Shiyu Huang

AI
h-index9
12papers
166citations
Novelty48%
AI Score52

12 Papers

21.6AIAug 2, 2024
A Survey on Self-play Methods in Reinforcement Learning

Ruize Zhang, Zelai Xu, Chengdong Ma et al. · tsinghua

Self-play, a learning paradigm where agents iteratively refine their policies by interacting with historical or concurrent versions of themselves or other evolving agents, has shown remarkable success in solving complex non-cooperative multi-agent tasks. Despite its growing prominence in multi-agent reinforcement learning (MARL), such as Go, poker, and video games, a comprehensive and structured understanding of self-play remains lacking. This survey fills this gap by offering a comprehensive roadmap to the diverse landscape of self-play methods. We begin by introducing the necessary preliminaries, including the MARL framework and basic game theory concepts. Then, it provides a unified framework and classifies existing self-play algorithms within this framework. Moreover, the paper bridges the gap between the algorithms and their practical implications by illustrating the role of self-play in different non-cooperative scenarios. Finally, the survey highlights open challenges and future research directions in self-play.

12.3LGMay 8Code
GAD in the Wild: Benchmarking Graph Anomaly Detection under Realistic Deployment Challenges

Jingjing Zhou, Shiyu Huang, Qing Qing et al.

Graph Anomaly Detection (GAD) is a critical task in graph machine learning with vital applications in financial fraud detection and social platform governance. However, existing GAD benchmarks are often restricted to small-scale, curated graphs with relatively balanced anomaly ratios, leaving a substantial gap between academic evaluation and real-world deployment. To bridge this gap, we present a multi-dimensional benchmark that systematically evaluates GAD models under three deployment-relevant challenges: million-scale graphs, extreme anomaly scarcity, and missing node attributes. We derive a family of controlled benchmark variants from five diverse graphs, including two native industrial-scale datasets with over 3.7 million nodes. Our extensive evaluation of nine representative GAD models reveals three major limitations: (1) most GNN-based methods fail to scale to million-node graphs due to prohibitive memory requirements; (2) detection performance drops sharply under realistic anomaly ratios (e.g., 0.1\%), often resulting in zero recall; and (3) reconstruction-based models are highly sensitive to attribute imputation strategies. Our findings suggest that strong performance in laboratory settings does not guarantee robustness in production environments. We release this benchmark and empirical evaluation as a diagnostic testbed to promote the development of robust and scalable GAD systems for large-scale, imperfect graphs encountered in practice. Code is available at https://anonymous.4open.science/r/Benchmark_GAD-E7A3.

12.4LGJul 12, 2022Code
DGPO: Discovering Multiple Strategies with Diversity-Guided Policy Optimization

Wentse Chen, Shiyu Huang, Yuan Chiang et al.

Most reinforcement learning algorithms seek a single optimal strategy that solves a given task. However, it can often be valuable to learn a diverse set of solutions, for instance, to make an agent's interaction with users more engaging, or improve the robustness of a policy to an unexpected perturbance. We propose Diversity-Guided Policy Optimization (DGPO), an on-policy algorithm that discovers multiple strategies for solving a given task. Unlike prior work, it achieves this with a shared policy network trained over a single run. Specifically, we design an intrinsic reward based on an information-theoretic diversity objective. Our final objective alternately constraints on the diversity of the strategies and on the extrinsic reward. We solve the constrained optimization problem by casting it as a probabilistic inference task and use policy iteration to maximize the derived lower bound. Experimental results show that our method efficiently discovers diverse strategies in a wide variety of reinforcement learning tasks. Compared to baseline methods, DGPO achieves comparable rewards, while discovering more diverse strategies, and often with better sample efficiency.

2.0LGAug 23, 2023Code
Diverse Policies Converge in Reward-free Markov Decision Processe

Fanqi Lin, Shiyu Huang, Weiwei Tu

Reinforcement learning has achieved great success in many decision-making tasks, and traditional reinforcement learning algorithms are mainly designed for obtaining a single optimal solution. However, recent works show the importance of developing diverse policies, which makes it an emerging research topic. Despite the variety of diversity reinforcement learning algorithms that have emerged, none of them theoretically answer the question of how the algorithm converges and how efficient the algorithm is. In this paper, we provide a unified diversity reinforcement learning framework and investigate the convergence of training diverse policies. Under such a framework, we also propose a provably efficient diversity reinforcement learning algorithm. Finally, we verify the effectiveness of our method through numerical experiments.

20.9CVNov 22, 2024Code
ICT: Image-Object Cross-Level Trusted Intervention for Mitigating Object Hallucination in Large Vision-Language Models

Junzhe Chen, Tianshu Zhang, Shiyu Huang et al.

Despite the recent breakthroughs achieved by Large Vision Language Models (LVLMs) in understanding and responding to complex visual-textual contexts, their inherent hallucination tendencies limit their practical application in real-world scenarios that demand high levels of precision. Existing methods typically either fine-tune the LVLMs using additional data, which incurs extra costs in manual annotation and computational resources or perform comparisons at the decoding stage, which may eliminate useful language priors for reasoning while introducing inference time overhead. Therefore, we propose ICT, a lightweight, training-free method that calculates an intervention direction to shift the model's focus towards different levels of visual information, enhancing its attention to high-level and fine-grained visual details. During the forward pass stage, the intervention is applied to the attention heads that encode the overall image information and the fine-grained object details, effectively mitigating the phenomenon of overly language priors, and thereby alleviating hallucinations. Extensive experiments demonstrate that ICT achieves strong performance with a small amount of data and generalizes well across different datasets and models. Our code will be public.

6.7CLSep 1, 2025Code
Can Large Language Models Master Complex Card Games?

Wei Wang, Fuqing Bie, Junzhe Chen et al.

Complex games have long been an important benchmark for testing the progress of artificial intelligence algorithms. AlphaGo, AlphaZero, and MuZero have defeated top human players in Go and Chess, garnering widespread societal attention towards artificial intelligence. Concurrently, large language models (LLMs) have exhibited remarkable capabilities across various tasks, raising the question of whether LLMs can achieve similar success in complex games. In this paper, we explore the potential of LLMs in mastering complex card games. We systematically assess the learning capabilities of LLMs across eight diverse card games, evaluating the impact of fine-tuning on high-quality gameplay data, and examining the models' ability to retain general capabilities while mastering these games. Our findings indicate that: (1) LLMs can approach the performance of strong game AIs through supervised fine-tuning on high-quality data, (2) LLMs can achieve a certain level of proficiency in multiple complex card games simultaneously, with performance augmentation for games with similar rules and conflicts for dissimilar ones, and (3) LLMs experience a decline in general capabilities when mastering complex games, but this decline can be mitigated by integrating a certain amount of general instruction data. The evaluation results demonstrate strong learning ability and versatility of LLMs. The code is available at https://github.com/THUDM/LLM4CardGame

16.6AIFeb 16, 2024Code
AutoSAT: Automatically Optimize SAT Solvers via Large Language Models

Yiwen Sun, Furong Ye, Xianyin Zhang et al.

Conflict-Driven Clause Learning (CDCL) is the mainstream framework for solving the Satisfiability problem (SAT), and CDCL solvers typically rely on various heuristics, which have a significant impact on their performance. Modern CDCL solvers, such as MiniSat and Kissat, commonly incorporate several heuristics and select one to use according to simple rules, requiring significant time and expert effort to fine-tune in practice. The pervasion of Large Language Models (LLMs) provides a potential solution to address this issue. However, generating a CDCL solver from scratch is not effective due to the complexity and context volume of SAT solvers. Instead, we propose AutoSAT, a framework that automatically optimizes heuristics in a pre-defined modular search space based on existing CDCL solvers. Unlike existing automated algorithm design approaches focusing on hyperparameter tuning and operator selection, AutoSAT can generate new efficient heuristics. In this first attempt at optimizing SAT solvers using LLMs, several strategies including the greedy hill climber and (1+1) Evolutionary Algorithm are employed to guide LLMs to search for better heuristics. Experimental results demonstrate that LLMs can generally enhance the performance of CDCL solvers. A realization of AutoSAT outperforms MiniSat on 9 out of 12 datasets and even surpasses the state-of-the-art hybrid solver Kissat on 4 datasets.

3.7CVNov 3, 2024
DreamPolish: Domain Score Distillation With Progressive Geometry Generation

Yean Cheng, Ziqi Cai, Ming Ding et al.

We introduce DreamPolish, a text-to-3D generation model that excels in producing refined geometry and high-quality textures. In the geometry construction phase, our approach leverages multiple neural representations to enhance the stability of the synthesis process. Instead of relying solely on a view-conditioned diffusion prior in the novel sampled views, which often leads to undesired artifacts in the geometric surface, we incorporate an additional normal estimator to polish the geometry details, conditioned on viewpoints with varying field-of-views. We propose to add a surface polishing stage with only a few training steps, which can effectively refine the artifacts attributed to limited guidance from previous stages and produce 3D objects with more desirable geometry. The key topic of texture generation using pretrained text-to-image models is to find a suitable domain in the vast latent distribution of these models that contains photorealistic and consistent renderings. In the texture generation phase, we introduce a novel score distillation objective, namely domain score distillation (DSD), to guide neural representations toward such a domain. We draw inspiration from the classifier-free guidance (CFG) in textconditioned image generation tasks and show that CFG and variational distribution guidance represent distinct aspects in gradient guidance and are both imperative domains for the enhancement of texture quality. Extensive experiments show our proposed model can produce 3D assets with polished surfaces and photorealistic textures, outperforming existing state-of-the-art methods.

2.0CVJun 24, 2024
Priorformer: A UGC-VQA Method with content and distortion priors

Yajing Pei, Shiyu Huang, Yiting Lu et al.

User Generated Content (UGC) videos are susceptible to complicated and variant degradations and contents, which prevents the existing blind video quality assessment (BVQA) models from good performance since the lack of the adapability of distortions and contents. To mitigate this, we propose a novel prior-augmented perceptual vision transformer (PriorFormer) for the BVQA of UGC, which boots its adaptability and representation capability for divergent contents and distortions. Concretely, we introduce two powerful priors, i.e., the content and distortion priors, by extracting the content and distortion embeddings from two pre-trained feature extractors. Then we adopt these two powerful embeddings as the adaptive prior tokens, which are transferred to the vision transformer backbone jointly with implicit quality features. Based on the above strategy, the proposed PriorFormer achieves state-of-the-art performance on three public UGC VQA datasets including KoNViD-1K, LIVE-VQC and YouTube-UGC.

13.8AIOct 9, 2021Code
TiKick: Towards Playing Multi-agent Football Full Games from Single-agent Demonstrations

Shiyu Huang, Wenze Chen, Longfei Zhang et al.

Deep reinforcement learning (DRL) has achieved super-human performance on complex video games (e.g., StarCraft II and Dota II). However, current DRL systems still suffer from challenges of multi-agent coordination, sparse rewards, stochastic environments, etc. In seeking to address these challenges, we employ a football video game, e.g., Google Research Football (GRF), as our testbed and develop an end-to-end learning-based AI system (denoted as TiKick) to complete this challenging task. In this work, we first generated a large replay dataset from the self-playing of single-agent experts, which are obtained from league training. We then developed a distributed learning system and new offline algorithms to learn a powerful multi-agent AI from the fixed single-agent dataset. To the best of our knowledge, Tikick is the first learning-based AI system that can take over the multi-agent Google Research Football full game, while previous work could either control a single agent or experiment on toy academic scenarios. Extensive experiments further show that our pre-trained model can accelerate the training process of the modern multi-agent algorithm and our method achieves state-of-the-art performances on various academic scenarios.

2.4AIOct 8, 2021Code
Ranking Cost: Building An Efficient and Scalable Circuit Routing Planner with Evolution-Based Optimization

Shiyu Huang, Bin Wang, Dong Li et al.

Circuit routing has been a historically challenging problem in designing electronic systems such as very large-scale integration (VLSI) and printed circuit boards (PCBs). The main challenge is that connecting a large number of electronic components under specific design rules involves a very large search space. Early solutions are typically designed with hard-coded heuristics, which suffer from problems of non-optimal solutions and lack of flexibility for new design needs. Although a few learning-based methods have been proposed recently, they are typically cumbersome and hard to extend to large-scale applications. In this work, we propose a new algorithm for circuit routing, named Ranking Cost, which innovatively combines search-based methods (i.e., A* algorithm) and learning-based methods (i.e., Evolution Strategies) to form an efficient and trainable router. In our method, we introduce a new set of variables called cost maps, which can help the A* router to find out proper paths to achieve the global objective. We also train a ranking parameter, which can produce the ranking order and further improve the performance of our method. Our algorithm is trained in an end-to-end manner and does not use any artificial data or human demonstration. In the experiments, we compare with the sequential A* algorithm and a canonical reinforcement learning approach, and results show that our method outperforms these baselines with higher connectivity rates and better scalability.

10.0CVMar 18, 2017Code
Expecting the Unexpected: Training Detectors for Unusual Pedestrians with Adversarial Imposters

Shiyu Huang, Deva Ramanan

As autonomous vehicles become an every-day reality, high-accuracy pedestrian detection is of paramount practical importance. Pedestrian detection is a highly researched topic with mature methods, but most datasets focus on common scenes of people engaged in typical walking poses on sidewalks. But performance is most crucial for dangerous scenarios, such as children playing in the street or people using bicycles/skateboards in unexpected ways. Such "in-the-tail" data is notoriously hard to observe, making both training and testing difficult. To analyze this problem, we have collected a novel annotated dataset of dangerous scenarios called the Precarious Pedestrian dataset. Even given a dedicated collection effort, it is relatively small by contemporary standards (around 1000 images). To allow for large-scale data-driven learning, we explore the use of synthetic data generated by a game engine. A significant challenge is selected the right "priors" or parameters for synthesis: we would like realistic data with poses and object configurations that mimic true Precarious Pedestrians. Inspired by Generative Adversarial Networks (GANs), we generate a massive amount of synthetic data and train a discriminative classifier to select a realistic subset, which we deem the Adversarial Imposters. We demonstrate that this simple pipeline allows one to synthesize realistic training data by making use of rendering/animation engines within a GAN framework. Interestingly, we also demonstrate that such data can be used to rank algorithms, suggesting that Adversarial Imposters can also be used for "in-the-tail" validation at test-time, a notoriously difficult challenge for real-world deployment.