Lipeng Wan

LG
h-index10
8papers
36citations
Novelty41%
AI Score32

8 Papers

3.0IVAug 10, 2023Code
High-performance Data Management for Whole Slide Image Analysis in Digital Pathology

Haoju Leng, Ruining Deng, Shunxing Bao et al.

When dealing with giga-pixel digital pathology in whole-slide imaging, a notable proportion of data records holds relevance during each analysis operation. For instance, when deploying an image analysis algorithm on whole-slide images (WSI), the computational bottleneck often lies in the input-output (I/O) system. This is particularly notable as patch-level processing introduces a considerable I/O load onto the computer system. However, this data management process could be further paralleled, given the typical independence of patch-level image processes across different patches. This paper details our endeavors in tackling this data access challenge by implementing the Adaptable IO System version 2 (ADIOS2). Our focus has been constructing and releasing a digital pathology-centric pipeline using ADIOS2, which facilitates streamlined data management across WSIs. Additionally, we've developed strategies aimed at curtailing data retrieval times. The performance evaluation encompasses two key scenarios: (1) a pure CPU-based image analysis scenario ("CPU scenario"), and (2) a GPU-based deep learning framework scenario ("GPU scenario"). Our findings reveal noteworthy outcomes. Under the CPU scenario, ADIOS2 showcases an impressive two-fold speed-up compared to the brute-force approach. In the GPU scenario, its performance stands on par with the cutting-edge GPU I/O acceleration framework, NVIDIA Magnum IO GPU Direct Storage (GDS). From what we know, this appears to be among the initial instances, if any, of utilizing ADIOS2 within the field of digital pathology. The source code has been made publicly available at https://github.com/hrlblab/adios.

5.9MANov 22, 2022
Greedy based Value Representation for Optimal Coordination in Multi-agent Reinforcement Learning

Lipeng Wan, Zeyang Liu, Xingyu Chen et al.

Due to the representation limitation of the joint Q value function, multi-agent reinforcement learning methods with linear value decomposition (LVD) or monotonic value decomposition (MVD) suffer from relative overgeneralization. As a result, they can not ensure optimal consistency (i.e., the correspondence between individual greedy actions and the maximal true Q value). In this paper, we derive the expression of the joint Q value function of LVD and MVD. According to the expression, we draw a transition diagram, where each self-transition node (STN) is a possible convergence. To ensure optimal consistency, the optimal node is required to be the unique STN. Therefore, we propose the greedy-based value representation (GVR), which turns the optimal node into an STN via inferior target shaping and further eliminates the non-optimal STNs via superior experience replay. In addition, GVR achieves an adaptive trade-off between optimality and stability. Our method outperforms state-of-the-art baselines in experiments on various benchmarks. Theoretical proofs and empirical results on matrix games demonstrate that GVR ensures optimal consistency under sufficient exploration.

2.8CVApr 25, 2023
MMRDN: Consistent Representation for Multi-View Manipulation Relationship Detection in Object-Stacked Scenes

Han Wang, Jiayuan Zhang, Lipeng Wan et al.

Manipulation relationship detection (MRD) aims to guide the robot to grasp objects in the right order, which is important to ensure the safety and reliability of grasping in object stacked scenes. Previous works infer manipulation relationship by deep neural network trained with data collected from a predefined view, which has limitation in visual dislocation in unstructured environments. Multi-view data provide more comprehensive information in space, while a challenge of multi-view MRD is domain shift. In this paper, we propose a novel multi-view fusion framework, namely multi-view MRD network (MMRDN), which is trained by 2D and 3D multi-view data. We project the 2D data from different views into a common hidden space and fit the embeddings with a set of Von-Mises-Fisher distributions to learn the consistent representations. Besides, taking advantage of position information within the 3D data, we select a set of $K$ Maximum Vertical Neighbors (KMVN) points from the point cloud of each object pair, which encodes the relative position of these two objects. Finally, the features of multi-view 2D and 3D data are concatenated to predict the pairwise relationship of objects. Experimental results on the challenging REGRAD dataset show that MMRDN outperforms the state-of-the-art methods in multi-view MRD tasks. The results also demonstrate that our model trained by synthetic data is capable to transfer to real-world scenarios.

4.1LGApr 5, 2025Code
MInCo: Mitigating Information Conflicts in Distracted Visual Model-based Reinforcement Learning

Shiguang Sun, Hanbo Zhang, Zeyang Liu et al.

Existing visual model-based reinforcement learning (MBRL) algorithms with observation reconstruction often suffer from information conflicts, making it difficult to learn compact representations and hence result in less robust policies, especially in the presence of task-irrelevant visual distractions. In this paper, we first reveal that the information conflicts in current visual MBRL algorithms stem from visual representation learning and latent dynamics modeling with an information-theoretic perspective. Based on this finding, we present a new algorithm to resolve information conflicts for visual MBRL, named MInCo, which mitigates information conflicts by leveraging negative-free contrastive learning, aiding in learning invariant representation and robust policies despite noisy observations. To prevent the dominance of visual representation learning, we introduce time-varying reweighting to bias the learning towards dynamics modeling as training proceeds. We evaluate our method on several robotic control tasks with dynamic background distractions. Our experiments demonstrate that MInCo learns invariant representations against background noise and consistently outperforms current state-of-the-art visual MBRL methods. Code is available at https://github.com/ShiguangSun/minco.

4.1LGApr 7, 2025Code
Playing Non-Embedded Card-Based Games with Reinforcement Learning

Tianyang Wu, Lipeng Wan, Yuhang Wang et al.

Significant progress has been made in AI for games, including board games, MOBA, and RTS games. However, complex agents are typically developed in an embedded manner, directly accessing game state information, unlike human players who rely on noisy visual data, leading to unfair competition. Developing complex non-embedded agents remains challenging, especially in card-based RTS games with complex features and large state spaces. We propose a non-embedded offline reinforcement learning training strategy using visual inputs to achieve real-time autonomous gameplay in the RTS game Clash Royale. Due to the lack of a object detection dataset for this game, we designed an efficient generative object detection dataset for training. We extract features using state-of-the-art object detection and optical character recognition models. Our method enables real-time image acquisition, perception feature fusion, decision-making, and control on mobile devices, successfully defeating built-in AI opponents. All code is open-sourced at https://github.com/wty-yy/katacr.

7.9LGFeb 28, 2024
Imagine, Initialize, and Explore: An Effective Exploration Method in Multi-Agent Reinforcement Learning

Zeyang Liu, Lipeng Wan, Xinrui Yang et al.

Effective exploration is crucial to discovering optimal strategies for multi-agent reinforcement learning (MARL) in complex coordination tasks. Existing methods mainly utilize intrinsic rewards to enable committed exploration or use role-based learning for decomposing joint action spaces instead of directly conducting a collective search in the entire action-observation space. However, they often face challenges obtaining specific joint action sequences to reach successful states in long-horizon tasks. To address this limitation, we propose Imagine, Initialize, and Explore (IIE), a novel method that offers a promising solution for efficient multi-agent exploration in complex scenarios. IIE employs a transformer model to imagine how the agents reach a critical state that can influence each other's transition functions. Then, we initialize the environment at this state using a simulator before the exploration phase. We formulate the imagination as a sequence modeling problem, where the states, observations, prompts, actions, and rewards are predicted autoregressively. The prompt consists of timestep-to-go, return-to-go, influence value, and one-shot demonstration, specifying the desired state and trajectory as well as guiding the action generation. By initializing agents at the critical states, IIE significantly increases the likelihood of discovering potentially important under-explored regions. Despite its simplicity, empirical results demonstrate that our method outperforms multi-agent exploration baselines on the StarCraft Multi-Agent Challenge (SMAC) and SMACv2 environments. Particularly, IIE shows improved performance in the sparse-reward SMAC tasks and produces more effective curricula over the initialized states than other generative methods, such as CVAE-GAN and diffusion models.

2.3LGDec 7, 2020
Multi-agent Policy Optimization with Approximatively Synchronous Advantage Estimation

Lipeng Wan, Xuwei Song, Xuguang Lan et al.

Cooperative multi-agent tasks require agents to deduce their own contributions with shared global rewards, known as the challenge of credit assignment. General methods for policy based multi-agent reinforcement learning to solve the challenge introduce differentiate value functions or advantage functions for individual agents. In multi-agent system, polices of different agents need to be evaluated jointly. In order to update polices synchronously, such value functions or advantage functions also need synchronous evaluation. However, in current methods, value functions or advantage functions use counter-factual joint actions which are evaluated asynchronously, thus suffer from natural estimation bias. In this work, we propose the approximatively synchronous advantage estimation. We first derive the marginal advantage function, an expansion from single-agent advantage function to multi-agent system. Further more, we introduce a policy approximation for synchronous advantage estimation, and break down the multi-agent policy optimization problem into multiple sub-problems of single-agent policy optimization. Our method is compared with baseline algorithms on StarCraft multi-agent challenges, and shows the best performance on most of the tasks.

13.2ROSep 19, 2018
A Multi-task Convolutional Neural Network for Autonomous Robotic Grasping in Object Stacking Scenes

Hanbo Zhang, Xuguang Lan, Site Bai et al.

Autonomous robotic grasping plays an important role in intelligent robotics. However, how to help the robot grasp specific objects in object stacking scenes is still an open problem, because there are two main challenges for autonomous robots: (1)it is a comprehensive task to know what and how to grasp; (2)it is hard to deal with the situations in which the target is hidden or covered by other objects. In this paper, we propose a multi-task convolutional neural network for autonomous robotic grasping, which can help the robot find the target, make the plan for grasping and finally grasp the target step by step in object stacking scenes. We integrate vision-based robotic grasping detection and visual manipulation relationship reasoning in one single deep network and build the autonomous robotic grasping system. Experimental results demonstrate that with our model, Baxter robot can autonomously grasp the target with a success rate of 90.6%, 71.9% and 59.4% in object cluttered scenes, familiar stacking scenes and complex stacking scenes respectively.