Dongbin Zhao

LG
h-index66
50papers
2,073citations
Novelty52%
AI Score56

50 Papers

19.5CVFeb 2, 2023Code
STEPS: Joint Self-supervised Nighttime Image Enhancement and Depth Estimation

Yupeng Zheng, Chengliang Zhong, Pengfei Li et al.

Self-supervised depth estimation draws a lot of attention recently as it can promote the 3D sensing capabilities of self-driving vehicles. However, it intrinsically relies upon the photometric consistency assumption, which hardly holds during nighttime. Although various supervised nighttime image enhancement methods have been proposed, their generalization performance in challenging driving scenarios is not satisfactory. To this end, we propose the first method that jointly learns a nighttime image enhancer and a depth estimator, without using ground truth for either task. Our method tightly entangles two self-supervised tasks using a newly proposed uncertain pixel masking strategy. This strategy originates from the observation that nighttime images not only suffer from underexposed regions but also from overexposed regions. By fitting a bridge-shaped curve to the illumination map distribution, both regions are suppressed and two tasks are bridged naturally. We benchmark the method on two established datasets: nuScenes and RobotCar and demonstrate state-of-the-art performance on both of them. Detailed ablations also reveal the mechanism of our proposal. Last but not least, to mitigate the problem of sparse ground truth of existing datasets, we provide a new photo-realistically enhanced nighttime dataset based upon CARLA. It brings meaningful new challenges to the community. Codes, data, and models are available at https://github.com/ucaszyp/STEPS.

13.1AIDec 5, 2022
A Hierarchical Deep Reinforcement Learning Framework for 6-DOF UCAV Air-to-Air Combat

Jiajun Chai, Wenzhang Chen, Yuanheng Zhu et al.

Unmanned combat air vehicle (UCAV) combat is a challenging scenario with continuous action space. In this paper, we propose a general hierarchical framework to resolve the within-vision-range (WVR) air-to-air combat problem under 6 dimensions of degree (6-DOF) dynamics. The core idea is to divide the whole decision process into two loops and use reinforcement learning (RL) to solve them separately. The outer loop takes into account the current combat situation and decides the expected macro behavior of the aircraft according to a combat strategy. Then the inner loop tracks the macro behavior with a flight controller by calculating the actual input signals for the aircraft. We design the Markov decision process for both the outer loop strategy and inner loop controller, and train them by proximal policy optimization (PPO) algorithm. For the inner loop controller, we design an effective reward function to accurately track various macro behavior. For the outer loop strategy, we further adopt a fictitious self-play mechanism to improve the combat performance by constantly combating against the historical strategies. Experiment results show that the inner loop controller can achieve better tracking performance than fine-tuned PID controller, and the outer loop strategy can perform complex maneuvers to get higher and higher winning rate, with the generation evolves.

5.3LGSep 29, 2023Code
ComSD: Balancing Behavioral Quality and Diversity in Unsupervised Skill Discovery

Xin Liu, Yaran Chen, Dongbin Zhao

This work has been submitted to the IEEE for possible publication. Copyright may be transferred without notice, after which this version may no longer be accessible. Unsupervised skill discovery seeks to acquire different useful skills without extrinsic reward via unsupervised Reinforcement Learning (RL), with the discovered skills efficiently adapting to multiple downstream tasks in various ways. However, recent advanced skill discovery methods struggle to well balance state exploration and skill diversity, particularly when the potential skills are rich and hard to discern. In this paper, we propose \textbf{Co}ntrastive dyna\textbf{m}ic \textbf{S}kill \textbf{D}iscovery \textbf{(ComSD)}\footnote{Code and videos: https://github.com/liuxin0824/ComSD} which generates diverse and exploratory unsupervised skills through a novel intrinsic incentive, named contrastive dynamic reward. It contains a particle-based exploration reward to make agents access far-reaching states for exploratory skill acquisition, and a novel contrastive diversity reward to promote the discriminability between different skills. Moreover, a novel dynamic weighting mechanism between the above two rewards is proposed to balance state exploration and skill diversity, which further enhances the quality of the discovered skills. Extensive experiments and analysis demonstrate that ComSD can generate diverse behaviors at different exploratory levels for multi-joint robots, enabling state-of-the-art adaptation performance on challenging downstream tasks. It can also discover distinguishable and far-reaching exploration skills in the challenging tree-like 2D maze.

6.9ROOct 19, 2022
Conditional Goal-oriented Trajectory Prediction for Interacting Vehicles with Vectorized Representation

Ding Li, Qichao Zhang, Shuai Lu et al.

This paper aims to tackle the interactive behavior prediction task, and proposes a novel Conditional Goal-oriented Trajectory Prediction (CGTP) framework to jointly generate scene-compliant trajectories of two interacting agents. Our CGTP framework is an end to end and interpretable model, including three main stages: context encoding, goal interactive prediction and trajectory interactive prediction. First, a Goals-of-Interest Network (GoINet) is designed to extract the interactive features between agent-to-agent and agent-to-goals using a graph-based vectorized representation. Further, the Conditional Goal Prediction Network (CGPNet) focuses on goal interactive prediction via a combined form of marginal and conditional goal predictors. Finally, the Goaloriented Trajectory Forecasting Network (GTFNet) is proposed to implement trajectory interactive prediction via the conditional goal-oriented predictors, with the predicted future states of the other interacting agent taken as inputs. In addition, a new goal interactive loss is developed to better learn the joint probability distribution over goal candidates between two interacting agents. In the end, the proposed method is conducted on Argoverse motion forecasting dataset, In-house cut-in dataset, and Waymo open motion dataset. The comparative results demonstrate the superior performance of our proposed CGTP model than the mainstream prediction methods.

5.8LGNov 23, 2022
Prototypical context-aware dynamics generalization for high-dimensional model-based reinforcement learning

Junjie Wang, Yao Mu, Dong Li et al.

The latent world model provides a promising way to learn policies in a compact latent space for tasks with high-dimensional observations, however, its generalization across diverse environments with unseen dynamics remains challenging. Although the recurrent structure utilized in current advances helps to capture local dynamics, modeling only state transitions without an explicit understanding of environmental context limits the generalization ability of the dynamics model. To address this issue, we propose a Prototypical Context-Aware Dynamics (ProtoCAD) model, which captures the local dynamics by time consistent latent context and enables dynamics generalization in high-dimensional control tasks. ProtoCAD extracts useful contextual information with the help of the prototypes clustered over batch and benefits model-based RL in two folds: 1) It utilizes a temporally consistent prototypical regularizer that encourages the prototype assignments produced for different time parts of the same latent trajectory to be temporally consistent instead of comparing the features; 2) A context representation is designed which combines both the projection embedding of latent states and aggregated prototypes and can significantly improve the dynamics generalization ability. Extensive experiments show that ProtoCAD surpasses existing methods in terms of dynamics generalization. Compared with the recurrent-based model RSSM, ProtoCAD delivers 13.2% and 26.7% better mean and median performance across all dynamics generalization tasks.

13.0LGNov 2, 2025
Equilibrium Policy Generalization: A Reinforcement Learning Framework for Cross-Graph Zero-Shot Generalization in Pursuit-Evasion Games

Runyu Lu, Peng Zhang, Ruochuan Shi et al.

Equilibrium learning in adversarial games is an important topic widely examined in the fields of game theory and reinforcement learning (RL). Pursuit-evasion game (PEG), as an important class of real-world games from the fields of robotics and security, requires exponential time to be accurately solved. When the underlying graph structure varies, even the state-of-the-art RL methods require recomputation or at least fine-tuning, which can be time-consuming and impair real-time applicability. This paper proposes an Equilibrium Policy Generalization (EPG) framework to effectively learn a generalized policy with robust cross-graph zero-shot performance. In the context of PEGs, our framework is generally applicable to both pursuer and evader sides in both no-exit and multi-exit scenarios. These two generalizability properties, to our knowledge, are the first to appear in this domain. The core idea of the EPG framework is to train an RL policy across different graph structures against the equilibrium policy for each single graph. To construct an equilibrium oracle for single-graph policies, we present a dynamic programming (DP) algorithm that provably generates pure-strategy Nash equilibrium with near-optimal time complexity. To guarantee scalability with respect to pursuer number, we further extend DP and RL by designing a grouping mechanism and a sequence model for joint policy decomposition, respectively. Experimental results show that, using equilibrium guidance and a distance feature proposed for cross-graph PEG training, the EPG framework guarantees desirable zero-shot performance in various unseen real-world graphs. Besides, when trained under an equilibrium heuristic proposed for the graphs with exits, our generalized pursuer policy can even match the performance of the fine-tuned policies from the state-of-the-art PEG methods.

10.4LGAug 1, 2024Code
Discretizing Continuous Action Space with Unimodal Probability Distributions for On-Policy Reinforcement Learning

Yuanyang Zhu, Zhi Wang, Yuanheng Zhu et al.

For on-policy reinforcement learning, discretizing action space for continuous control can easily express multiple modes and is straightforward to optimize. However, without considering the inherent ordering between the discrete atomic actions, the explosion in the number of discrete actions can possess undesired properties and induce a higher variance for the policy gradient estimator. In this paper, we introduce a straightforward architecture that addresses this issue by constraining the discrete policy to be unimodal using Poisson probability distributions. This unimodal architecture can better leverage the continuity in the underlying continuous action space using explicit unimodal probability distributions. We conduct extensive experiments to show that the discrete policy with the unimodal probability distribution provides significantly faster convergence and higher performance for on-policy reinforcement learning algorithms in challenging control tasks, especially in highly complex tasks such as Humanoid. We provide theoretical analysis on the variance of the policy gradient estimator, which suggests that our attentively designed unimodal discrete policy can retain a lower variance and yield a stable learning process.

11.5LGFeb 11, 2023Code
Cross-domain Random Pre-training with Prototypes for Reinforcement Learning

Xin Liu, Yaran Chen, Haoran Li et al.

This work has been submitted to the IEEE for possible publication. Copyright may be transferred without notice, after which this version may no longer be accessible. Unsupervised cross-domain Reinforcement Learning (RL) pre-training shows great potential for challenging continuous visual control but poses a big challenge. In this paper, we propose \textbf{C}ross-domain \textbf{R}andom \textbf{P}re-\textbf{T}raining with \textbf{pro}totypes (CRPTpro), a novel, efficient, and effective self-supervised cross-domain RL pre-training framework. CRPTpro decouples data sampling from encoder pre-training, proposing decoupled random collection to easily and quickly generate a qualified cross-domain pre-training dataset. Moreover, a novel prototypical self-supervised algorithm is proposed to pre-train an effective visual encoder that is generic across different domains. Without finetuning, the cross-domain encoder can be implemented for challenging downstream tasks defined in different domains, either seen or unseen. Compared with recent advanced methods, CRPTpro achieves better performance on downstream policy learning without extra training on exploration agents for data collection, greatly reducing the burden of pre-training. We conduct extensive experiments across eight challenging continuous visual-control domains, including balance control, robot locomotion, and manipulation. CRPTpro significantly outperforms the next best Proto-RL(C) on 11/12 cross-domain downstream tasks with only 54.5\% wall-clock pre-training time, exhibiting state-of-the-art pre-training performance with greatly improved pre-training efficiency.

19.6LGOct 10, 2023Code
Boosting Continuous Control with Consistency Policy

Yuhui Chen, Haoran Li, Dongbin Zhao

Due to its training stability and strong expression, the diffusion model has attracted considerable attention in offline reinforcement learning. However, several challenges have also come with it: 1) The demand for a large number of diffusion steps makes the diffusion-model-based methods time inefficient and limits their applications in real-time control; 2) How to achieve policy improvement with accurate guidance for diffusion model-based policy is still an open problem. Inspired by the consistency model, we propose a novel time-efficiency method named Consistency Policy with Q-Learning (CPQL), which derives action from noise by a single step. By establishing a mapping from the reverse diffusion trajectories to the desired policy, we simultaneously address the issues of time efficiency and inaccurate guidance when updating diffusion model-based policy with the learned Q-function. We demonstrate that CPQL can achieve policy improvement with accurate guidance for offline reinforcement learning, and can be seamlessly extended for online RL tasks. Experimental results indicate that CPQL achieves new state-of-the-art performance on 11 offline and 21 online tasks, significantly improving inference speed by nearly 45 times compared to Diffusion-QL. We will release our code later.

3.0IVJul 19, 2023
Multi-modal Learning based Prediction for Disease

Yaran Chen, Xueyu Chen, Yu Han et al.

Non alcoholic fatty liver disease (NAFLD) is the most common cause of chronic liver disease, which can be predicted accurately to prevent advanced fibrosis and cirrhosis. While, a liver biopsy, the gold standard for NAFLD diagnosis, is invasive, expensive, and prone to sampling errors. Therefore, non-invasive studies are extremely promising, yet they are still in their infancy due to the lack of comprehensive research data and intelligent methods for multi-modal data. This paper proposes a NAFLD diagnosis system (DeepFLDDiag) combining a comprehensive clinical dataset (FLDData) and a multi-modal learning based NAFLD prediction method (DeepFLD). The dataset includes over 6000 participants physical examinations, laboratory and imaging studies, extensive questionnaires, and facial images of partial participants, which is comprehensive and valuable for clinical studies. From the dataset, we quantitatively analyze and select clinical metadata that most contribute to NAFLD prediction. Furthermore, the proposed DeepFLD, a deep neural network model designed to predict NAFLD using multi-modal input, including metadata and facial images, outperforms the approach that only uses metadata. Satisfactory performance is also verified on other unseen datasets. Inspiringly, DeepFLD can achieve competitive results using only facial images as input rather than metadata, paving the way for a more robust and simpler non-invasive NAFLD diagnosis.

21.3CLNov 15, 2025
CriticSearch: Fine-Grained Credit Assignment for Search Agents via a Retrospective Critic

Yaocheng Zhang, Haohuan Huang, Zijun Song et al.

Tool-Integrated Reasoning (TIR) with search engines enables large language models to iteratively retrieve up-to-date external knowledge, enhancing adaptability and generalization in complex question-answering tasks. However, existing search agent pipelines typically depend on reinforcement learning based optimization, which often suffers from sparse outcome rewards, leading to inefficient exploration and unstable training. We introduce CriticSearch, a fine-grained credit-assignment framework that supplies dense, turn-level feedback via a retrospective critic mechanism. During training, a frozen, asymmetric critique LLM retrospectively evaluates each turn using privileged information from the full trajectory and gold answers, converting these assessments into stable, dense rewards that guide policy improvement. Experimental results across diverse multi-hop reasoning benchmarks demonstrate that CriticSearch consistently outperforms existing baselines, achieving faster convergence, improved training stability, and higher performance.

4.1LGNov 11, 2025
ARAC: Adaptive Regularized Multi-Agent Soft Actor-Critic in Graph-Structured Adversarial Games

Ruochuan Shi, Runyu Lu, Yuanheng Zhu et al.

In graph-structured multi-agent reinforcement learning (MARL) adversarial tasks such as pursuit and confrontation, agents must coordinate under highly dynamic interactions, where sparse rewards hinder efficient policy learning. We propose Adaptive Regularized Multi-Agent Soft Actor-Critic (ARAC), which integrates an attention-based graph neural network (GNN) for modeling agent dependencies with an adaptive divergence regularization mechanism. The GNN enables expressive representation of spatial relations and state features in graph environments. Divergence regularization can serve as policy guidance to alleviate the sparse reward problem, but it may lead to suboptimal convergence when the reference policy itself is imperfect. The adaptive divergence regularization mechanism enables the framework to exploit reference policies for efficient exploration in the early stages, while gradually reducing reliance on them as training progresses to avoid inheriting their limitations. Experiments in pursuit and confrontation scenarios demonstrate that ARAC achieves faster convergence, higher final success rates, and stronger scalability across varying numbers of agents compared with MARL baselines, highlighting its effectiveness in complex graph-structured environments.

12.5LGSep 28, 2024
Generalizing Consistency Policy to Visual RL with Prioritized Proximal Experience Regularization

Haoran Li, Zhennan Jiang, Yuhui Chen et al.

With high-dimensional state spaces, visual reinforcement learning (RL) faces significant challenges in exploitation and exploration, resulting in low sample efficiency and training stability. As a time-efficient diffusion model, although consistency models have been validated in online state-based RL, it is still an open question whether it can be extended to visual RL. In this paper, we investigate the impact of non-stationary distribution and the actor-critic framework on consistency policy in online RL, and find that consistency policy was unstable during the training, especially in visual RL with the high-dimensional state space. To this end, we suggest sample-based entropy regularization to stabilize the policy training, and propose a consistency policy with prioritized proximal experience regularization (CP3ER) to improve sample efficiency. CP3ER achieves new state-of-the-art (SOTA) performance in 21 tasks across DeepMind control suite and Meta-world. To our knowledge, CP3ER is the first method to apply diffusion/consistency models to visual RL and demonstrates the potential of consistency models in visual RL. More visualization results are available at https://jzndd.github.io/CP3ER-Page/.

15.0RONov 27, 2023
RoboGPT: an intelligent agent of making embodied long-term decisions for daily instruction tasks

Yaran Chen, Wenbo Cui, Yuanwen Chen et al.

Robotic agents must master common sense and long-term sequential decisions to solve daily tasks through natural language instruction. The developments in Large Language Models (LLMs) in natural language processing have inspired efforts to use LLMs in complex robot planning. Despite LLMs' great generalization and comprehension of instruction tasks, LLMs-generated task plans sometimes lack feasibility and correctness. To address the problem, we propose a RoboGPT agent\footnote{our code and dataset will be released soon} for making embodied long-term decisions for daily tasks, with two modules: 1) LLMs-based planning with re-plan to break the task into multiple sub-goals; 2) RoboSkill individually designed for sub-goals to learn better navigation and manipulation skills. The LLMs-based planning is enhanced with a new robotic dataset and re-plan, called RoboGPT. The new robotic dataset of 67k daily instruction tasks is gathered for fine-tuning the Llama model and obtaining RoboGPT. RoboGPT planner with strong generalization can plan hundreds of daily instruction tasks. Additionally, a low-computational Re-Plan module is designed to allow plans to flexibly adapt to the environment, thereby addressing the nomenclature diversity challenge. The proposed RoboGPT agent outperforms SOTA methods on the ALFRED daily tasks. Moreover, RoboGPT planner exceeds SOTA LLM-based planners like ChatGPT in task-planning rationality for hundreds of unseen daily tasks, and even other domain tasks, while keeping the large model's original broad application and generality.

37.0CVJul 1, 2025Code
World4Drive: End-to-End Autonomous Driving via Intention-aware Physical Latent World Model

Yupeng Zheng, Pengxuan Yang, Zebin Xing et al.

End-to-end autonomous driving directly generates planning trajectories from raw sensor data, yet it typically relies on costly perception supervision to extract scene information. A critical research challenge arises: constructing an informative driving world model to enable perception annotation-free, end-to-end planning via self-supervised learning. In this paper, we present World4Drive, an end-to-end autonomous driving framework that employs vision foundation models to build latent world models for generating and evaluating multi-modal planning trajectories. Specifically, World4Drive first extracts scene features, including driving intention and world latent representations enriched with spatial-semantic priors provided by vision foundation models. It then generates multi-modal planning trajectories based on current scene features and driving intentions and predicts multiple intention-driven future states within the latent space. Finally, it introduces a world model selector module to evaluate and select the best trajectory. We achieve perception annotation-free, end-to-end planning through self-supervised alignment between actual future observations and predicted observations reconstructed from the latent space. World4Drive achieves state-of-the-art performance without manual perception annotations on both the open-loop nuScenes and closed-loop NavSim benchmarks, demonstrating an 18.1\% relative reduction in L2 error, 46.7% lower collision rate, and 3.75 faster training convergence. Codes will be accessed at https://github.com/ucaszyp/World4Drive.

19.4ROApr 17, 2025Code
UncAD: Towards Safe End-to-end Autonomous Driving via Online Map Uncertainty

Pengxuan Yang, Yupeng Zheng, Qichao Zhang et al.

End-to-end autonomous driving aims to produce planning trajectories from raw sensors directly. Currently, most approaches integrate perception, prediction, and planning modules into a fully differentiable network, promising great scalability. However, these methods typically rely on deterministic modeling of online maps in the perception module for guiding or constraining vehicle planning, which may incorporate erroneous perception information and further compromise planning safety. To address this issue, we delve into the importance of online map uncertainty for enhancing autonomous driving safety and propose a novel paradigm named UncAD. Specifically, UncAD first estimates the uncertainty of the online map in the perception module. It then leverages the uncertainty to guide motion prediction and planning modules to produce multi-modal trajectories. Finally, to achieve safer autonomous driving, UncAD proposes an uncertainty-collision-aware planning selection strategy according to the online map uncertainty to evaluate and select the best trajectory. In this study, we incorporate UncAD into various state-of-the-art (SOTA) end-to-end methods. Experiments on the nuScenes dataset show that integrating UncAD, with only a 1.9% increase in parameters, can reduce collision rates by up to 26% and drivable area conflict rate by up to 42%. Codes, pre-trained models, and demo videos can be accessed at https://github.com/pengxuanyang/UncAD.

5.8AIOct 17, 2025Code
Taming the Judge: Deconflicting AI Feedback for Stable Reinforcement Learning

Boyin Liu, Zhuo Zhang, Sen Huang et al.

Aligning language models using LLM judge feedback offers a scalable alternative to human annotation, yet is plagued by judgment inconsistencies that destabilize reinforcement learning. While prior work has focused on judge accuracy, the critical issue of logical coherence particularly preference cycles has been largely unaddressed. To address this gap, this work introduces an end to end framework to systematically detect and resolve these inconsistencies within the reinforcement learning training loop. Our framework features two core contributions: the Conflict Detection Rate (CDR), a novel metric to quantify judgment conflicts, and Deconflicted Graph Rewards (DGR), a signal-purification framework that eliminates cycles before policy optimization. DGR constructs preference graphs from raw judgments, transforms them into conflict-free Directed Acyclic Graphs (DAGs), and generates a logically coherent reward signal compatible with any policy optimizer. Experiments confirm that our framework significantly improves training stability and model performance over strong baselines, establishing logical consistency as a crucial and now-addressable dimension of AI feedback. The code for our method is available at https://github.com/modelscope/RM-Gallery.

5.7CVFeb 13, 2022Code
BViT: Broad Attention based Vision Transformer

Nannan Li, Yaran Chen, Weifan Li et al.

Recent works have demonstrated that transformer can achieve promising performance in computer vision, by exploiting the relationship among image patches with self-attention. While they only consider the attention in a single feature layer, but ignore the complementarity of attention in different levels. In this paper, we propose the broad attention to improve the performance by incorporating the attention relationship of different layers for vision transformer, which is called BViT. The broad attention is implemented by broad connection and parameter-free attention. Broad connection of each transformer layer promotes the transmission and integration of information for BViT. Without introducing additional trainable parameters, parameter-free attention jointly focuses on the already available attention information in different layers for extracting useful information and building their relationship. Experiments on image classification tasks demonstrate that BViT delivers state-of-the-art accuracy of 74.8\%/81.6\% top-1 accuracy on ImageNet with 5M/22M parameters. Moreover, we transfer BViT to downstream object recognition benchmarks to achieve 98.9\% and 89.9\% on CIFAR10 and CIFAR100 respectively that exceed ViT with fewer parameters. For the generalization test, the broad attention in Swin Transformer and T2T-ViT also bring an improvement of more than 1\%. To sum up, broad attention is promising to promote the performance of attention based models. Code and pre-trained models are available at https://github.com/DRL-CASIA/Broad_ViT.

6.1AISep 22, 2021Code
A Reinforcement Learning Benchmark for Autonomous Driving in Intersection Scenarios

Yuqi Liu, Qichao Zhang, Dongbin Zhao

In recent years, control under urban intersection scenarios becomes an emerging research topic. In such scenarios, the autonomous vehicle confronts complicated situations since it must deal with the interaction with social vehicles timely while obeying the traffic rules. Generally, the autonomous vehicle is supposed to avoid collisions while pursuing better efficiency. The existing work fails to provide a framework that emphasizes the integrity of the scenarios while being able to deploy and test reinforcement learning(RL) methods. Specifically, we propose a benchmark for training and testing RL-based autonomous driving agents in complex intersection scenarios, which is called RL-CIS. Then, a set of baselines are deployed consists of various algorithms. The test benchmark and baselines are to provide a fair and comprehensive training and testing platform for the study of RL for autonomous driving in the intersection scenario, advancing the progress of RL-based methods for intersection autonomous driving control. The code of our proposed framework can be found at https://github.com/liuyuqi123/ComplexUrbanScenarios.

36.5ROFeb 8, 2025Code
ConRFT: A Reinforced Fine-tuning Method for VLA Models via Consistency Policy

Yuhui Chen, Shuai Tian, Shugao Liu et al.

Vision-Language-Action (VLA) models have shown substantial potential in real-world robotic manipulation. However, fine-tuning these models through supervised learning struggles to achieve robust performance due to limited, inconsistent demonstrations, especially in contact-rich environments. In this paper, we propose a reinforced fine-tuning approach for VLA models, named ConRFT, which consists of offline and online fine-tuning with a unified consistency-based training objective, to address these challenges. In the offline stage, our method integrates behavior cloning and Q-learning to effectively extract policy from a small set of demonstrations and stabilize value estimating. In the online stage, the VLA model is further fine-tuned via consistency policy, with human interventions to ensure safe exploration and high sample efficiency. We evaluate our approach on eight diverse real-world manipulation tasks. It achieves an average success rate of 96.3% within 45-90 minutes of online fine-tuning, outperforming prior supervised methods with a 144% improvement in success rate and 1.9x shorter episode length. This work highlights the potential of integrating reinforcement learning to enhance the performance of VLA models for real-world robotic applications. Videos and code are available at our project website https://cccedric.github.io/conrft/.

33.7CLJun 24, 2025
SRFT: A Single-Stage Method with Supervised and Reinforcement Fine-Tuning for Reasoning

Yuqian Fu, Tinghong Chen, Jiajun Chai et al.

Large language models (LLMs) have achieved remarkable progress in reasoning tasks, yet the optimal integration of Supervised Fine-Tuning (SFT) and Reinforcement Learning (RL) remains a fundamental challenge. Through comprehensive analysis of token distributions, learning dynamics, and integration mechanisms from entropy-based perspectives, we reveal key differences between these paradigms: SFT induces coarse-grained global changes to LLM policy distributions, while RL performs fine-grained selective optimizations, with entropy serving as a critical indicator of training effectiveness. Building on these observations, we propose Supervised Reinforcement Fine-Tuning (SRFT), a single-stage method that unifies both fine-tuning paradigms through entropy-aware weighting mechanisms. Our approach simultaneously applies SFT and RL to directly optimize the LLM using demonstrations and self-exploration rollouts rather than through two-stage sequential methods. Extensive experiments show that SRFT achieves 59.1% average accuracy, outperforming zero-RL methods by 9.0% on five mathematical reasoning benchmarks and 10.9% on three out-of-distribution benchmarks.

25.1CLMar 17, 2025Code
Enhancing LLM Reasoning with Iterative DPO: A Comprehensive Empirical Investigation

Songjun Tu, Jiahao Lin, Xiangyu Tian et al.

Recent advancements in post-training methodologies for large language models (LLMs) have highlighted reinforcement learning (RL) as a critical component for enhancing reasoning. However, the substantial computational costs associated with RL-based approaches have led to growing interest in alternative paradigms, such as Direct Preference Optimization (DPO). In this study, we investigate the effectiveness of DPO in facilitating self-improvement for LLMs through iterative preference-based learning. We demonstrate that a single round of DPO with coarse filtering significantly enhances mathematical reasoning performance, particularly for strong base model. Furthermore, we design an iterative enhancement framework for both the generator and the reward model (RM), enabling their mutual improvement through online interaction across multiple rounds of DPO. Finally, with simple verifiable rewards, our model DPO-VP achieves RL-level performance with significantly lower computational overhead. These findings highlight DPO as a scalable and cost-effective alternative to RL, offering a practical solution for enhancing LLM reasoning in resource-constrained situations.

20.5LGMay 31, 2025
RLAE: Reinforcement Learning-Assisted Ensemble for LLMs

Yuqian Fu, Yuanheng Zhu, Jiajun Chai et al.

Ensembling large language models (LLMs) can effectively combine diverse strengths of different models, offering a promising approach to enhance performance across various tasks. However, existing methods typically rely on fixed weighting strategies that fail to adapt to the dynamic, context-dependent characteristics of LLM capabilities. In this work, we propose Reinforcement Learning-Assisted Ensemble for LLMs (RLAE), a novel framework that reformulates LLM ensemble through the lens of a Markov Decision Process (MDP). Our approach introduces a RL agent that dynamically adjusts ensemble weights by considering both input context and intermediate generation states, with the agent being trained using rewards that directly correspond to the quality of final outputs. We implement RLAE using both single-agent and multi-agent reinforcement learning algorithms ($\text{RLAE}_\text{PPO}$ and $\text{RLAE}_\text{MAPPO}$ ), demonstrating substantial improvements over conventional ensemble methods. Extensive evaluations on a diverse set of tasks show that RLAE outperforms existing approaches by up to $3.3\%$ accuracy points, offering a more effective framework for LLM ensembling. Furthermore, our method exhibits superior generalization capabilities across different tasks without the need for retraining, while simultaneously achieving lower time latency.

11.5LGDec 22, 2024Code
Online Preference-based Reinforcement Learning with Self-augmented Feedback from Large Language Model

Songjun Tu, Jingbo Sun, Qichao Zhang et al.

Preference-based reinforcement learning (PbRL) provides a powerful paradigm to avoid meticulous reward engineering by learning rewards based on human preferences. However, real-time human feedback is hard to obtain in online tasks. Most work suppose there is a "scripted teacher" that utilizes privileged predefined reward to provide preference feedback. In this paper, we propose a RL Self-augmented Large Language Model Feedback (RL-SaLLM-F) technique that does not rely on privileged information for online PbRL. RL-SaLLM-F leverages the reflective and discriminative capabilities of LLM to generate self-augmented trajectories and provide preference labels for reward learning. First, we identify an failure issue in LLM-based preference discrimination, specifically "query ambiguity", in online PbRL. Then LLM is employed to provide preference labels and generate self-augmented imagined trajectories that better achieve the task goal, thereby enhancing the quality and efficiency of feedback. Additionally, a double-check mechanism is introduced to mitigate randomness in the preference labels, improving the reliability of LLM feedback. The experiment across multiple tasks in the MetaWorld benchmark demonstrates the specific contributions of each proposed module in RL-SaLLM-F, and shows that self-augmented LLM feedback can effectively replace the impractical "scripted teacher" feedback. In summary, RL-SaLLM-F introduces a new direction of feedback acquisition in online PbRL that does not rely on any online privileged information, offering an efficient and lightweight solution with LLM-driven feedback.

2.3AIFeb 1, 2024
FM3Q: Factorized Multi-Agent MiniMax Q-Learning for Two-Team Zero-Sum Markov Game

Guangzheng Hu, Yuanheng Zhu, Haoran Li et al.

Many real-world applications involve some agents that fall into two teams, with payoffs that are equal within the same team but of opposite sign across the opponent team. The so-called two-team zero-sum Markov games (2t0sMGs) can be resolved with reinforcement learning in recent years. However, existing methods are thus inefficient in light of insufficient consideration of intra-team credit assignment, data utilization and computational intractability. In this paper, we propose the individual-global-minimax (IGMM) principle to ensure the coherence between two-team minimax behaviors and the individual greedy behaviors through Q functions in 2t0sMGs. Based on it, we present a novel multi-agent reinforcement learning framework, Factorized Multi-Agent MiniMax Q-Learning (FM3Q), which can factorize the joint minimax Q function into individual ones and iteratively solve for the IGMM-satisfied minimax Q functions for 2t0sMGs. Moreover, an online learning algorithm with neural networks is proposed to implement FM3Q and obtain the deterministic and decentralized minimax policies for two-team players. A theoretical analysis is provided to prove the convergence of FM3Q. Empirically, we use three environments to evaluate the learning efficiency and final performance of FM3Q and show its superiority on 2t0sMGs.

18.7ROJan 28, 2025Code
Dream to Drive with Predictive Individual World Model

Yinfeng Gao, Qichao Zhang, Da-wei Ding et al.

It is still a challenging topic to make reactive driving behaviors in complex urban environments as road users' intentions are unknown. Model-based reinforcement learning (MBRL) offers great potential to learn a reactive policy by constructing a world model that can provide informative states and imagination training. However, a critical limitation in relevant research lies in the scene-level reconstruction representation learning, which may overlook key interactive vehicles and hardly model the interactive features among vehicles and their long-term intentions. Therefore, this paper presents a novel MBRL method with a predictive individual world model (PIWM) for autonomous driving. PIWM describes the driving environment from an individual-level perspective and captures vehicles' interactive relations and their intentions via trajectory prediction task. Meanwhile, a behavior policy is learned jointly with PIWM. It is trained in PIWM's imagination and effectively navigates in the urban driving scenes leveraging intention-aware latent states. The proposed method is trained and evaluated on simulation environments built upon real-world challenging interactive scenarios. Compared with popular model-free and state-of-the-art model-based reinforcement learning methods, experimental results show that the proposed method achieves the best performance in terms of safety and efficiency.

9.2LGMay 20, 2024
Learning Future Representation with Synthetic Observations for Sample-efficient Reinforcement Learning

Xin Liu, Yaran Chen, Dongbin Zhao

In visual Reinforcement Learning (RL), upstream representation learning largely determines the effect of downstream policy learning. Employing auxiliary tasks allows the agent to enhance visual representation in a targeted manner, thereby improving the sample efficiency and performance of downstream RL. Prior advanced auxiliary tasks all focus on how to extract as much information as possible from limited experience (including observations, actions, and rewards) through their different auxiliary objectives, whereas in this article, we first start from another perspective: auxiliary training data. We try to improve auxiliary representation learning for RL by enriching auxiliary training data, proposing \textbf{L}earning \textbf{F}uture representation with \textbf{S}ynthetic observations \textbf{(LFS)}, a novel self-supervised RL approach. Specifically, we propose a training-free method to synthesize observations that may contain future information, as well as a data selection approach to eliminate unqualified synthetic noise. The remaining synthetic observations and real observations then serve as the auxiliary data to achieve a clustering-based temporal association task for representation learning. LFS allows the agent to access and learn observations that have not yet appeared in advance, so as to quickly understand and exploit them when they occur later. In addition, LFS does not rely on rewards or actions, which means it has a wider scope of application (e.g., learning from video) than recent advanced auxiliary tasks. Extensive experiments demonstrate that our LFS exhibits state-of-the-art RL sample efficiency on challenging continuous control and enables advanced visual pre-training based on action-free video demonstrations.

14.5ROAug 21, 2025
Survey of Vision-Language-Action Models for Embodied Manipulation

Haoran Li, Yuhui Chen, Wenbo Cui et al.

Embodied intelligence systems, which enhance agent capabilities through continuous environment interactions, have garnered significant attention from both academia and industry. Vision-Language-Action models, inspired by advancements in large foundation models, serve as universal robotic control frameworks that substantially improve agent-environment interaction capabilities in embodied intelligence systems. This expansion has broadened application scenarios for embodied AI robots. This survey comprehensively reviews VLA models for embodied manipulation. Firstly, it chronicles the developmental trajectory of VLA architectures. Subsequently, we conduct a detailed analysis of current research across 5 critical dimensions: VLA model structures, training datasets, pre-training methods, post-training methods, and model evaluation. Finally, we synthesize key challenges in VLA development and real-world deployment, while outlining promising future research directions.

7.3AIDec 12, 2024Code
In-Dataset Trajectory Return Regularization for Offline Preference-based Reinforcement Learning

Songjun Tu, Jingbo Sun, Qichao Zhang et al.

Offline preference-based reinforcement learning (PbRL) typically operates in two phases: first, use human preferences to learn a reward model and annotate rewards for a reward-free offline dataset; second, learn a policy by optimizing the learned reward via offline RL. However, accurately modeling step-wise rewards from trajectory-level preference feedback presents inherent challenges. The reward bias introduced, particularly the overestimation of predicted rewards, leads to optimistic trajectory stitching, which undermines the pessimism mechanism critical to the offline RL phase. To address this challenge, we propose In-Dataset Trajectory Return Regularization (DTR) for offline PbRL, which leverages conditional sequence modeling to mitigate the risk of learning inaccurate trajectory stitching under reward bias. Specifically, DTR employs Decision Transformer and TD-Learning to strike a balance between maintaining fidelity to the behavior policy with high in-dataset trajectory returns and selecting optimal actions based on high reward labels. Additionally, we introduce an ensemble normalization technique that effectively integrates multiple reward models, balancing the tradeoff between reward differentiation and accuracy. Empirical evaluations on various benchmarks demonstrate the superiority of DTR over other state-of-the-art baselines.

4.1LGNov 21, 2025
R2PS: Worst-Case Robust Real-Time Pursuit Strategies under Partial Observability

Runyu Lu, Ruochuan Shi, Yuanheng Zhu et al.

Computing worst-case robust strategies in pursuit-evasion games (PEGs) is time-consuming, especially when real-world factors like partial observability are considered. While important for general security purposes, real-time applicable pursuit strategies for graph-based PEGs are currently missing when the pursuers only have imperfect information about the evader's position. Although state-of-the-art reinforcement learning (RL) methods like Equilibrium Policy Generalization (EPG) and Grasper provide guidelines for learning graph neural network (GNN) policies robust to different game dynamics, they are restricted to the scenario of perfect information and do not take into account the possible case where the evader can predict the pursuers' actions. This paper introduces the first approach to worst-case robust real-time pursuit strategies (R2PS) under partial observability. We first prove that a traditional dynamic programming (DP) algorithm for solving Markov PEGs maintains optimality under the asynchronous moves by the evader. Then, we propose a belief preservation mechanism about the evader's possible positions, extending the DP pursuit strategies to a partially observable setting. Finally, we embed the belief preservation into the state-of-the-art EPG framework to finish our R2PS learning scheme, which leads to a real-time pursuer policy through cross-graph reinforcement learning against the asynchronous-move DP evasion strategies. After reinforcement learning, our policy achieves robust zero-shot generalization to unseen real-world graph structures and consistently outperforms the policy directly trained on the test graphs by the existing game RL approach.

24.1ROSep 23, 2025
World4RL: Diffusion World Models for Policy Refinement with Reinforcement Learning for Robotic Manipulation

Zhennan Jiang, Kai Liu, Yuxin Qin et al.

Robotic manipulation policies are commonly initialized through imitation learning, but their performance is limited by the scarcity and narrow coverage of expert data. Reinforcement learning can refine polices to alleviate this limitation, yet real-robot training is costly and unsafe, while training in simulators suffers from the sim-to-real gap. Recent advances in generative models have demonstrated remarkable capabilities in real-world simulation, with diffusion models in particular excelling at generation. This raises the question of how diffusion model-based world models can be combined to enhance pre-trained policies in robotic manipulation. In this work, we propose World4RL, a framework that employs diffusion-based world models as high-fidelity simulators to refine pre-trained policies entirely in imagined environments for robotic manipulation. Unlike prior works that primarily employ world models for planning, our framework enables direct end-to-end policy optimization. World4RL is designed around two principles: pre-training a diffusion world model that captures diverse dynamics on multi-task datasets and refining policies entirely within a frozen world model to avoid online real-world interactions. We further design a two-hot action encoding scheme tailored for robotic manipulation and adopt diffusion backbones to improve modeling fidelity. Extensive simulation and real-world experiments demonstrate that World4RL provides high-fidelity environment modeling and enables consistent policy refinement, yielding significantly higher success rates compared to imitation learning and other baselines. More visualization results are available at https://world4rl.github.io/.

18.6ROMar 31, 2022
TrajGen: Generating Realistic and Diverse Trajectories with Reactive and Feasible Agent Behaviors for Autonomous Driving

Qichao Zhang, Yinfeng Gao, Yikang Zhang et al.

Realistic and diverse simulation scenarios with reactive and feasible agent behaviors can be used for validation and verification of self-driving system performance without relying on expensive and time-consuming real-world testing. Existing simulators rely on heuristic-based behavior models for background vehicles, which cannot capture the complex interactive behaviors in real-world scenarios. To bridge the gap between simulation and the real world, we propose TrajGen, a two-stage trajectory generation framework, which can capture more realistic behaviors directly from human demonstration. In particular, TrajGen consists of the multi-modal trajectory prediction stage and the reinforcement learning based trajectory modification stage. In the first stage, we propose a novel auxiliary RouteLoss for the trajectory prediction model to generate multi-modal diverse trajectories in the drivable area. In the second stage, reinforcement learning is used to track the predicted trajectories while avoiding collisions, which can improve the feasibility of generated trajectories. In addition, we develop a data-driven simulator I-Sim that can be used to train reinforcement learning models in parallel based on naturalistic driving data. The vehicle model in I-Sim can guarantee that the generated trajectories by TrajGen satisfy vehicle kinematic constraints. Finally, we give comprehensive metrics to evaluate generated trajectories for simulation scenarios, which shows that TrajGen outperforms either trajectory prediction or inverse reinforcement learning in terms of fidelity, reactivity, feasibility, and diversity.

4.0ROFeb 19, 2022
Multi-task Safe Reinforcement Learning for Navigating Intersections in Dense Traffic

Yuqi Liu, Qichao Zhang, Dongbin Zhao

Multi-task intersection navigation including the unprotected turning left, turning right, and going straight in dense traffic is still a challenging task for autonomous driving. For the human driver, the negotiation skill with other interactive vehicles is the key to guarantee safety and efficiency. However, it is hard to balance the safety and efficiency of the autonomous vehicle for multi-task intersection navigation. In this paper, we formulate a multi-task safe reinforcement learning with social attention to improve the safety and efficiency when interacting with other traffic participants. Specifically, the social attention module is used to focus on the states of negotiation vehicles. In addition, a safety layer is added to the multi-task reinforcement learning framework to guarantee safe negotiation. We compare the experiments in the simulator SUMO with abundant traffic flows and CARLA with high-fidelity vehicle models, which both show that the proposed algorithm can improve safety with consistent traffic efficiency for multi-task intersection navigation.

3.7CVNov 15, 2021
Stacked BNAS: Rethinking Broad Convolutional Neural Network for Neural Architecture Search

Zixiang Ding, Yaran Chen, Nannan Li et al.

Different from other deep scalable architecture-based NAS approaches, Broad Neural Architecture Search (BNAS) proposes a broad scalable architecture which consists of convolution and enhancement blocks, dubbed Broad Convolutional Neural Network (BCNN), as the search space for amazing efficiency improvement. BCNN reuses the topologies of cells in the convolution block so that BNAS can employ few cells for efficient search. Moreover, multi-scale feature fusion and knowledge embedding are proposed to improve the performance of BCNN with shallow topology. However, BNAS suffers some drawbacks: 1) insufficient representation diversity for feature fusion and enhancement and 2) time consumption of knowledge embedding design by human experts. This paper proposes Stacked BNAS, whose search space is a developed broad scalable architecture named Stacked BCNN, with better performance than BNAS. On the one hand, Stacked BCNN treats mini BCNN as a basic block to preserve comprehensive representation and deliver powerful feature extraction ability. For multi-scale feature enhancement, each mini BCNN feeds the outputs of deep and broad cells to the enhancement cell. For multi-scale feature fusion, each mini BCNN feeds the outputs of deep, broad and enhancement cells to the output node. On the other hand, Knowledge Embedding Search (KES) is proposed to learn appropriate knowledge embeddings in a differentiable way. Moreover, the basic unit of KES is an over-parameterized knowledge embedding module that consists of all possible candidate knowledge embeddings. Experimental results show that 1) Stacked BNAS obtains better performance than BNAS-v2 on both CIFAR-10 and ImageNet, 2) the proposed KES algorithm contributes to reducing the parameters of the learned architecture with satisfactory performance, and 3) Stacked BNAS delivers a state-of-the-art efficiency of 0.02 GPU days.

1.6LGSep 22, 2021
Benchmarking Lane-changing Decision-making for Deep Reinforcement Learning

Junjie Wang, Qichao Zhang, Dongbin Zhao

The development of autonomous driving has attracted extensive attention in recent years, and it is essential to evaluate the performance of autonomous driving. However, testing on the road is expensive and inefficient. Virtual testing is the primary way to validate and verify self-driving cars, and the basis of virtual testing is to build simulation scenarios. In this paper, we propose a training, testing, and evaluation pipeline for the lane-changing task from the perspective of deep reinforcement learning. First, we design lane change scenarios for training and testing, where the test scenarios include stochastic and deterministic parts. Then, we deploy a set of benchmarks consisting of learning and non-learning approaches. We train several state-of-the-art deep reinforcement learning methods in the designed training scenarios and provide the benchmark metrics evaluation results of the trained models in the test scenarios. The designed lane-changing scenarios and benchmarks are both opened to provide a consistent experimental environment for the lane-changing task.

14.0CVSep 22, 2020
Heuristic Rank Selection with Progressively Searching Tensor Ring Network

Nannan Li, Yu Pan, Yaran Chen et al.

Recently, Tensor Ring Networks (TRNs) have been applied in deep networks, achieving remarkable successes in compression ratio and accuracy. Although highly related to the performance of TRNs, rank selection is seldom studied in previous works and usually set to equal in experiments. Meanwhile, there is not any heuristic method to choose the rank, and an enumerating way to find appropriate rank is extremely time-consuming. Interestingly, we discover that part of the rank elements is sensitive and usually aggregate in a narrow region, namely an interest region. Therefore, based on the above phenomenon, we propose a novel progressive genetic algorithm named Progressively Searching Tensor Ring Network Search (PSTRN), which has the ability to find optimal rank precisely and efficiently. Through the evolutionary phase and progressive phase, PSTRN can converge to the interest region quickly and harvest good performance. Experimental results show that PSTRN can significantly reduce the complexity of seeking rank, compared with the enumerating method. Furthermore, our method is validated on public benchmarks like MNIST, CIFAR10/100, UCF11 and HMDB51, achieving the state-of-the-art performance.

7.9LGSep 21, 2020
Dynamic Horizon Value Estimation for Model-based Reinforcement Learning

Junjie Wang, Qichao Zhang, Dongbin Zhao et al.

Existing model-based value expansion methods typically leverage a world model for value estimation with a fixed rollout horizon to assist policy learning. However, the fixed rollout with an inaccurate model has a potential to harm the learning process. In this paper, we investigate the idea of using the model knowledge for value expansion adaptively. We propose a novel method called Dynamic-horizon Model-based Value Expansion (DMVE) to adjust the world model usage with different rollout horizons. Inspired by reconstruction-based techniques that can be applied for visual data novelty detection, we utilize a world model with a reconstruction module for image feature extraction, in order to acquire more precise value estimation. The raw and the reconstructed images are both used to determine the appropriate horizon for adaptive value expansion. On several benchmark visual control tasks, experimental results show that DMVE outperforms all baselines in sample efficiency and final performance, indicating that DMVE can achieve more effective and accurate value estimation than state-of-the-art model-based methods.

4.2CVSep 18, 2020
BNAS-v2: Memory-efficient and Performance-collapse-prevented Broad Neural Architecture Search

Zixiang Ding, Yaran Chen, Nannan Li et al.

In this paper, we propose BNAS-v2 to further improve the efficiency of NAS, embodying both superiorities of BCNN simultaneously. To mitigate the unfair training issue of BNAS, we employ continuous relaxation strategy to make each edge of cell in BCNN relevant to all candidate operations for over-parameterized BCNN construction. Moreover, the continuous relaxation strategy relaxes the choice of a candidate operation as a softmax over all predefined operations. Consequently, BNAS-v2 employs the gradient-based optimization algorithm to simultaneously update every possible path of over-parameterized BCNN, rather than the single sampled one as BNAS. However, continuous relaxation leads to another issue named performance collapse, in which those weight-free operations are prone to be selected by the search strategy. For this consequent issue, two solutions are given: 1) we propose Confident Learning Rate (CLR) that considers the confidence of gradient for architecture weights update, increasing with the training time of over-parameterized BCNN; 2) we introduce the combination of partial channel connections and edge normalization that also can improve the memory efficiency further. Moreover, we denote differentiable BNAS (i.e. BNAS with continuous relaxation) as BNAS-D, BNAS-D with CLR as BNAS-v2-CLR, and partial-connected BNAS-D as BNAS-v2-PC. Experimental results on CIFAR-10 and ImageNet show that 1) BNAS-v2 delivers state-of-the-art search efficiency on both CIFAR-10 (0.05 GPU days that is 4x faster than BNAS) and ImageNet (0.19 GPU days); and 2) the proposed CLR is effective to alleviate the performance collapse issue in both BNAS-D and vanilla differentiable NAS framework.

16.3ROJul 23, 2020Code
Deep Reinforcement Learning based Automatic Exploration for Navigation in Unknown Environment

Haoran Li, Qichao Zhang, Dongbin Zhao

This paper investigates the automatic exploration problem under the unknown environment, which is the key point of applying the robotic system to some social tasks. The solution to this problem via stacking decision rules is impossible to cover various environments and sensor properties. Learning based control methods are adaptive for these scenarios. However, these methods are damaged by low learning efficiency and awkward transferability from simulation to reality. In this paper, we construct a general exploration framework via decomposing the exploration process into the decision, planning, and mapping modules, which increases the modularity of the robotic system. Based on this framework, we propose a deep reinforcement learning based decision algorithm which uses a deep neural network to learning exploration strategy from the partial map. The results show that this proposed algorithm has better learning efficiency and adaptability for unknown environments. In addition, we conduct the experiments on the physical robot, and the results suggest that the learned policy can be well transfered from simulation to the real robot.

1.2CVJul 15, 2020
ContourRend: A Segmentation Method for Improving Contours by Rendering

Junwen Chen, Yi Lu, Yaran Chen et al.

A good object segmentation should contain clear contours and complete regions. However, mask-based segmentation can not handle contour features well on a coarse prediction grid, thus causing problems of blurry edges. While contour-based segmentation provides contours directly, but misses contours' details. In order to obtain fine contours, we propose a segmentation method named ContourRend which adopts a contour renderer to refine segmentation contours. And we implement our method on a segmentation model based on graph convolutional network (GCN). For the single object segmentation task on cityscapes dataset, the GCN-based segmentation con-tour is used to generate a contour of a single object, then our contour renderer focuses on the pixels around the contour and predicts the category at high resolution. By rendering the contour result, our method reaches 72.41% mean intersection over union (IoU) and surpasses baseline Polygon-GCN by 1.22%.

7.2CVApr 18, 2020
BiFNet: Bidirectional Fusion Network for Road Segmentation

Haoran Li, Yaran Chen, Qichao Zhang et al.

Multi-sensor fusion-based road segmentation plays an important role in the intelligent driving system since it provides a drivable area. The existing mainstream fusion method is mainly to feature fusion in the image space domain which causes the perspective compression of the road and damages the performance of the distant road. Considering the bird's eye views(BEV) of the LiDAR remains the space structure in horizontal plane, this paper proposes a bidirectional fusion network(BiFNet) to fuse the image and BEV of the point cloud. The network consists of two modules: 1) Dense space transformation module, which solves the mutual conversion between camera image space and BEV space. 2) Context-based feature fusion module, which fuses the different sensors information based on the scenes from corresponding features.This method has achieved competitive results on KITTI dataset.

10.1CVApr 10, 2020
ModuleNet: Knowledge-inherited Neural Architecture Search

Yaran Chen, Ruiyuan Gao, Fenggang Liu et al.

Although Neural Architecture Search (NAS) can bring improvement to deep models, they always neglect precious knowledge of existing models. The computation and time costing property in NAS also means that we should not start from scratch to search, but make every attempt to reuse the existing knowledge. In this paper, we discuss what kind of knowledge in a model can and should be used for new architecture design. Then, we propose a new NAS algorithm, namely ModuleNet, which can fully inherit knowledge from existing convolutional neural networks. To make full use of existing models, we decompose existing models into different \textit{module}s which also keep their weights, consisting of a knowledge base. Then we sample and search for new architecture according to the knowledge base. Unlike previous search algorithms, and benefiting from inherited knowledge, our method is able to directly search for architectures in the macro space by NSGA-II algorithm without tuning parameters in these \textit{module}s. Experiments show that our strategy can efficiently evaluate the performance of new architecture even without tuning weights in convolutional layers. With the help of knowledge we inherited, our search results can always achieve better performance on various datasets (CIFAR10, CIFAR100) over original architectures.

8.4AIMar 31, 2020
Enhanced Rolling Horizon Evolution Algorithm with Opponent Model Learning: Results for the Fighting Game AI Competition

Zhentao Tang, Yuanheng Zhu, Dongbin Zhao et al.

The Fighting Game AI Competition (FTGAIC) provides a challenging benchmark for 2-player video game AI. The challenge arises from the large action space, diverse styles of characters and abilities, and the real-time nature of the game. In this paper, we propose a novel algorithm that combines Rolling Horizon Evolution Algorithm (RHEA) with opponent model learning. The approach is readily applicable to any 2-player video game. In contrast to conventional RHEA, an opponent model is proposed and is optimized by supervised learning with cross-entropy and reinforcement learning with policy gradient and Q-learning respectively, based on history observations from opponent. The model is learned during the live gameplay. With the learned opponent model, the extended RHEA is able to make more realistic plans based on what the opponent is likely to do. This tends to lead to better results. We compared our approach directly with the bots from the FTGAIC 2018 competition, and found our method to significantly outperform all of them, for all three character. Furthermore, our proposed bot with the policy-gradient-based opponent model is the only one without using Monte-Carlo Tree Search (MCTS) among top five bots in the 2019 competition in which it achieved second place, while using much less domain knowledge than the winner.

6.7MLJan 18, 2020
BNAS:An Efficient Neural Architecture Search Approach Using Broad Scalable Architecture

Zixiang Ding, Yaran Chen, Nannan Li et al.

In this paper, we propose Broad Neural Architecture Search (BNAS) where we elaborately design broad scalable architecture dubbed Broad Convolutional Neural Network (BCNN) to solve the above issue. On one hand, the proposed broad scalable architecture has fast training speed due to its shallow topology. Moreover, we also adopt reinforcement learning and parameter sharing used in ENAS as the optimization strategy of BNAS. Hence, the proposed approach can achieve higher search efficiency. On the other hand, the broad scalable architecture extracts multi-scale features and enhancement representations, and feeds them into global average pooling layer to yield more reasonable and comprehensive representations. Therefore, the performance of broad scalable architecture can be promised. In particular, we also develop two variants for BNAS who modify the topology of BCNN. In order to verify the effectiveness of BNAS, several experiments are performed and experimental results show that 1) BNAS delivers 0.19 days which is 2.37x less expensive than ENAS who ranks the best in reinforcement learning-based NAS approaches, 2) compared with small-size (0.5 millions parameters) and medium-size (1.1 millions parameters) models, the architecture learned by BNAS obtains state-of-the-art performance (3.58% and 3.24% test error) on CIFAR-10, 3) the learned architecture achieves 25.3% top-1 error on ImageNet just using 3.9 millions parameters.

13.6CVJan 2, 2020
Graph-FCN for image semantic segmentation

Yi Lu, Yaran Chen, Dongbin Zhao et al.

Semantic segmentation with deep learning has achieved great progress in classifying the pixels in the image. However, the local location information is usually ignored in the high-level feature extraction by the deep learning, which is important for image semantic segmentation. To avoid this problem, we propose a graph model initialized by a fully convolutional network (FCN) named Graph-FCN for image semantic segmentation. Firstly, the image grid data is extended to graph structure data by a convolutional network, which transforms the semantic segmentation problem into a graph node classification problem. Then we apply graph convolutional network to solve this graph node classification problem. As far as we know, it is the first time that we apply the graph convolutional network in image semantic segmentation. Our method achieves competitive performance in mean intersection over union (mIOU) on the VOC dataset(about 1.34% improvement), compared to the original FCN model.

24.2MADec 23, 2019
A Survey of Deep Reinforcement Learning in Video Games

Kun Shao, Zhentao Tang, Yuanheng Zhu et al.

Deep reinforcement learning (DRL) has made great achievements since proposed. Generally, DRL agents receive high-dimensional inputs at each step, and make actions according to deep-neural-network-based policies. This learning mechanism updates the policy to maximize the return with an end-to-end method. In this paper, we survey the progress of DRL methods, including value-based, policy gradient, and model-based algorithms, and compare their main techniques and properties. Besides, DRL plays an important role in game artificial intelligence (AI). We also take a review of the achievements of DRL in various video games, including classical Arcade games, first-person perspective games and multi-agent real-time strategy games, from 2D to 3D, and from single-agent to multi-agent. A large number of video game AIs with DRL have achieved super-human performance, while there are still some challenges in this domain. Therefore, we also discuss some key points when applying DRL methods to this field, including exploration-exploitation, sample efficiency, generalization and transfer, multi-agent learning, imperfect information, and delayed spare rewards, as well as some research directions.

4.7CVMay 11, 2019
Graph Attention Memory for Visual Navigation

Dong Li, Qichao Zhang, Dongbin Zhao et al.

Visual navigation in complex environments is inefficient with traditional reactive policy or general-purposed recurrent policy. To address the long-term memory issue, this paper proposes a graph attention memory (GAM) architecture consisting of memory construction module, graph attention module and control module. The memory construction module builds the topological graph based on supervised learning by taking the exploration prior. Then, guided attention features are extracted with the graph attention module. Finally, the deep reinforcement learning based control module makes decisions based on visual observations and guided attention features. Detailed convergence analysis of GAM is presented in this paper. We evaluate GAM-based navigation system in two complex 3D environments. Experimental results show that the GAM-based navigation system significantly improves learning efficiency and outperforms all baselines in average success rate.

20.6ROMar 30, 2019
Lane Change Decision-making through Deep Reinforcement Learning with Rule-based Constraints

Junjie Wang, Qichao Zhang, Dongbin Zhao et al.

Autonomous driving decision-making is a great challenge due to the complexity and uncertainty of the traffic environment. Combined with the rule-based constraints, a Deep Q-Network (DQN) based method is applied for autonomous driving lane change decision-making task in this study. Through the combination of high-level lateral decision-making and low-level rule-based trajectory modification, a safe and efficient lane change behavior can be achieved. With the setting of our state representation and reward function, the trained agent is able to take appropriate actions in a real-world-like simulator. The generated policy is evaluated on the simulator for 10 times, and the results demonstrate that the proposed rule-based DQN method outperforms the rule-based approach and the DQN method.

10.8LGOct 30, 2018
Reinforcement Learning and Deep Learning based Lateral Control for Autonomous Driving

Dong Li, Dongbin Zhao, Qichao Zhang et al.

This paper investigates the vision-based autonomous driving with deep learning and reinforcement learning methods. Different from the end-to-end learning method, our method breaks the vision-based lateral control system down into a perception module and a control module. The perception module which is based on a multi-task learning neural network first takes a driver-view image as its input and predicts the track features. The control module which is based on reinforcement learning then makes a control decision based on these features. In order to improve the data efficiency, we propose visual TORCS (VTORCS), a deep reinforcement learning environment which is based on the open racing car simulator (TORCS). By means of the provided functions, one can train an agent with the input of an image or various physical sensor measurement, or evaluate the perception algorithm on this simulator. The trained reinforcement learning controller outperforms the linear quadratic regulator (LQR) controller and model predictive control (MPC) controller on different tracks. The experiments demonstrate that the perception module shows promising performance and the controller is capable of controlling the vehicle drive well along the track center with visual input.

24.0AIApr 3, 2018Code
StarCraft Micromanagement with Reinforcement Learning and Curriculum Transfer Learning

Kun Shao, Yuanheng Zhu, Dongbin Zhao

Real-time strategy games have been an important field of game artificial intelligence in recent years. This paper presents a reinforcement learning and curriculum transfer learning method to control multiple units in StarCraft micromanagement. We define an efficient state representation, which breaks down the complexity caused by the large state space in the game environment. Then a parameter sharing multi-agent gradientdescent Sarsa(λ) (PS-MAGDS) algorithm is proposed to train the units. The learning policy is shared among our units to encourage cooperative behaviors. We use a neural network as a function approximator to estimate the action-value function, and propose a reward function to help units balance their move and attack. In addition, a transfer learning method is used to extend our model to more difficult scenarios, which accelerates the training process and improves the learning performance. In small scale scenarios, our units successfully learn to combat and defeat the built-in AI with 100% win rates. In large scale scenarios, curriculum transfer learning method is used to progressively train a group of units, and shows superior performance over some baseline methods in target scenarios. With reinforcement learning and curriculum transfer learning, our units are able to learn appropriate strategies in StarCraft micromanagement scenarios.