AIApr 26, 2023Code
Games for Artificial Intelligence Research: A Review and PerspectivesChengpeng Hu, Yunlong Zhao, Ziqi Wang et al.
Games have been the perfect test-beds for artificial intelligence research for the characteristics that widely exist in real-world scenarios. Learning and optimisation, decision making in dynamic and uncertain environments, game theory, planning and scheduling, design and education are common research areas shared between games and real-world problems. Numerous open-source games or game-based environments have been implemented for studying artificial intelligence. In addition to single- or multi-player, collaborative or adversarial games, there has also been growing interest in implementing platforms for creative design in recent years. Those platforms provide ideal benchmarks for exploring and comparing artificial intelligence ideas and techniques. This paper reviews the games and game-based platforms for artificial intelligence research, provides guidance on matching particular types of artificial intelligence with suitable games for testing and matching particular needs in games with suitable artificial intelligence techniques, discusses the research trend induced by the evolution of those games and platforms, and gives an outlook.
AIJul 19, 2023
Generating Redstone Style Cities in MinecraftShuo Huang, Chengpeng Hu, Julian Togelius et al.
Procedurally generating cities in Minecraft provides players more diverse scenarios and could help understand and improve the design of cities in other digital worlds and the real world. This paper presents a city generator that was submitted as an entry to the 2023 Edition of Minecraft Settlement Generation Competition for Minecraft. The generation procedure is composed of six main steps, namely vegetation clearing, terrain reshaping, building layout generation, route planning, streetlight placement, and wall construction. Three algorithms, including a heuristic-based algorithm, an evolving layout algorithm, and a random one are applied to generate the building layout, thus determining where to place different redstone style buildings, and tested by generating cities on random maps in limited time. Experimental results show that the heuristic-based algorithm is capable of finding an acceptable building layout faster for flat maps, while the evolving layout algorithm performs better in evolving layout for rugged maps. A user study is conducted to compare our generator with outstanding entries of the competition's 2022 edition using the competition's evaluation criteria and shows that our generator performs well in the adaptation and functionality criteria
LGMay 18Code
Scheduling That Speaks: An Interpretable Programmatic Reinforcement Learning FrameworkChengpeng Hu, Yingqian Zhang, Hendrik Baier
Deep reinforcement learning (DRL) has recently emerged as a promising approach to solve combinatorial optimization problems such as job shop scheduling. However, the policies learned by DRL are typically represented by deep neural networks (DNNs), whose opaque neural architectures and non-interpretable policy decisions can lead to critical trust and usability concerns for human decision makers. In addition, the computational requirements of DNNs can further hinder practical deployment in resource constrained environments. In this work, we propose ProRL, a novel interpretable programmatic reinforcement learning framework that achieves high-performance scheduling with human-readable and editable programmatic policies (i.e., programs). We first introduce a domain-specific language for scheduling (DSL-S) to represent scheduling strategies as structured programs. ProRL then explores the program space defined by DSL-S using local search to identify incomplete programs, which are subsequently completed by learning their parameters via Bayesian optimization. ProRL learns which scheduling heuristic rules to select, and hence, it naturally incorporates existing heuristics already used in industrial scenarios. Experiments on widely used benchmark instances demonstrate the strong performance of ProRL against existing heuristics and DRL baselines. Furthermore, ProRL performs well under strongly constrained computational resources, such as training with only 100 episodes. Our code is available at https://github.com/HcPlu/ProRL.
NEApr 19, 2023
Evolving Constrained Reinforcement Learning PolicyChengpeng Hu, Jiyuan Pei, Jialin Liu et al.
Evolutionary algorithms have been used to evolve a population of actors to generate diverse experiences for training reinforcement learning agents, which helps to tackle the temporal credit assignment problem and improves the exploration efficiency. However, when adapting this approach to address constrained problems, balancing the trade-off between the reward and constraint violation is hard. In this paper, we propose a novel evolutionary constrained reinforcement learning (ECRL) algorithm, which adaptively balances the reward and constraint violation with stochastic ranking, and at the same time, restricts the policy's behaviour by maintaining a set of Lagrange relaxation coefficients with a constraint buffer. Extensive experiments on robotic control benchmarks show that our ECRL achieves outstanding performance compared to state-of-the-art algorithms. Ablation analysis shows the benefits of introducing stochastic ranking and constraint buffer.
LGMay 18
DiPRL: Learning Discrete Programmatic Policies via Architecture Entropy RegularizationChengpeng Hu, Yingqian Zhang, Hendrik Baier
Programmatic reinforcement learning (PRL) offers an interpretable alternative to deep reinforcement learning by representing policies as human-readable and -editable programs. While gradient-based methods have been developed to optimize continuous relaxations of programs, they face a significant performance drop when converting the continuous relaxations back into discrete programs. Post-hoc discretization can discard optimized branches and parameters in a program, which results in a collapse of policy expressivity and lowered task performance, leading in turn to a need for additional fine-tuning. To overcome these limitations, we propose Differentiable Discrete Programmatic Reinforcement Learning (DiPRL), a method that learns programmatic policies that become nearly discrete during training, avoiding a separate post-hoc fine-tuning stage. We first analyze the inherent risks of performance drop introduced by post-hoc discretization of gradient-based methods. Then, we introduce programmatic architecture entropy regularization, which enables smooth, differentiable training that encourages convergence toward a discrete program. DiPRL maintains the efficiency of gradient-based optimization while mitigating the risks of post-hoc discretization. Our experiments across multiple discrete and continuous RL tasks demonstrate that DiPRL can achieve strong performance via interpretable programmatic policies.
CVDec 12, 2023Code
Building Universal Foundation Models for Medical Image Analysis with Spatially Adaptive NetworksLingxiao Luo, Xuanzhong Chen, Bingda Tang et al.
Recent advancements in foundation models, typically trained with self-supervised learning on large-scale and diverse datasets, have shown great potential in medical image analysis. However, due to the significant spatial heterogeneity of medical imaging data, current models must tailor specific structures for different datasets, making it challenging to leverage the abundant unlabeled data. In this work, we propose a universal foundation model for medical image analysis that processes images with heterogeneous spatial properties using a unified structure. To accomplish this, we propose spatially adaptive networks (SPAD-Nets), a family of networks that dynamically adjust the structures to adapt to the spatial properties of input images, to build such a universal foundation model. We pre-train a spatial adaptive visual tokenizer (SPAD-VT) and then a spatial adaptive Vision Transformer (SPAD-ViT) via masked image modeling (MIM) on 55 public medical image datasets. The pre-training data comprises over 9 million image slices, representing the largest, most comprehensive, and most diverse dataset to our knowledge for pre-training universal foundation models for medical image analysis. The experimental results on downstream medical image classification and segmentation tasks demonstrate the superior performance and label efficiency of our model. Our code is available at https://github.com/function2-llx/PUMIT.
AIFeb 2
Reasoning in a Combinatorial and Constrained World: Benchmarking LLMs on Natural-Language Combinatorial OptimizationXia Jiang, Jing Chen, Cong Zhang et al.
While large language models (LLMs) have shown strong performance in math and logic reasoning, their ability to handle combinatorial optimization (CO) -- searching high-dimensional solution spaces under hard constraints -- remains underexplored. To bridge the gap, we introduce NLCO, a \textbf{N}atural \textbf{L}anguage \textbf{C}ombinatorial \textbf{O}ptimization benchmark that evaluates LLMs on end-to-end CO reasoning: given a language-described decision-making scenario, the model must output a discrete solution without writing code or calling external solvers. NLCO covers 43 CO problems and is organized using a four-layer taxonomy of variable types, constraint families, global patterns, and objective classes, enabling fine-grained evaluation. We provide solver-annotated solutions and comprehensively evaluate LLMs by feasibility, solution optimality, and reasoning efficiency. Experiments across a wide range of modern LLMs show that high-performing models achieve strong feasibility and solution quality on small instances, but both degrade as instance size grows, even if more tokens are used for reasoning. We also observe systematic effects across the taxonomy: set-based tasks are relatively easy, whereas graph-structured problems and bottleneck objectives lead to more frequent failures.
AIApr 11, 2024
Game Generation via Large Language ModelsChengpeng Hu, Yunlong Zhao, Jialin Liu
Recently, the emergence of large language models (LLMs) has unlocked new opportunities for procedural content generation. However, recent attempts mainly focus on level generation for specific games with defined game rules such as Super Mario Bros. and Zelda. This paper investigates the game generation via LLMs. Based on video game description language, this paper proposes an LLM-based framework to generate game rules and levels simultaneously. Experiments demonstrate how the framework works with prompts considering different combinations of context. Our findings extend the current applications of LLMs and offer new insights for generating new games in the area of procedural content generation.
AIOct 14, 2025
Artificial Intelligence Virtual Cells: From Measurements to Decisions across Modality, Scale, Dynamics, and EvaluationChengpeng Hu, Calvin Yu-Chian Chen
Artificial Intelligence Virtual Cells (AIVCs) aim to learn executable, decision-relevant models of cell state from multimodal, multiscale measurements. Recent studies have introduced single-cell and spatial foundation models, improved cross-modality alignment, scaled perturbation atlases, and explored pathway-level readouts. Nevertheless, although held-out validation is standard practice, evaluations remain predominantly within single datasets and settings; evidence indicates that transport across laboratories and platforms is often limited, that some data splits are vulnerable to leakage and coverage bias, and that dose, time and combination effects are not yet systematically handled. Cross-scale coupling also remains constrained, as anchors linking molecular, cellular and tissue levels are sparse, and alignment to scientific or clinical readouts varies across studies. We propose a model-agnostic Cell-State Latent (CSL) perspective that organizes learning via an operator grammar: measurement, lift/project for cross-scale coupling, and intervention for dosing and scheduling. This view motivates a decision-aligned evaluation blueprint across modality, scale, context and intervention, and emphasizes function-space readouts such as pathway activity, spatial neighborhoods and clinically relevant endpoints. We recommend operator-aware data design, leakage-resistant partitions, and transparent calibration and reporting to enable reproducible, like-for-like comparisons.
NEJun 20, 2025
Robust Dynamic Material Handling via Adaptive Constrained Evolutionary Reinforcement LearningChengpeng Hu, Ziming Wang, Bo Yuan et al.
Dynamic material handling (DMH) involves the assignment of dynamically arriving material transporting tasks to suitable vehicles in real time for minimising makespan and tardiness. In real-world scenarios, historical task records are usually available, which enables the training of a decision policy on multiple instances consisting of historical records. Recently, reinforcement learning has been applied to solve DMH. Due to the occurrence of dynamic events such as new tasks, adaptability is highly required. Solving DMH is challenging since constraints including task delay should be satisfied. A feedback is received only when all tasks are served, which leads to sparse reward. Besides, making the best use of limited computational resources and historical records for training a robust policy is crucial. The time allocated to different problem instances would highly impact the learning process. To tackle those challenges, this paper proposes a novel adaptive constrained evolutionary reinforcement learning (ACERL) approach, which maintains a population of actors for diverse exploration. ACERL accesses each actor for tackling sparse rewards and constraint violation to restrict the behaviour of the policy. Moreover, ACERL adaptively selects the most beneficial training instances for improving the policy. Extensive experiments on eight training and eight unseen test instances demonstrate the outstanding performance of ACERL compared with several state-of-the-art algorithms. Policies trained by ACERL can schedule the vehicles while fully satisfying the constraints. Additional experiments on 40 unseen noised instances show the robust performance of ACERL. Cross-validation further presents the overall effectiveness of ACREL. Besides, a rigorous ablation study highlights the coordination and benefits of each ingredient of ACERL.
AIJun 13, 2024
3D Building Generation in Minecraft via Large Language ModelsShiying Hu, Zengrong Huang, Chengpeng Hu et al.
Recently, procedural content generation has exhibited considerable advancements in the domain of 2D game level generation such as Super Mario Bros. and Sokoban through large language models (LLMs). To further validate the capabilities of LLMs, this paper explores how LLMs contribute to the generation of 3D buildings in a sandbox game, Minecraft. We propose a Text to Building in Minecraft (T2BM) model, which involves refining prompts, decoding interlayer representation and repairing. Facade, indoor scene and functional blocks like doors are supported in the generation. Experiments are conducted to evaluate the completeness and satisfaction of buildings generated via LLMs. It shows that LLMs hold significant potential for 3D building generation. Given appropriate prompts, LLMs can generate correct buildings in Minecraft with complete structures and incorporate specific building blocks such as windows and beds, meeting the specified requirements of human users.
NEApr 23, 2024
Evolutionary Reinforcement Learning via Cooperative CoevolutionChengpeng Hu, Jialin Liu, Xin Yao
Recently, evolutionary reinforcement learning has obtained much attention in various domains. Maintaining a population of actors, evolutionary reinforcement learning utilises the collected experiences to improve the behaviour policy through efficient exploration. However, the poor scalability of genetic operators limits the efficiency of optimising high-dimensional neural networks.To address this issue, this paper proposes a novel cooperative coevolutionary reinforcement learning (CoERL) algorithm. Inspired by cooperative coevolution, CoERL periodically and adaptively decomposes the policy optimisation problem into multiple subproblems and evolves a population of neural networks for each of the subproblems. Instead of using genetic operators, CoERL directly searches for partial gradients to update the policy. Updating policy with partial gradients maintains consistency between the behaviour spaces of parents and offspring across generations.The experiences collected by the population are then used to improve the entire policy, which enhances the sampling efficiency.Experiments on six benchmark locomotion tasks demonstrate that CoERL outperforms seven state-of-the-art algorithms and baselines.Ablation study verifies the unique contribution of CoERL's core ingredients.
LGMay 23, 2023
Constrained Reinforcement Learning for Dynamic Material HandlingChengpeng Hu, Ziming Wang, Jialin Liu et al.
As one of the core parts of flexible manufacturing systems, material handling involves storage and transportation of materials between workstations with automated vehicles. The improvement in material handling can impulse the overall efficiency of the manufacturing system. However, the occurrence of dynamic events during the optimisation of task arrangements poses a challenge that requires adaptability and effectiveness. In this paper, we aim at the scheduling of automated guided vehicles for dynamic material handling. Motivated by some real-world scenarios, unknown new tasks and unexpected vehicle breakdowns are regarded as dynamic events in our problem. We formulate the problem as a constrained Markov decision process which takes into account tardiness and available vehicles as cumulative and instantaneous constraints, respectively. An adaptive constrained reinforcement learning algorithm that combines Lagrangian relaxation and invalid action masking, named RCPOM, is proposed to address the problem with two hybrid constraints. Moreover, a gym-like dynamic material handling simulator, named DMH-GYM, is developed and equipped with diverse problem instances, which can be used as benchmarks for dynamic material handling. Experimental results on the problem instances demonstrate the outstanding performance of our proposed approach compared with eight state-of-the-art constrained and non-constrained reinforcement learning algorithms, and widely used dispatching rules for material handling.
AINov 11, 2020
Reinforcement Learning with Dual-Observation for General Video Game PlayingChengpeng Hu, Ziqi Wang, Tianye Shu et al.
Reinforcement learning algorithms have performed well in playing challenging board and video games. More and more studies focus on improving the generalisation ability of reinforcement learning algorithms. The General Video Game AI Learning Competition aims to develop agents capable of learning to play different game levels that were unseen during training. This paper summarises the five years' General Video Game AI Learning Competition editions. At each edition, three new games were designed. The training and test levels were designed separately in the first three editions. Since 2020, three test levels of each game were generated by perturbing or combining two training levels. Then, we present a novel reinforcement learning technique with dual-observation for general video game playing, assuming that it is more likely to observe similar local information in different levels rather than global information. Instead of directly inputting a single, raw pixel-based screenshot of the current game screen, our proposed general technique takes the encoded, transformed global and local observations of the game screen as two simultaneous inputs, aiming at learning local information for playing new levels. Our proposed technique is implemented with three state-of-the-art reinforcement learning algorithms and tested on the game set of the 2020 General Video Game AI Learning Competition. Ablation studies show the outstanding performance of using encoded, transformed global and local observations as input.