang, Deheng Ye, Zongqing Lu
In cooperative multi-agent reinforcement learning (MARL), combining value decomposition with actor-critic enables agents to learn stochastic policies, which are more suitable for the partially observable environment. Given the goal of learning local policies that enable decentralized execution, agents are commonly assumed to be independent of each other, even in centralized training. However, such an assumption may prohibit agents from learning the optimal joint policy. To address this problem, we explicitly take the dependency among agents into centralized training. Although this leads to the optimal joint policy, it may not be factorized for decentralized execution. Nevertheless, we theoretically show that from such a joint policy, we can always derive another joint policy that achieves the same optimality but can be factorized for decentralized execution. To this end, we propose multi-agent conditional policy factorization (MACPF), which takes more centralized training but still enables decentralized execution. We empirically verify MACPF in various cooperative MARL tasks and demonstrate that MACPF achieves better performance or faster convergence than baselines. Our code is available at https://github.com/PKU-RL/FOP-DMAC-MACPF.
Expressive and Generalizable Low-rank Adaptation for Large Models via Slow Cascaded LearningSiwei Li, Yifan Yang, Yifei Shen et al.
Efficient fine-tuning plays a fundamental role in modern large models, with low-rank adaptation emerging as a particularly promising approach. However, the existing variants of LoRA are hampered by limited expressiveness, a tendency to overfit, and sensitivity to hyperparameter settings. This paper presents LoRA Slow Cascade Learning (LoRASC), an innovative technique designed to enhance LoRA's expressiveness and generalization capabilities while preserving its training efficiency. Our approach augments expressiveness through a cascaded learning strategy that enables a mixture-of-low-rank adaptation, thereby increasing the model's ability to capture complex patterns. Additionally, we introduce a slow-fast update mechanism and cascading noisy tuning to bolster generalization. The extensive experiments on various language and vision datasets, as well as robustness benchmarks, demonstrate that the proposed method not only significantly outperforms existing baselines, but also mitigates overfitting, enhances model stability, and improves OOD robustness. Code will be release in https://github.com/microsoft/LoRASC very soon.
5.8LGOct 25, 2022
Entity Divider with Language Grounding in Multi-Agent Reinforcement LearningZiluo Ding, Wanpeng Zhang, Junpeng Yue et al. · pku
We investigate the use of natural language to drive the generalization of policies in multi-agent settings. Unlike single-agent settings, the generalization of policies should also consider the influence of other agents. Besides, with the increasing number of entities in multi-agent settings, more agent-entity interactions are needed for language grounding, and the enormous search space could impede the learning process. Moreover, given a simple general instruction,e.g., beating all enemies, agents are required to decompose it into multiple subgoals and figure out the right one to focus on. Inspired by previous work, we try to address these issues at the entity level and propose a novel framework for language grounding in multi-agent reinforcement learning, entity divider (EnDi). EnDi enables agents to independently learn subgoal division at the entity level and act in the environment based on the associated entities. The subgoal division is regularized by opponent modeling to avoid subgoal conflicts and promote coordinated strategies. Empirically, EnDi demonstrates the strong generalization ability to unseen games with new dynamics and expresses the superiority over existing methods.
27.9LGJan 8, 2023
A Survey on Transformers in Reinforcement LearningWenzhe Li, Hao Luo, Zichuan Lin et al.
Transformer has been considered the dominating neural architecture in NLP and CV, mostly under supervised settings. Recently, a similar surge of using Transformers has appeared in the domain of reinforcement learning (RL), but it is faced with unique design choices and challenges brought by the nature of RL. However, the evolution of Transformers in RL has not yet been well unraveled. In this paper, we seek to systematically review motivations and progress on using Transformers in RL, provide a taxonomy on existing works, discuss each sub-field, and summarize future prospects.
Tackling Non-Stationarity in Reinforcement Learning via Causal-Origin RepresentationWanpeng Zhang, Yilin Li, Boyu Yang et al. · pku
In real-world scenarios, the application of reinforcement learning is significantly challenged by complex non-stationarity. Most existing methods attempt to model changes in the environment explicitly, often requiring impractical prior knowledge of environments. In this paper, we propose a new perspective, positing that non-stationarity can propagate and accumulate through complex causal relationships during state transitions, thereby compounding its sophistication and affecting policy learning. We believe that this challenge can be more effectively addressed by implicitly tracing the causal origin of non-stationarity. To this end, we introduce the Causal-Origin REPresentation (COREP) algorithm. COREP primarily employs a guided updating mechanism to learn a stable graph representation for the state, termed as causal-origin representation. By leveraging this representation, the learned policy exhibits impressive resilience to non-stationarity. We supplement our approach with a theoretical analysis grounded in the causal interpretation for non-stationary reinforcement learning, advocating for the validity of the causal-origin representation. Experimental results further demonstrate the superior performance of COREP over existing methods in tackling non-stationarity problems.
Double Check Your State Before Trusting It: Confidence-Aware Bidirectional Offline Model-Based ImaginationJiafei Lyu, Xiu Li, Zongqing Lu
The learned policy of model-free offline reinforcement learning (RL) methods is often constrained to stay within the support of datasets to avoid possible dangerous out-of-distribution actions or states, making it challenging to handle out-of-support region. Model-based RL methods offer a richer dataset and benefit generalization by generating imaginary trajectories with either trained forward or reverse dynamics model. However, the imagined transitions may be inaccurate, thus downgrading the performance of the underlying offline RL method. In this paper, we propose to augment the offline dataset by using trained bidirectional dynamics models and rollout policies with double check. We introduce conservatism by trusting samples that the forward model and backward model agree on. Our method, confidence-aware bidirectional offline model-based imagination, generates reliable samples and can be combined with any model-free offline RL method. Experimental results on the D4RL benchmarks demonstrate that our method significantly boosts the performance of existing model-free offline RL algorithms and achieves competitive or better scores against baseline methods.
5.8LGOct 17, 2022
Multi-Agent Automated Machine LearningZhaozhi Wang, Kefan Su, Jian Zhang et al.
In this paper, we propose multi-agent automated machine learning (MA2ML) with the aim to effectively handle joint optimization of modules in automated machine learning (AutoML). MA2ML takes each machine learning module, such as data augmentation (AUG), neural architecture search (NAS), or hyper-parameters (HPO), as an agent and the final performance as the reward, to formulate a multi-agent reinforcement learning problem. MA2ML explicitly assigns credit to each agent according to its marginal contribution to enhance cooperation among modules, and incorporates off-policy learning to improve search efficiency. Theoretically, MA2ML guarantees monotonic improvement of joint optimization. Extensive experiments show that MA2ML yields the state-of-the-art top-1 accuracy on ImageNet under constraints of computational cost, e.g., $79.7\%/80.5\%$ with FLOPs fewer than 600M/800M. Extensive ablation studies verify the benefits of credit assignment and off-policy learning of MA2ML.
Visual Grounding for Object-Level Generalization in Reinforcement LearningHaobin Jiang, Zongqing Lu
Generalization is a pivotal challenge for agents following natural language instructions. To approach this goal, we leverage a vision-language model (VLM) for visual grounding and transfer its vision-language knowledge into reinforcement learning (RL) for object-centric tasks, which makes the agent capable of zero-shot generalization to unseen objects and instructions. By visual grounding, we obtain an object-grounded confidence map for the target object indicated in the instruction. Based on this map, we introduce two routes to transfer VLM knowledge into RL. Firstly, we propose an object-grounded intrinsic reward function derived from the confidence map to more effectively guide the agent towards the target object. Secondly, the confidence map offers a more unified, accessible task representation for the agent's policy, compared to language embeddings. This enables the agent to process unseen objects and instructions through comprehensible visual confidence maps, facilitating zero-shot object-level generalization. Single-task experiments prove that our intrinsic reward significantly improves performance on challenging skill learning. In multi-task experiments, through testing on tasks beyond the training set, we show that the agent, when provided with the confidence map as the task representation, possesses better generalization capabilities than language-based conditioning. The code is available at https://github.com/PKU-RL/COPL.
13.0LGJun 22, 2023
Learning from Visual Observation via Offline Pretrained State-to-Go TransformerBohan Zhou, Ke Li, Jiechuan Jiang et al.
Learning from visual observation (LfVO), aiming at recovering policies from only visual observation data, is promising yet a challenging problem. Existing LfVO approaches either only adopt inefficient online learning schemes or require additional task-specific information like goal states, making them not suited for open-ended tasks. To address these issues, we propose a two-stage framework for learning from visual observation. In the first stage, we introduce and pretrain State-to-Go (STG) Transformer offline to predict and differentiate latent transitions of demonstrations. Subsequently, in the second stage, the STG Transformer provides intrinsic rewards for downstream reinforcement learning tasks where an agent learns merely from intrinsic rewards. Empirical results on Atari and Minecraft show that our proposed method outperforms baselines and in some tasks even achieves performance comparable to the policy learned from environmental rewards. These results shed light on the potential of utilizing video-only data to solve difficult visual reinforcement learning tasks rather than relying on complete offline datasets containing states, actions, and rewards. The project's website and code can be found at https://sites.google.com/view/stgtransformer.
8.7LGNov 6, 2022
Decentralized Policy OptimizationKefan Su, Zongqing Lu
The study of decentralized learning or independent learning in cooperative multi-agent reinforcement learning has a history of decades. Recently empirical studies show that independent PPO (IPPO) can obtain good performance, close to or even better than the methods of centralized training with decentralized execution, in several benchmarks. However, decentralized actor-critic with convergence guarantee is still open. In this paper, we propose \textit{decentralized policy optimization} (DPO), a decentralized actor-critic algorithm with monotonic improvement and convergence guarantee. We derive a novel decentralized surrogate for policy optimization such that the monotonic improvement of joint policy can be guaranteed by each agent \textit{independently} optimizing the surrogate. In practice, this decentralized surrogate can be realized by two adaptive coefficients for policy optimization at each agent. Empirically, we compare DPO with IPPO in a variety of cooperative multi-agent tasks, covering discrete and continuous action spaces, and fully and partially observable environments. The results show DPO outperforms IPPO in most tasks, which can be the evidence for our theoretical results.
6.9LGOct 9, 2022
State Advantage Weighting for Offline RLJiafei Lyu, Aicheng Gong, Le Wan et al.
We present state advantage weighting for offline reinforcement learning (RL). In contrast to action advantage $A(s,a)$ that we commonly adopt in QSA learning, we leverage state advantage $A(s,s^\prime)$ and QSS learning for offline RL, hence decoupling the action from values. We expect the agent can get to the high-reward state and the action is determined by how the agent can get to that corresponding state. Experiments on D4RL datasets show that our proposed method can achieve remarkable performance against the common baselines. Furthermore, our method shows good generalization capability when transferring from offline to online.
9.7MASep 26, 2022
Multi-Agent Coordination via Multi-Level CommunicationZiluo Ding, Zeyuan Liu, Zhirui Fang et al.
The partial observability and stochasticity in multi-agent settings can be mitigated by accessing more information about others via communication. However, the coordination problem still exists since agents cannot communicate actual actions with each other at the same time due to the circular dependencies. In this paper, we propose a novel multi-level communication scheme, Sequential Communication (SeqComm). SeqComm treats agents asynchronously (the upper-level agents make decisions before the lower-level ones) and has two communication phases. In the negotiation phase, agents determine the priority of decision-making by communicating hidden states of observations and comparing the value of intention, obtained by modeling the environment dynamics. In the launching phase, the upper-level agents take the lead in making decisions and then communicate their actions with the lower-level agents. Theoretically, we prove the policies learned by SeqComm are guaranteed to improve monotonically and converge. Empirically, we show that SeqComm outperforms existing methods in various cooperative multi-agent tasks.
7.8LGSep 17, 2022
MA2QL: A Minimalist Approach to Fully Decentralized Multi-Agent Reinforcement LearningKefan Su, Siyuan Zhou, Jiechuan Jiang et al.
Decentralized learning has shown great promise for cooperative multi-agent reinforcement learning (MARL). However, non-stationarity remains a significant challenge in fully decentralized learning. In the paper, we tackle the non-stationarity problem in the simplest and fundamental way and propose multi-agent alternate Q-learning (MA2QL), where agents take turns updating their Q-functions by Q-learning. MA2QL is a minimalist approach to fully decentralized cooperative MARL but is theoretically grounded. We prove that when each agent guarantees $\varepsilon$-convergence at each turn, their joint policy converges to a Nash equilibrium. In practice, MA2QL only requires minimal changes to independent Q-learning (IQL). We empirically evaluate MA2QL on a variety of cooperative multi-agent tasks. Results show MA2QL consistently outperforms IQL, which verifies the effectiveness of MA2QL, despite such minimal changes.
9.8LGFeb 2, 2023
Best Possible Q-LearningJiechuan Jiang, Zongqing Lu
Fully decentralized learning, where the global information, i.e., the actions of other agents, is inaccessible, is a fundamental challenge in cooperative multi-agent reinforcement learning. However, the convergence and optimality of most decentralized algorithms are not theoretically guaranteed, since the transition probabilities are non-stationary as all agents are updating policies simultaneously. To tackle this challenge, we propose best possible operator, a novel decentralized operator, and prove that the policies of agents will converge to the optimal joint policy if each agent independently updates its individual state-action value by the operator. Further, to make the update more efficient and practical, we simplify the operator and prove that the convergence and optimality still hold with the simplified one. By instantiating the simplified operator, the derived fully decentralized algorithm, best possible Q-learning (BQL), does not suffer from non-stationarity. Empirically, we show that BQL achieves remarkable improvement over baselines in a variety of cooperative multi-agent tasks.
AdaRefiner: Refining Decisions of Language Models with Adaptive FeedbackWanpeng Zhang, Zongqing Lu · pku
Large Language Models (LLMs) have demonstrated significant success across various domains. However, their application in complex decision-making tasks frequently necessitates intricate prompt engineering or fine-tuning, leading to challenges in unseen downstream tasks and heavy demands on computational resources. Meanwhile, Reinforcement Learning (RL) has been recognized as effective in decision-making problems but struggles in environments with sparse rewards, such as open-world games. To overcome these challenges, we introduce AdaRefiner, a novel framework designed to enhance the synergy between LLMs and RL feedback. The key component of AdaRefiner is a lightweight Adapter Language Model (LM), which automatically refines task comprehension based on feedback from RL agents. This method mitigates the need for intricate prompt engineering and intensive LLM fine-tuning while maintaining the LLMs' generalization abilities and enhancing their decision-making capabilities in downstream tasks. Empirical evaluations of AdaRefiner on 22 diverse tasks within the open-world game Crafter have demonstrated its superior effectiveness, especially in guiding agents towards higher-level and common-sense skills. Our work makes contributions to the automatic self-refinement of LLMs with RL feedback, offering a more adaptable and efficient solution for complex decision-making problems.
6.6LGFeb 16, 2023
Learning Multi-Object Positional Relationships via Emergent CommunicationYicheng Feng, Boshi An, Zongqing Lu
The study of emergent communication has been dedicated to interactive artificial intelligence. While existing work focuses on communication about single objects or complex image scenes, we argue that communicating relationships between multiple objects is important in more realistic tasks, but understudied. In this paper, we try to fill this gap and focus on emergent communication about positional relationships between two objects. We train agents in the referential game where observations contain two objects, and find that generalization is the major problem when the positional relationship is involved. The key factor affecting the generalization ability of the emergent language is the input variation between Speaker and Listener, which is realized by a random image generator in our work. Further, we find that the learned language can generalize well in a new multi-step MDP task where the positional relationship describes the goal, and performs better than raw-pixel images as well as pre-trained image features, verifying the strong generalization ability of discrete sequences. We also show that language transfer from the referential game performs better in the new task than learning language directly in this task, implying the potential benefits of pre-training in referential games. All in all, our experiments demonstrate the viability and merit of having agents learn to communicate positional relationships between multiple objects through emergent communication.
2.8CVApr 17, 2023
LLA-FLOW: A Lightweight Local Aggregation on Cost Volume for Optical Flow EstimationJiawei Xu, Zongqing Lu, Qingmin Liao
Lack of texture often causes ambiguity in matching, and handling this issue is an important challenge in optical flow estimation. Some methods insert stacked transformer modules that allow the network to use global information of cost volume for estimation. But the global information aggregation often incurs serious memory and time costs during training and inference, which hinders model deployment. We draw inspiration from the traditional local region constraint and design the local similarity aggregation (LSA) and the shifted local similarity aggregation (SLSA). The aggregation for cost volume is implemented with lightweight modules that act on the feature maps. Experiments on the final pass of Sintel show the lower cost required for our approach while maintaining competitive performance.
3.8LGFeb 16, 2023
Model-Based Decentralized Policy OptimizationHao Luo, Jiechuan Jiang, Zongqing Lu
Decentralized policy optimization has been commonly used in cooperative multi-agent tasks. However, since all agents are updating their policies simultaneously, from the perspective of individual agents, the environment is non-stationary, resulting in it being hard to guarantee monotonic policy improvement. To help the policy improvement be stable and monotonic, we propose model-based decentralized policy optimization (MDPO), which incorporates a latent variable function to help construct the transition and reward function from an individual perspective. We theoretically analyze that the policy optimization of MDPO is more stable than model-free decentralized policy optimization. Moreover, due to non-stationarity, the latent variable function is varying and hard to be modeled. We further propose a latent variable prediction method to reduce the error of the latent variable function, which theoretically contributes to the monotonic policy improvement. Empirically, MDPO can indeed obtain superior performance than model-free decentralized policy optimization in a variety of cooperative multi-agent tasks.
25.5LGMar 29, 2023
Skill Reinforcement Learning and Planning for Open-World Long-Horizon TasksHaoqi Yuan, Chi Zhang, Hongcheng Wang et al.
We study building multi-task agents in open-world environments. Without human demonstrations, learning to accomplish long-horizon tasks in a large open-world environment with reinforcement learning (RL) is extremely inefficient. To tackle this challenge, we convert the multi-task learning problem into learning basic skills and planning over the skills. Using the popular open-world game Minecraft as the testbed, we propose three types of fine-grained basic skills, and use RL with intrinsic rewards to acquire skills. A novel Finding-skill that performs exploration to find diverse items provides better initialization for other skills, improving the sample efficiency for skill learning. In skill planning, we leverage the prior knowledge in Large Language Models to find the relationships between skills and build a skill graph. When the agent is solving a task, our skill search algorithm walks on the skill graph and generates the proper skill plans for the agent. In experiments, our method accomplishes 40 diverse Minecraft tasks, where many tasks require sequentially executing for more than 10 skills. Our method outperforms baselines by a large margin and is the most sample-efficient demonstration-free RL method to solve Minecraft Tech Tree tasks. The project's website and code can be found at https://sites.google.com/view/plan4mc.
22.6CVOct 20, 2023
Steve-Eye: Equipping LLM-based Embodied Agents with Visual Perception in Open WorldsSipeng Zheng, Jiazheng Liu, Yicheng Feng et al.
Recent studies have presented compelling evidence that large language models (LLMs) can equip embodied agents with the self-driven capability to interact with the world, which marks an initial step toward versatile robotics. However, these efforts tend to overlook the visual richness of open worlds, rendering the entire interactive process akin to "a blindfolded text-based game." Consequently, LLM-based agents frequently encounter challenges in intuitively comprehending their surroundings and producing responses that are easy to understand. In this paper, we propose Steve-Eye, an end-to-end trained large multimodal model designed to address this limitation. Steve-Eye integrates the LLM with a visual encoder which enables it to process visual-text inputs and generate multimodal feedback. In addition, we use a semi-automatic strategy to collect an extensive dataset comprising 850K open-world instruction pairs, empowering our model to encompass three essential functions for an agent: multimodal perception, foundational knowledge base, and skill prediction and planning. Lastly, we develop three open-world evaluation benchmarks, then carry out extensive experiments from a wide range of perspectives to validate our model's capability to strategically act and plan. Codes and datasets will be released.
18.4LGOct 13, 2023
LLaMA Rider: Spurring Large Language Models to Explore the Open WorldYicheng Feng, Yuxuan Wang, Jiazheng Liu et al.
Recently, various studies have leveraged Large Language Models (LLMs) to help decision-making and planning in environments, and try to align the LLMs' knowledge with the world conditions. Nonetheless, the capacity of LLMs to continuously acquire environmental knowledge and adapt in an open world remains uncertain. In this paper, we propose an approach to spur LLMs to explore the open world, gather experiences, and learn to improve their task-solving capabilities. In this approach, a multi-round feedback-revision mechanism is utilized to encourage LLMs to actively select appropriate revision actions guided by feedback information from the environment. This facilitates exploration and enhances the model's performance. Besides, we integrate sub-task relabeling to assist LLMs in maintaining consistency in sub-task planning and help the model learn the combinatorial nature between tasks, enabling it to complete a wider range of tasks through training based on the acquired exploration experiences. By evaluation in Minecraft, an open-ended sandbox world, we demonstrate that our approach LLaMA-Rider enhances the efficiency of the LLM in exploring the environment, and effectively improves the LLM's ability to accomplish more tasks through fine-tuning with merely 1.3k instances of collected data, showing minimal training costs compared to the baseline using reinforcement learning.
Creative Agents: Empowering Agents with Imagination for Creative TasksChi Zhang, Penglin Cai, Yuhui Fu et al.
We study building embodied agents for open-ended creative tasks. While existing methods build instruction-following agents that can perform diverse open-ended tasks, none of them demonstrates creativity -- the ability to give novel and diverse task solutions implicit in the language instructions. This limitation comes from their inability to convert abstract language instructions into concrete task goals in the environment and perform long-horizon planning for such complicated goals. Given the observation that humans perform creative tasks with the help of imagination, we propose a class of solutions for creative agents, where the controller is enhanced with an imaginator that generates detailed imaginations of task outcomes conditioned on language instructions. We introduce several approaches to implementing the components of creative agents. We implement the imaginator with either a large language model for textual imagination or a diffusion model for visual imagination. The controller can either be a behavior-cloning policy learned from data or a pre-trained foundation model generating executable codes in the environment. We benchmark creative tasks with the challenging open-world game Minecraft, where the agents are asked to create diverse buildings given free-form language instructions. In addition, we propose novel evaluation metrics for open-ended creative tasks utilizing GPT-4V, which holds many advantages over existing metrics. We perform a detailed experimental analysis of creative agents, showing that creative agents are the first AI agents accomplishing diverse building creation in the survival mode of Minecraft. Our benchmark and models are open-source for future research on creative agents (https://github.com/PKU-RL/Creative-Agents).
Cross-Domain Policy Adaptation by Capturing Representation MismatchJiafei Lyu, Chenjia Bai, Jingwen Yang et al.
It is vital to learn effective policies that can be transferred to different domains with dynamics discrepancies in reinforcement learning (RL). In this paper, we consider dynamics adaptation settings where there exists dynamics mismatch between the source domain and the target domain, and one can get access to sufficient source domain data, while can only have limited interactions with the target domain. Existing methods address this problem by learning domain classifiers, performing data filtering from a value discrepancy perspective, etc. Instead, we tackle this challenge from a decoupled representation learning perspective. We perform representation learning only in the target domain and measure the representation deviations on the transitions from the source domain, which we show can be a signal of dynamics mismatch. We also show that representation deviation upper bounds performance difference of a given policy in the source domain and target domain, which motivates us to adopt representation deviation as a reward penalty. The produced representations are not involved in either policy or value function, but only serve as a reward penalizer. We conduct extensive experiments on environments with kinematic and morphology mismatch, and the results show that our method exhibits strong performance on many tasks. Our code is publicly available at https://github.com/dmksjfl/PAR.
SEABO: A Simple Search-Based Method for Offline Imitation LearningJiafei Lyu, Xiaoteng Ma, Le Wan et al.
Offline reinforcement learning (RL) has attracted much attention due to its ability in learning from static offline datasets and eliminating the need of interacting with the environment. Nevertheless, the success of offline RL relies heavily on the offline transitions annotated with reward labels. In practice, we often need to hand-craft the reward function, which is sometimes difficult, labor-intensive, or inefficient. To tackle this challenge, we set our focus on the offline imitation learning (IL) setting, and aim at getting a reward function based on the expert data and unlabeled data. To that end, we propose a simple yet effective search-based offline IL method, tagged SEABO. SEABO allocates a larger reward to the transition that is close to its closest neighbor in the expert demonstration, and a smaller reward otherwise, all in an unsupervised learning manner. Experimental results on a variety of D4RL datasets indicate that SEABO can achieve competitive performance to offline RL algorithms with ground-truth rewards, given only a single expert trajectory, and can outperform prior reward learning and offline IL methods across many tasks. Moreover, we demonstrate that SEABO also works well if the expert demonstrations contain only observations. Our code is publicly available at https://github.com/dmksjfl/SEABO.
7.6CVApr 12, 2024Code
OccGaussian: 3D Gaussian Splatting for Occluded Human RenderingJingrui Ye, Zongkai Zhang, Yujiao Jiang et al.
Rendering dynamic 3D human from monocular videos is crucial for various applications such as virtual reality and digital entertainment. Most methods assume the people is in an unobstructed scene, while various objects may cause the occlusion of body parts in real-life scenarios. Previous method utilizing NeRF for surface rendering to recover the occluded areas, but it requiring more than one day to train and several seconds to render, failing to meet the requirements of real-time interactive applications. To address these issues, we propose OccGaussian based on 3D Gaussian Splatting, which can be trained within 6 minutes and produces high-quality human renderings up to 160 FPS with occluded input. OccGaussian initializes 3D Gaussian distributions in the canonical space, and we perform occlusion feature query at occluded regions, the aggregated pixel-align feature is extracted to compensate for the missing information. Then we use Gaussian Feature MLP to further process the feature along with the occlusion-aware loss functions to better perceive the occluded area. Extensive experiments both in simulated and real-world occlusions, demonstrate that our method achieves comparable or even superior performance compared to the state-of-the-art method. And we improving training and inference speeds by 250x and 800x, respectively. Our code will be available for research purposes.
6.2CVDec 15, 2025
GTR-Turbo: Merged Checkpoint is Secretly a Free Teacher for Agentic VLM TrainingTong Wei, Yijun Yang, Changhao Zhang et al.
Multi-turn reinforcement learning (RL) for multi-modal agents built upon vision-language models (VLMs) is hampered by sparse rewards and long-horizon credit assignment. Recent methods densify the reward by querying a teacher that provides step-level feedback, e.g., Guided Thought Reinforcement (GTR) and On-Policy Distillation, but rely on costly, often privileged models as the teacher, limiting practicality and reproducibility. We introduce GTR-Turbo, a highly efficient upgrade to GTR, which matches the performance without training or querying an expensive teacher model. Specifically, GTR-Turbo merges the weights of checkpoints produced during the ongoing RL training, and then uses this merged model as a "free" teacher to guide the subsequent RL via supervised fine-tuning or soft logit distillation. This design removes dependence on privileged VLMs (e.g., GPT or Gemini), mitigates the "entropy collapse" observed in prior work, and keeps training stable. Across diverse visual agentic tasks, GTR-Turbo improves the accuracy of the baseline model by 10-30% while reducing wall-clock training time by 50% and compute cost by 60% relative to GTR.
Learning Individually Inferred Communication for Multi-Agent CooperationZiluo Ding, Tiejun Huang, Zongqing Lu
Communication lays the foundation for human cooperation. It is also crucial for multi-agent cooperation. However, existing work focuses on broadcast communication, which is not only impractical but also leads to information redundancy that could even impair the learning process. To tackle these difficulties, we propose Individually Inferred Communication (I2C), a simple yet effective model to enable agents to learn a prior for agent-agent communication. The prior knowledge is learned via causal inference and realized by a feed-forward neural network that maps the agent's local observation to a belief about who to communicate with. The influence of one agent on another is inferred via the joint action-value function in multi-agent reinforcement learning and quantified to label the necessity of agent-agent communication. Furthermore, the agent policy is regularized to better exploit communicated messages. Empirically, we show that I2C can not only reduce communication overhead but also improve the performance in a variety of multi-agent cooperative scenarios, comparing to existing methods. The code is available at https://github.com/PKU-AI-Edge/I2C.
Towards More Accurate Automatic Sleep Staging via Deep Transfer LearningHuy Phan, Oliver Y. Chén, Philipp Koch et al.
Background: Despite recent significant progress in the development of automatic sleep staging methods, building a good model still remains a big challenge for sleep studies with a small cohort due to the data-variability and data-inefficiency issues. This work presents a deep transfer learning approach to overcome these issues and enable transferring knowledge from a large dataset to a small cohort for automatic sleep staging. Methods: We start from a generic end-to-end deep learning framework for sequence-to-sequence sleep staging and derive two networks as the means for transfer learning. The networks are first trained in the source domain (i.e. the large database). The pretrained networks are then finetuned in the target domain (i.e. the small cohort) to complete knowledge transfer. We employ the Montreal Archive of Sleep Studies (MASS) database consisting of 200 subjects as the source domain and study deep transfer learning on three different target domains: the Sleep Cassette subset and the Sleep Telemetry subset of the Sleep-EDF Expanded database, and the Surrey-cEEGrid database. The target domains are purposely adopted to cover different degrees of data mismatch to the source domains. Results: Our experimental results show significant performance improvement on automatic sleep staging on the target domains achieved with the proposed deep transfer learning approach. Conclusions: These results suggest the efficacy of the proposed approach in addressing the above-mentioned data-variability and data-inefficiency issues. Significance: As a consequence, it would enable one to improve the quality of automatic sleep staging models when the amount of data is relatively small. The source code and the pretrained models are available at http://github.com/pquochuy/sleep_transfer_learning.
Cradle: Empowering Foundation Agents Towards General Computer ControlWeihao Tan, Wentao Zhang, Xinrun Xu et al.
Despite the success in specific scenarios, existing foundation agents still struggle to generalize across various virtual scenarios, mainly due to the dramatically different encapsulations of environments with manually designed observation and action spaces. To handle this issue, we propose the General Computer Control (GCC) setting to restrict foundation agents to interact with software through the most unified and standardized interface, i.e., using screenshots as input and keyboard and mouse actions as output. We introduce Cradle, a modular and flexible LMM-powered framework, as a preliminary attempt towards GCC. Enhanced by six key modules, Cradle can understand input screenshots and output executable code for low-level keyboard and mouse control after high-level planning, so that Cradle can interact with any software and complete long-horizon complex tasks without relying on any built-in APIs. Experimental results show that Cradle exhibits remarkable generalizability and impressive performance across four previously unexplored commercial video games, five software applications, and a comprehensive benchmark, OSWorld. Cradle is the first to enable foundation agents to follow the main storyline and complete 40-minute-long real missions in the complex AAA game Red Dead Redemption 2 (RDR2). Cradle can also create a city of a thousand people in Cities: Skylines, farm and harvest parsnips in Stardew Valley, and trade and bargain with a maximal weekly total profit of 87% in Dealer's Life 2. Cradle can not only operate daily software, like Chrome, Outlook, and Feishu, but also edit images and videos using Meitu and CapCut. Cradle greatly extends the reach of foundation agents by enabling the easy conversion of any software, especially complex games, into benchmarks to evaluate agents' various abilities and facilitate further data collection, thus paving the way for generalist agents.
15.8CVMar 18, 2024
UV Gaussians: Joint Learning of Mesh Deformation and Gaussian Textures for Human Avatar ModelingYujiao Jiang, Qingmin Liao, Xiaoyu Li et al.
Reconstructing photo-realistic drivable human avatars from multi-view image sequences has been a popular and challenging topic in the field of computer vision and graphics. While existing NeRF-based methods can achieve high-quality novel view rendering of human models, both training and inference processes are time-consuming. Recent approaches have utilized 3D Gaussians to represent the human body, enabling faster training and rendering. However, they undermine the importance of the mesh guidance and directly predict Gaussians in 3D space with coarse mesh guidance. This hinders the learning procedure of the Gaussians and tends to produce blurry textures. Therefore, we propose UV Gaussians, which models the 3D human body by jointly learning mesh deformations and 2D UV-space Gaussian textures. We utilize the embedding of UV map to learn Gaussian textures in 2D space, leveraging the capabilities of powerful 2D networks to extract features. Additionally, through an independent Mesh network, we optimize pose-dependent geometric deformations, thereby guiding Gaussian rendering and significantly enhancing rendering quality. We collect and process a new dataset of human motion, which includes multi-view images, scanned models, parametric model registration, and corresponding texture maps. Experimental results demonstrate that our method achieves state-of-the-art synthesis of novel view and novel pose. The code and data will be made available on the homepage https://alex-jyj.github.io/UV-Gaussians/ once the paper is accepted.
34.6CVJul 21, 2025
Being-H0: Vision-Language-Action Pretraining from Large-Scale Human VideosHao Luo, Yicheng Feng, Wanpeng Zhang et al.
We introduce Being-H0, a dexterous Vision-Language-Action model (VLA) trained on large-scale human videos. Existing VLAs struggle with complex manipulation tasks requiring high dexterity and generalize poorly to novel scenarios and tasks, primarily due to their reliance on synthetic data with significant sim-to-real gaps or teleoperated demonstrations lacking scale and diversity. To address this data bottleneck, we propose leveraging human hands as a foundation manipulator, capitalizing on the rich dexterity and scalability present in web data. Our approach centers on physical instruction tuning, a novel training paradigm that combines large-scale VLA pretraining from human videos, physical space alignment for 3D reasoning, and post-training adaptation for robotic tasks. Additionally, we introduce a part-level motion tokenization method which achieves millimeter-level reconstruction accuracy to model precise hand trajectories for action learning. To support our proposed paradigm, we further develop a comprehensive data curation pipeline that integrates heterogeneous sources -- including motion capture, VR, and RGB-only videos -- into a large-scale dataset with millions of motion-based instructional instances. We empirically show the excellence of Being-H0 in hand motion generation and instruction following, and it also scales well with model and data sizes. Importantly, we observe the expected gains of Being-H0 in real-world robotic manipulation as physical instruction tuning is applied. More details are available at https://beingbeyond.github.io/Being-H0.
6.6MAJan 10, 2024
Fully Decentralized Cooperative Multi-Agent Reinforcement Learning: A SurveyJiechuan Jiang, Kefan Su, Zongqing Lu
Cooperative multi-agent reinforcement learning is a powerful tool to solve many real-world cooperative tasks, but restrictions of real-world applications may require training the agents in a fully decentralized manner. Due to the lack of information about other agents, it is challenging to derive algorithms that can converge to the optimal joint policy in a fully decentralized setting. Thus, this research area has not been thoroughly studied. In this paper, we seek to systematically review the fully decentralized methods in two settings: maximizing a shared reward of all agents and maximizing the sum of individual rewards of all agents, and discuss open questions and future research directions.
9.2LGFeb 5, 2024
Understanding What Affects the Generalization Gap in Visual Reinforcement Learning: Theory and Empirical EvidenceJiafei Lyu, Le Wan, Xiu Li et al.
Recently, there are many efforts attempting to learn useful policies for continuous control in visual reinforcement learning (RL). In this scenario, it is important to learn a generalizable policy, as the testing environment may differ from the training environment, e.g., there exist distractors during deployment. Many practical algorithms are proposed to handle this problem. However, to the best of our knowledge, none of them provide a theoretical understanding of what affects the generalization gap and why their proposed methods work. In this paper, we bridge this issue by theoretically answering the key factors that contribute to the generalization gap when the testing environment has distractors. Our theories indicate that minimizing the representation distance between training and testing environments, which aligns with human intuition, is the most critical for the benefit of reducing the generalization gap. Our theoretical results are supported by the empirical evidence in the DMControl Generalization Benchmark (DMC-GB).
Settling Decentralized Multi-Agent Coordinated Exploration by Novelty SharingHaobin Jiang, Ziluo Ding, Zongqing Lu
Exploration in decentralized cooperative multi-agent reinforcement learning faces two challenges. One is that the novelty of global states is unavailable, while the novelty of local observations is biased. The other is how agents can explore in a coordinated way. To address these challenges, we propose MACE, a simple yet effective multi-agent coordinated exploration method. By communicating only local novelty, agents can take into account other agents' local novelty to approximate the global novelty. Further, we newly introduce weighted mutual information to measure the influence of one agent's action on other agents' accumulated novelty. We convert it as an intrinsic reward in hindsight to encourage agents to exert more influence on other agents' exploration and boost coordinated exploration. Empirically, we show that MACE achieves superior performance in three multi-agent environments with sparse rewards.
15.5CVJun 30, 2025
Unified Multimodal Understanding via Byte-Pair Visual EncodingWanpeng Zhang, Yicheng Feng, Hao Luo et al.
Multimodal large language models (MLLMs) have made significant progress in vision-language understanding, yet effectively aligning different modalities remains a fundamental challenge. We present a framework that unifies multimodal understanding by applying byte-pair encoding to visual tokens. Unlike conventional approaches that rely on modality-specific encoders, our method directly incorporates structural information into visual tokens, mirroring successful tokenization strategies in text-only language models. We introduce a priority-guided encoding scheme that considers both frequency and spatial consistency, coupled with a multi-stage training procedure based on curriculum-driven data composition. These enhancements enable the transformer model to better capture cross-modal relationships and reason with visual information. Comprehensive experiments demonstrate improved performance across diverse vision-language tasks. By bridging the gap between visual and textual representations, our approach contributes to the advancement of more capable and efficient multimodal foundation models.
21.2ROJun 15, 2025
From Experts to a Generalist: Toward General Whole-Body Control for Humanoid RobotsYuxuan Wang, Ming Yang, Ziluo Ding et al.
Achieving general agile whole-body control on humanoid robots remains a major challenge due to diverse motion demands and data conflicts. While existing frameworks excel in training single motion-specific policies, they struggle to generalize across highly varied behaviors due to conflicting control requirements and mismatched data distributions. In this work, we propose BumbleBee (BB), an expert-generalist learning framework that combines motion clustering and sim-to-real adaptation to overcome these challenges. BB first leverages an autoencoder-based clustering method to group behaviorally similar motions using motion features and motion descriptions. Expert policies are then trained within each cluster and refined with real-world data through iterative delta action modeling to bridge the sim-to-real gap. Finally, these experts are distilled into a unified generalist controller that preserves agility and robustness across all motion types. Experiments on two simulations and a real humanoid robot demonstrate that BB achieves state-of-the-art general whole-body control, setting a new benchmark for agile, robust, and generalizable humanoid performance in the real world. The project webpage is available at https://beingbeyond.github.io/BumbleBee/.
9.5ROMay 10, 2025
JAEGER: Dual-Level Humanoid Whole-Body ControllerZiluo Ding, Haobin Jiang, Yuxuan Wang et al.
This paper presents JAEGER, a dual-level whole-body controller for humanoid robots that addresses the challenges of training a more robust and versatile policy. Unlike traditional single-controller approaches, JAEGER separates the control of the upper and lower bodies into two independent controllers, so that they can better focus on their distinct tasks. This separation alleviates the dimensionality curse and improves fault tolerance. JAEGER supports both root velocity tracking (coarse-grained control) and local joint angle tracking (fine-grained control), enabling versatile and stable movements. To train the controller, we utilize a human motion dataset (AMASS), retargeting human poses to humanoid poses through an efficient retargeting network, and employ a curriculum learning approach. This method performs supervised learning for initialization, followed by reinforcement learning for further exploration. We conduct our experiments on two humanoid platforms and demonstrate the superiority of our approach against state-of-the-art methods in both simulation and real environments.
16.4ROJun 15, 2025
RL from Physical Feedback: Aligning Large Motion Models with Humanoid ControlJunpeng Yue, Zepeng Wang, Yuxuan Wang et al.
This paper focuses on a critical challenge in robotics: translating text-driven human motions into executable actions for humanoid robots, enabling efficient and cost-effective learning of new behaviors. While existing text-to-motion generation methods achieve semantic alignment between language and motion, they often produce kinematically or physically infeasible motions unsuitable for real-world deployment. To bridge this sim-to-real gap, we propose Reinforcement Learning from Physical Feedback (RLPF), a novel framework that integrates physics-aware motion evaluation with text-conditioned motion generation. RLPF employs a motion tracking policy to assess feasibility in a physics simulator, generating rewards for fine-tuning the motion generator. Furthermore, RLPF introduces an alignment verification module to preserve semantic fidelity to text instructions. This joint optimization ensures both physical plausibility and instruction alignment. Extensive experiments show that RLPF greatly outperforms baseline methods in generating physically feasible motions while maintaining semantic correspondence with text instruction, enabling successful deployment on real humanoid robots.
7.6CVNov 5, 2024
Pre-trained Visual Dynamics Representations for Efficient Policy LearningHao Luo, Bohan Zhou, Zongqing Lu
Pre-training for Reinforcement Learning (RL) with purely video data is a valuable yet challenging problem. Although in-the-wild videos are readily available and inhere a vast amount of prior world knowledge, the absence of action annotations and the common domain gap with downstream tasks hinder utilizing videos for RL pre-training. To address the challenge of pre-training with videos, we propose Pre-trained Visual Dynamics Representations (PVDR) to bridge the domain gap between videos and downstream tasks for efficient policy learning. By adopting video prediction as a pre-training task, we use a Transformer-based Conditional Variational Autoencoder (CVAE) to learn visual dynamics representations. The pre-trained visual dynamics representations capture the visual dynamics prior knowledge in the videos. This abstract prior knowledge can be readily adapted to downstream tasks and aligned with executable actions through online adaptation. We conduct experiments on a series of robotics visual control tasks and verify that PVDR is an effective form for pre-training with videos to promote policy learning.
4.2AIApr 1, 2024
MTLight: Efficient Multi-Task Reinforcement Learning for Traffic Signal ControlLiwen Zhu, Peixi Peng, Zongqing Lu et al.
Traffic signal control has a great impact on alleviating traffic congestion in modern cities. Deep reinforcement learning (RL) has been widely used for this task in recent years, demonstrating promising performance but also facing many challenges such as limited performances and sample inefficiency. To handle these challenges, MTLight is proposed to enhance the agent observation with a latent state, which is learned from numerous traffic indicators. Meanwhile, multiple auxiliary and supervisory tasks are constructed to learn the latent state, and two types of embedding latent features, the task-specific feature and task-shared feature, are used to make the latent state more abundant. Extensive experiments conducted on CityFlow demonstrate that MTLight has leading convergence speed and asymptotic performance. We further simulate under peak-hour pattern in all scenarios with increasing control difficulty and the results indicate that MTLight is highly adaptable.
3.6CVDec 14, 2025
Robust Motion Generation using Part-level Reliable Data from VideosBoyuan Li, Sipeng Zheng, Bin Cao et al.
Extracting human motion from large-scale web videos offers a scalable solution to the data scarcity issue in character animation. However, some human parts in many video frames cannot be seen due to off-screen captures or occlusions. It brings a dilemma: discarding the data missing any part limits scale and diversity, while retaining it compromises data quality and model performance. To address this problem, we propose leveraging credible part-level data extracted from videos to enhance motion generation via a robust part-aware masked autoregression model. First, we decompose a human body into five parts and detect the parts clearly seen in a video frame as "credible". Second, the credible parts are encoded into latent tokens by our proposed part-aware variational autoencoder. Third, we propose a robust part-level masked generation model to predict masked credible parts, while ignoring those noisy parts. In addition, we contribute K700-M, a challenging new benchmark comprising approximately 200k real-world motion sequences, for evaluation. Experimental results indicate that our method successfully outperforms baselines on both clean and noisy datasets in terms of motion quality, semantic consistency and diversity. Project page: https://boyuaner.github.io/ropar-main/
13.5CVMar 14, 2024
UniCode: Learning a Unified Codebook for Multimodal Large Language ModelsSipeng Zheng, Bohan Zhou, Yicheng Feng et al.
In this paper, we propose \textbf{UniCode}, a novel approach within the domain of multimodal large language models (MLLMs) that learns a unified codebook to efficiently tokenize visual, text, and potentially other types of signals. This innovation addresses a critical limitation in existing MLLMs: their reliance on a text-only codebook, which restricts MLLM's ability to generate images and texts in a multimodal context. Towards this end, we propose a language-driven iterative training paradigm, coupled with an in-context pre-training task we term ``image decompression'', enabling our model to interpret compressed visual data and generate high-quality images.The unified codebook empowers our model to extend visual instruction tuning to non-linguistic generation tasks. Moreover, UniCode is adaptable to diverse stacked quantization approaches in order to compress visual signals into a more compact token representation. Despite using significantly fewer parameters and less data during training, Unicode demonstrates promising capabilities in visual reconstruction and generation. It also achieves performances comparable to leading MLLMs across a spectrum of VQA benchmarks.
14.3LGMay 29, 2023
Off-Policy RL Algorithms Can be Sample-Efficient for Continuous Control via Sample Multiple ReuseJiafei Lyu, Le Wan, Zongqing Lu et al.
Sample efficiency is one of the most critical issues for online reinforcement learning (RL). Existing methods achieve higher sample efficiency by adopting model-based methods, Q-ensemble, or better exploration mechanisms. We, instead, propose to train an off-policy RL agent via updating on a fixed sampled batch multiple times, thus reusing these samples and better exploiting them within a single optimization loop. We name our method sample multiple reuse (SMR). We theoretically show the properties of Q-learning with SMR, e.g., convergence. Furthermore, we incorporate SMR with off-the-shelf off-policy RL algorithms and conduct experiments on a variety of continuous control benchmarks. Empirical results show that SMR significantly boosts the sample efficiency of the base methods across most of the evaluated tasks without any hyperparameter tuning or additional tricks.
Learning to Share in Multi-Agent Reinforcement LearningYuxuan Yi, Ge Li, Yaowei Wang et al.
In this paper, we study the problem of networked multi-agent reinforcement learning (MARL), where a number of agents are deployed as a partially connected network and each interacts only with nearby agents. Networked MARL requires all agents to make decisions in a decentralized manner to optimize a global objective with restricted communication between neighbors over the network. Inspired by the fact that sharing plays a key role in human's learning of cooperation, we propose LToS, a hierarchically decentralized MARL framework that enables agents to learn to dynamically share reward with neighbors so as to encourage agents to cooperate on the global objective through collectives. For each agent, the high-level policy learns how to share reward with neighbors to decompose the global objective, while the low-level policy learns to optimize the local objective induced by the high-level policies in the neighborhood. The two policies form a bi-level optimization and learn alternately. We empirically demonstrate that LToS outperforms existing methods in both social dilemma and networked MARL scenarios across scales.
9.4CVNov 24, 2021
APANet: Adaptive Prototypes Alignment Network for Few-Shot Semantic SegmentationJiacheng Chen, Bin-Bin Gao, Zongqing Lu et al.
Few-shot semantic segmentation aims to segment novel-class objects in a given query image with only a few labeled support images. Most advanced solutions exploit a metric learning framework that performs segmentation through matching each query feature to a learned class-specific prototype. However, this framework suffers from biased classification due to incomplete feature comparisons. To address this issue, we present an adaptive prototype representation by introducing class-specific and class-agnostic prototypes and thus construct complete sample pairs for learning semantic alignment with query features. The complementary features learning manner effectively enriches feature comparison and helps yield an unbiased segmentation model in the few-shot setting. It is implemented with a two-branch end-to-end network (i.e., a class-specific branch and a class-agnostic branch), which generates prototypes and then combines query features to perform comparisons. In addition, the proposed class-agnostic branch is simple yet effective. In practice, it can adaptively generate multiple class-agnostic prototypes for query images and learn feature alignment in a self-contrastive manner. Extensive experiments on PASCAL-5$^i$ and COCO-20$^i$ demonstrate the superiority of our method. At no expense of inference efficiency, our model achieves state-of-the-art results in both 1-shot and 5-shot settings for semantic segmentation.
12.5LGOct 1, 2021
Divergence-Regularized Multi-Agent Actor-CriticKefan Su, Zongqing Lu
Entropy regularization is a popular method in reinforcement learning (RL). Although it has many advantages, it alters the RL objective of the original Markov Decision Process (MDP). Though divergence regularization has been proposed to settle this problem, it cannot be trivially applied to cooperative multi-agent reinforcement learning (MARL). In this paper, we investigate divergence regularization in cooperative MARL and propose a novel off-policy cooperative MARL framework, divergence-regularized multi-agent actor-critic (DMAC). Theoretically, we derive the update rule of DMAC which is naturally off-policy and guarantees monotonic policy improvement and convergence in both the original MDP and divergence-regularized MDP. We also give a bound of the discrepancy between the converged policy and optimal policy in the original MDP. DMAC is a flexible framework and can be combined with many existing MARL algorithms. Empirically, we evaluate DMAC in a didactic stochastic game and StarCraft Multi-Agent Challenge and show that DMAC substantially improves the performance of existing MARL algorithms.