Yi Wu

LG
h-index18
22papers
2,383citations
Novelty61%
AI Score49

22 Papers

12.3CRJun 14, 2023Code
Efficient Backdoor Attacks for Deep Neural Networks in Real-world Scenarios

Ziqiang Li, Hong Sun, Pengfei Xia et al.

Recent deep neural networks (DNNs) have came to rely on vast amounts of training data, providing an opportunity for malicious attackers to exploit and contaminate the data to carry out backdoor attacks. However, existing backdoor attack methods make unrealistic assumptions, assuming that all training data comes from a single source and that attackers have full access to the training data. In this paper, we introduce a more realistic attack scenario where victims collect data from multiple sources, and attackers cannot access the complete training data. We refer to this scenario as data-constrained backdoor attacks. In such cases, previous attack methods suffer from severe efficiency degradation due to the entanglement between benign and poisoning features during the backdoor injection process. To tackle this problem, we introduce three CLIP-based technologies from two distinct streams: Clean Feature Suppression and Poisoning Feature Augmentation.effective solution for data-constrained backdoor attacks. The results demonstrate remarkable improvements, with some settings achieving over 100% improvement compared to existing attacks in data-constrained scenarios. Code is available at https://github.com/sunh1113/Efficient-backdoor-attacks-for-deep-neural-networks-in-real-world-scenarios

8.8LGOct 23, 2023
Iteratively Learn Diverse Strategies with State Distance Information

Wei Fu, Weihua Du, Jingwei Li et al. · cmu

In complex reinforcement learning (RL) problems, policies with similar rewards may have substantially different behaviors. It remains a fundamental challenge to optimize rewards while also discovering as many diverse strategies as possible, which can be crucial in many practical applications. Our study examines two design choices for tackling this challenge, i.e., diversity measure and computation framework. First, we find that with existing diversity measures, visually indistinguishable policies can still yield high diversity scores. To accurately capture the behavioral difference, we propose to incorporate the state-space distance information into the diversity measure. In addition, we examine two common computation frameworks for this problem, i.e., population-based training (PBT) and iterative learning (ITR). We show that although PBT is the precise problem formulation, ITR can achieve comparable diversity scores with higher computation efficiency, leading to improved solution quality in practice. Based on our analysis, we further combine ITR with two tractable realizations of the state-distance-based diversity measures and develop a novel diversity-driven RL algorithm, State-based Intrinsic-reward Policy Optimization (SIPO), with provable convergence properties. We empirically examine SIPO across three domains from robot locomotion to multi-agent games. In all of our testing environments, SIPO consistently produces strategically diverse and human-interpretable policies that cannot be discovered by existing baselines.

37.2AIOct 29, 2023
Language Agents with Reinforcement Learning for Strategic Play in the Werewolf Game

Zelai Xu, Chao Yu, Fei Fang et al.

Agents built with large language models (LLMs) have shown great potential across a wide range of domains. However, in complex decision-making tasks, pure LLM-based agents tend to exhibit intrinsic bias in their choice of actions, which is inherited from the model's training data and results in suboptimal performance. To develop strategic language agents, i.e., agents that generate flexible language actions and possess strong decision-making abilities, we propose a novel framework that powers LLM-based agents with reinforcement learning (RL). We consider Werewolf, a popular social deduction game, as a challenging testbed that emphasizes versatile communication and strategic gameplay. To mitigate the intrinsic bias in language actions, our agents use an LLM to perform deductive reasoning and generate a diverse set of action candidates. Then an RL policy trained to optimize the decision-making ability chooses an action from the candidates to play in the game. Extensive experiments show that our agents overcome the intrinsic bias and outperform existing LLM-based agents in the Werewolf game. We also conduct human-agent experiments and find that our agents achieve human-level performance and demonstrate strong strategic play.

12.5AIOct 22, 2024
ICPL: Few-shot In-context Preference Learning via LLMs

Chao Yu, Qixin Tan, Hong Lu et al.

Preference-based reinforcement learning is an effective way to handle tasks where rewards are hard to specify but can be exceedingly inefficient as preference learning is often tabula rasa. We demonstrate that Large Language Models (LLMs) have native preference-learning capabilities that allow them to achieve sample-efficient preference learning, addressing this challenge. We propose In-Context Preference Learning (ICPL), which uses in-context learning capabilities of LLMs to reduce human query inefficiency. ICPL uses the task description and basic environment code to create sets of reward functions which are iteratively refined by placing human feedback over videos of the resultant policies into the context of an LLM and then requesting better rewards. We first demonstrate ICPL's effectiveness through a synthetic preference study, providing quantitative evidence that it significantly outperforms baseline preference-based methods with much higher performance and orders of magnitude greater efficiency. We observe that these improvements are not solely coming from LLM grounding in the task but that the quality of the rewards improves over time, indicating preference learning capabilities. Additionally, we perform a series of real human preference-learning trials and observe that ICPL extends beyond synthetic settings and can work effectively with humans-in-the-loop.

7.1LGNov 18, 2025
Extending Test-Time Scaling: A 3D Perspective with Context, Batch, and Turn

Chao Yu, Qixin Tan, Jiaxuan Gao et al.

Reasoning reinforcement learning (RL) has recently revealed a new scaling effect: test-time scaling. Thinking models such as R1 and o1 improve their reasoning accuracy at test time as the length of the reasoning context increases. However, compared with training-time scaling, test-time scaling is fundamentally limited by the limited context length of base models, which remains orders of magnitude smaller than the amount of tokens consumed during training. We revisit test-time enhancement techniques through the lens of scaling effect and introduce a unified framework of multi-dimensional test-time scaling to extend the capacity of test-time reasoning. Beyond conventional context-length scaling, we consider two additional dimensions: batch scaling, where accuracy improves with parallel sampling, and turn scaling, where iterative self-refinement enhances reasoning quality. Building on this perspective, we propose 3D test-time scaling, which integrates context, batch, and turn scaling. We show that: (1) each dimension demonstrates a test-time scaling effect, but with a bounded capacity; (2) combining all three dimensions substantially improves the reasoning performance of challenging testbeds, including IOI, IMO, and CPHO, and further benefits from human preference feedback; and (3) the human-in-the-loop framework naturally extends to a more open-ended domain, i.e., embodied learning, which enables the design of humanoid control behaviors.

3.6CVAug 8, 2025
A Semantic Segmentation Algorithm for Pleural Effusion Based on DBIF-AUNet

Ruixiang Tang, Mingda Zhang, Jianglong Qin et al.

Pleural effusion semantic segmentation can significantly enhance the accuracy and timeliness of clinical diagnosis and treatment by precisely identifying disease severity and lesion areas. Currently, semantic segmentation of pleural effusion CT images faces multiple challenges. These include similar gray levels between effusion and surrounding tissues, blurred edges, and variable morphology. Existing methods often struggle with diverse image variations and complex edges, primarily because direct feature concatenation causes semantic gaps. To address these challenges, we propose the Dual-Branch Interactive Fusion Attention model (DBIF-AUNet). This model constructs a densely nested skip-connection network and innovatively refines the Dual-Domain Feature Disentanglement module (DDFD). The DDFD module orthogonally decouples the functions of dual-domain modules to achieve multi-scale feature complementarity and enhance characteristics at different levels. Concurrently, we design a Branch Interaction Attention Fusion module (BIAF) that works synergistically with the DDFD. This module dynamically weights and fuses global, local, and frequency band features, thereby improving segmentation robustness. Furthermore, we implement a nested deep supervision mechanism with hierarchical adaptive hybrid loss to effectively address class imbalance. Through validation on 1,622 pleural effusion CT images from Southwest Hospital, DBIF-AUNet achieved IoU and Dice scores of 80.1% and 89.0% respectively. These results outperform state-of-the-art medical image segmentation models U-Net++ and Swin-UNet by 5.7%/2.7% and 2.2%/1.5% respectively, demonstrating significant optimization in segmentation accuracy for complex pleural effusion CT images.

0.5CLDec 13, 2021
Native Chinese Reader: A Dataset Towards Native-Level Chinese Machine Reading Comprehension

Shusheng Xu, Yichen Liu, Xiaoyu Yi et al.

We present Native Chinese Reader (NCR), a new machine reading comprehension (MRC) dataset with particularly long articles in both modern and classical Chinese. NCR is collected from the exam questions for the Chinese course in China's high schools, which are designed to evaluate the language proficiency of native Chinese youth. Existing Chinese MRC datasets are either domain-specific or focusing on short contexts of a few hundreds of characters in modern Chinese only. By contrast, NCR contains 8390 documents with an average length of 1024 characters covering a wide range of Chinese writing styles, including modern articles, classical literature and classical poetry. A total of 20477 questions on these documents also require strong reasoning abilities and common sense to figure out the correct answers. We implemented multiple baseline models using popular Chinese pre-trained models and additionally launched an online competition using our dataset to examine the limit of current methods. The best model achieves 59% test accuracy while human evaluation shows an average accuracy of 79%, which indicates a significant performance gap between current MRC models and native Chinese speakers. We release the dataset at https://sites.google.com/view/native-chinese-reader/.

15.5LGNov 8, 2021
Variational Automatic Curriculum Learning for Sparse-Reward Cooperative Multi-Agent Problems

Jiayu Chen, Yuanxin Zhang, Yuanfan Xu et al.

We introduce a curriculum learning algorithm, Variational Automatic Curriculum Learning (VACL), for solving challenging goal-conditioned cooperative multi-agent reinforcement learning problems. We motivate our paradigm through a variational perspective, where the learning objective can be decomposed into two terms: task learning on the current task distribution, and curriculum update to a new task distribution. Local optimization over the second term suggests that the curriculum should gradually expand the training tasks from easy to hard. Our VACL algorithm implements this variational paradigm with two practical components, task expansion and entity progression, which produces training curricula over both the task configurations as well as the number of entities in the task. Experiment results show that VACL solves a collection of sparse-reward problems with a large number of agents. Particularly, using a single desktop machine, VACL achieves 98% coverage rate with 100 agents in the simple-spread benchmark and reproduces the ramp-use behavior originally shown in OpenAI's hide-and-seek project. Our project website is at https://sites.google.com/view/vacl-neurips-2021.

5.5LGJun 10, 2021
DAIR: Disentangled Attention Intrinsic Regularization for Safe and Efficient Bimanual Manipulation

Minghao Zhang, Pingcheng Jian, Yi Wu et al.

We address the problem of safely solving complex bimanual robot manipulation tasks with sparse rewards. Such challenging tasks can be decomposed into sub-tasks that are accomplishable by different robots concurrently or sequentially for better efficiency. While previous reinforcement learning approaches primarily focus on modeling the compositionality of sub-tasks, two fundamental issues are largely ignored particularly when learning cooperative strategies for two robots: (i) domination, i.e., one robot may try to solve a task by itself and leaves the other idle; (ii) conflict, i.e., one robot can interrupt another's workspace when executing different sub-tasks simultaneously, which leads to unsafe collisions. To tackle these two issues, we propose a novel technique called disentangled attention, which provides an intrinsic regularization for two robots to focus on separate sub-tasks and objects. We evaluate our method on five bimanual manipulation tasks. Experimental results show that our proposed intrinsic regularization successfully avoids domination and reduces conflicts for the policies, which leads to significantly more efficient and safer cooperative strategies than all the baselines. Our project page with videos is at https://mehooz.github.io/bimanual-attention.

13.1LGMar 13, 2021Code
Solving Compositional Reinforcement Learning Problems via Task Reduction

Yunfei Li, Yilin Wu, Huazhe Xu et al.

We propose a novel learning paradigm, Self-Imitation via Reduction (SIR), for solving compositional reinforcement learning problems. SIR is based on two core ideas: task reduction and self-imitation. Task reduction tackles a hard-to-solve task by actively reducing it to an easier task whose solution is known by the RL agent. Once the original hard task is successfully solved by task reduction, the agent naturally obtains a self-generated solution trajectory to imitate. By continuously collecting and imitating such demonstrations, the agent is able to progressively expand the solved subspace in the entire task space. Experiment results show that SIR can significantly accelerate and improve learning on a variety of challenging sparse-reward continuous-control problems with compositional structures. Code and videos are available at https://sites.google.com/view/sir-compositional.

15.0LGDec 15, 2020
BeBold: Exploration Beyond the Boundary of Explored Regions

Tianjun Zhang, Huazhe Xu, Xiaolong Wang et al.

Efficient exploration under sparse rewards remains a key challenge in deep reinforcement learning. To guide exploration, previous work makes extensive use of intrinsic reward (IR). There are many heuristics for IR, including visitation counts, curiosity, and state-difference. In this paper, we analyze the pros and cons of each method and propose the regulated difference of inverse visitation counts as a simple but effective criterion for IR. The criterion helps the agent explore Beyond the Boundary of explored regions and mitigates common issues in count-based methods, such as short-sightedness and detachment. The resulting method, BeBold, solves the 12 most challenging procedurally-generated tasks in MiniGrid with just 120M environment steps, without any curriculum learning. In comparison, the previous SoTA only solves 50% of the tasks. BeBold also achieves SoTA on multiple tasks in NetHack, a popular rogue-like game that contains more challenging procedurally-generated environments.

14.0LGOct 16, 2020Code
Multi-Agent Collaboration via Reward Attribution Decomposition

Tianjun Zhang, Huazhe Xu, Xiaolong Wang et al.

Recent advances in multi-agent reinforcement learning (MARL) have achieved super-human performance in games like Quake 3 and Dota 2. Unfortunately, these techniques require orders-of-magnitude more training rounds than humans and don't generalize to new agent configurations even on the same game. In this work, we propose Collaborative Q-learning (CollaQ) that achieves state-of-the-art performance in the StarCraft multi-agent challenge and supports ad hoc team play. We first formulate multi-agent collaboration as a joint optimization on reward assignment and show that each agent has an approximately optimal policy that decomposes into two parts: one part that only relies on the agent's own state, and the other part that is related to states of nearby agents. Following this novel finding, CollaQ decomposes the Q-function of each agent into a self term and an interactive term, with a Multi-Agent Reward Attribution (MARA) loss that regularizes the training. CollaQ is evaluated on various StarCraft maps and shows that it outperforms existing state-of-the-art techniques (i.e., QMIX, QTRAN, and VDN) by improving the win rate by 40% with the same number of samples. In the more challenging ad hoc team play setting (i.e., reweight/add/remove units without re-training or finetuning), CollaQ outperforms previous SoTA by over 30%.

30.7LGMar 30, 2020
Multi-Task Reinforcement Learning with Soft Modularization

Ruihan Yang, Huazhe Xu, Yi Wu et al.

Multi-task learning is a very challenging problem in reinforcement learning. While training multiple tasks jointly allow the policies to share parameters across different tasks, the optimization problem becomes non-trivial: It remains unclear what parameters in the network should be reused across tasks, and how the gradients from different tasks may interfere with each other. Thus, instead of naively sharing parameters across tasks, we introduce an explicit modularization technique on policy representation to alleviate this optimization issue. Given a base policy network, we design a routing network which estimates different routing strategies to reconfigure the base network for each task. Instead of directly selecting routes for each task, our task-specific policy uses a method called soft modularization to softly combine all the possible routes, which makes it suitable for sequential tasks. We experiment with various robotics manipulation tasks in simulation and show our method improves both sample efficiency and performance over strong baselines by a large margin.

15.6LGMar 23, 2020Code
Evolutionary Population Curriculum for Scaling Multi-Agent Reinforcement Learning

Qian Long, Zihan Zhou, Abhibav Gupta et al.

In multi-agent games, the complexity of the environment can grow exponentially as the number of agents increases, so it is particularly challenging to learn good policies when the agent population is large. In this paper, we introduce Evolutionary Population Curriculum (EPC), a curriculum learning paradigm that scales up Multi-Agent Reinforcement Learning (MARL) by progressively increasing the population of training agents in a stage-wise manner. Furthermore, EPC uses an evolutionary approach to fix an objective misalignment issue throughout the curriculum: agents successfully trained in an early stage with a small population are not necessarily the best candidates for adapting to later stages with scaled populations. Concretely, EPC maintains multiple sets of agents in each stage, performs mix-and-match and fine-tuning over these sets and promotes the sets of agents with the best adaptability to the next stage. We implement EPC on a popular MARL algorithm, MADDPG, and empirically show that our approach consistently outperforms baselines by a large margin as the number of agents grows exponentially.

24.4LGOct 12, 2019Code
Influence-Based Multi-Agent Exploration

Tonghan Wang, Jianhao Wang, Yi Wu et al.

Intrinsically motivated reinforcement learning aims to address the exploration challenge for sparse-reward tasks. However, the study of exploration methods in transition-dependent multi-agent settings is largely absent from the literature. We aim to take a step towards solving this problem. We present two exploration methods: exploration via information-theoretic influence (EITI) and exploration via decision-theoretic influence (EDTI), by exploiting the role of interaction in coordinated behaviors of agents. EITI uses mutual information to capture influence transition dynamics. EDTI uses a novel intrinsic reward, called Value of Interaction (VoI), to characterize and quantify the influence of one agent's behavior on expected returns of other agents. By optimizing EITI or EDTI objective as a regularizer, agents are encouraged to coordinate their exploration and learn policies to optimize team performance. We show how to optimize these regularizers so that they can be easily integrated with policy gradient reinforcement learning. The resulting update rule draws a connection between coordinated exploration and intrinsic reward distribution. Finally, we empirically demonstrate the significant strength of our method in a variety of multi-agent scenarios.

41.0LGSep 17, 2019Code
Emergent Tool Use From Multi-Agent Autocurricula

Bowen Baker, Ingmar Kanitscheider, Todor Markov et al.

Through multi-agent competition, the simple objective of hide-and-seek, and standard reinforcement learning algorithms at scale, we find that agents create a self-supervised autocurriculum inducing multiple distinct rounds of emergent strategy, many of which require sophisticated tool use and coordination. We find clear evidence of six emergent phases in agent strategy in our environment, each of which creates a new pressure for the opposing team to adapt; for instance, agents learn to build multi-object shelters using moveable boxes which in turn leads to agents discovering that they can overcome obstacles using ramps. We further provide evidence that multi-agent competition may scale better with increasing environment complexity and leads to behavior that centers around far more human-relevant skills than other self-supervised reinforcement learning methods such as intrinsic motivation. Finally, we propose transfer and fine-tuning as a way to quantitatively evaluate targeted capabilities, and we compare hide-and-seek agents to both intrinsic motivation and random initialization baselines in a suite of domain-specific intelligence tests.

17.0MANov 6, 2018
Deep Reinforcement Learning for Green Security Games with Real-Time Information

Yufei Wang, Zheyuan Ryan Shi, Lantao Yu et al.

Green Security Games (GSGs) have been proposed and applied to optimize patrols conducted by law enforcement agencies in green security domains such as combating poaching, illegal logging and overfishing. However, real-time information such as footprints and agents' subsequent actions upon receiving the information, e.g., rangers following the footprints to chase the poacher, have been neglected in previous work. To fill the gap, we first propose a new game model GSG-I which augments GSGs with sequential movement and the vital element of real-time information. Second, we design a novel deep reinforcement learning-based algorithm, DeDOL, to compute a patrolling strategy that adapts to the real-time information against a best-responding attacker. DeDOL is built upon the double oracle framework and the policy-space response oracle, solving a restricted game and iteratively adding best response strategies to it through training deep Q-networks. Exploring the game structure, DeDOL uses domain-specific heuristic strategies as initial strategies and constructs several local modes for efficient and parallelized training. To our knowledge, this is the first attempt to use Deep Q-Learning for security games.

14.3AIJun 6, 2018
Discrete-Continuous Mixtures in Probabilistic Programming: Generalized Semantics and Inference Algorithms

Yi Wu, Siddharth Srivastava, Nicholas Hay et al.

Despite the recent successes of probabilistic programming languages (PPLs) in AI applications, PPLs offer only limited support for random variables whose distributions combine discrete and continuous elements. We develop the notion of measure-theoretic Bayesian networks (MTBNs) and use it to provide more general semantics for PPLs with arbitrarily many random variables defined over arbitrary measure spaces. We develop two new general sampling algorithms that are provably correct under the MTBN framework: the lexicographic likelihood weighting (LLW) for general MTBNs and the lexicographic particle filter (LPF), a specialized algorithm for state-space models. We further integrate MTBNs into a widely used PPL system, BLOG, and verify the effectiveness of the new inference algorithms through representative examples.

23.1AIAug 21, 2017
Meta-Learning MCMC Proposals

Tongzhou Wang, Yi Wu, David A. Moore et al.

Effective implementations of sampling-based probabilistic inference often require manually constructed, model-specific proposals. Inspired by recent progresses in meta-learning for training learning agents that can generalize to unseen environments, we propose a meta-learning approach to building effective and generalizable MCMC proposals. We parametrize the proposal as a neural network to provide fast approximations to block Gibbs conditionals. The learned neural proposals generalize to occurrences of common structural motifs across different models, allowing for the construction of a library of learned inference primitives that can accelerate inference on unseen models with no model-specific training required. We explore several applications including open-universe Gaussian mixture models, in which our learned proposals outperform a hand-tuned sampler, and a real-world named entity recognition task, in which our sampler yields higher final F1 scores than classical single-site Gibbs sampling.

9.1AIJun 30, 2016
Swift: Compiled Inference for Probabilistic Programming Languages

Yi Wu, Lei Li, Stuart Russell et al.

A probabilistic program defines a probability measure over its semantic structures. One common goal of probabilistic programming languages (PPLs) is to compute posterior probabilities for arbitrary models and queries, given observed evidence, using a generic inference engine. Most PPL inference engines---even the compiled ones---incur significant runtime interpretation overhead, especially for contingent and open-universe models. This paper describes Swift, a compiler for the BLOG PPL. Swift-generated code incorporates optimizations that eliminate interpretation overhead, maintain dynamic dependencies efficiently, and handle memory management for possible worlds of varying sizes. Experiments comparing Swift with other PPL engines on a variety of inference problems demonstrate speedups ranging from 12x to 326x.

2.5AIMar 29, 2016
Towards Practical Bayesian Parameter and State Estimation

Yusuf Bugra Erol, Yi Wu, Lei Li et al.

Joint state and parameter estimation is a core problem for dynamic Bayesian networks. Although modern probabilistic inference toolkits make it relatively easy to specify large and practically relevant probabilistic models, the silver bullet---an efficient and general online inference algorithm for such problems---remains elusive, forcing users to write special-purpose code for each application. We propose a novel blackbox algorithm -- a hybrid of particle filtering for state variables and assumed density filtering for parameter variables. It has following advantages: (a) it is efficient due to its online nature, and (b) it is applicable to both discrete and continuous parameter spaces . On a variety of toy and real models, our system is able to generate more accurate results within a fixed computation budget. This preliminary evidence indicates that the proposed approach is likely to be of practical use.

48.8AIFeb 9, 2016Code
Value Iteration Networks

Aviv Tamar, Yi Wu, Garrett Thomas et al.

We introduce the value iteration network (VIN): a fully differentiable neural network with a `planning module' embedded within. VINs can learn to plan, and are suitable for predicting outcomes that involve planning-based reasoning, such as policies for reinforcement learning. Key to our approach is a novel differentiable approximation of the value-iteration algorithm, which can be represented as a convolutional neural network, and trained end-to-end using standard backpropagation. We evaluate VIN based policies on discrete and continuous path-planning domains, and on a natural-language based search task. We show that by learning an explicit planning computation, VIN policies generalize better to new, unseen domains.