LGJun 2, 2022
RACA: Relation-Aware Credit Assignment for Ad-Hoc Cooperation in Multi-Agent Deep Reinforcement LearningHao Chen, Guangkai Yang, Junge Zhang et al.
In recent years, reinforcement learning has faced several challenges in the multi-agent domain, such as the credit assignment issue. Value function factorization emerges as a promising way to handle the credit assignment issue under the centralized training with decentralized execution (CTDE) paradigm. However, existing value function factorization methods cannot deal with ad-hoc cooperation, that is, adapting to new configurations of teammates at test time. Specifically, these methods do not explicitly utilize the relationship between agents and cannot adapt to different sizes of inputs. To address these limitations, we propose a novel method, called Relation-Aware Credit Assignment (RACA), which achieves zero-shot generalization in ad-hoc cooperation scenarios. RACA takes advantage of a graph-based relation encoder to encode the topological structure between agents. Furthermore, RACA utilizes an attention-based observation abstraction mechanism that can generalize to an arbitrary number of teammates with a fixed number of parameters. Experiments demonstrate that our method outperforms baseline methods on the StarCraftII micromanagement benchmark and ad-hoc cooperation scenarios.
RODec 4, 2025Code
Embodied Co-Design for Rapidly Evolving Agents: Taxonomy, Frontiers, and ChallengesYuxing Wang, Zhiyu Chen, Tiantian Zhang et al.
Brain-body co-evolution enables animals to develop complex behaviors in their environments. Inspired by this biological synergy, embodied co-design (ECD) has emerged as a transformative paradigm for creating intelligent agents-from virtual creatures to physical robots-by jointly optimizing their morphologies and controllers rather than treating control in isolation. This integrated approach facilitates richer environmental interactions and robust task performance. In this survey, we provide a systematic overview of recent advances in ECD. We first formalize the concept of ECD and position it within related fields. We then introduce a hierarchical taxonomy: a lower layer that breaks down agent design into three fundamental components-controlling brain, body morphology, and task environment-and an upper layer that integrates these components into four major ECD frameworks: bi-level, single-level, generative, and open-ended. This taxonomy allows us to synthesize insights from more than one hundred recent studies. We further review notable benchmarks, datasets, and applications in both simulated and real-world scenarios. Finally, we identify significant challenges and offer insights into promising future research directions. A project associated with this survey has been created at https://github.com/Yuxing-Wang-THU/SurveyBrainBody.
CLFeb 23, 2023
Improved Training of Mixture-of-Experts Language GANsYekun Chai, Qiyue Yin, Junge Zhang
Despite the dramatic success in image generation, Generative Adversarial Networks (GANs) still face great challenges in synthesizing sequences of discrete elements, in particular human language. The difficulty in generator training arises from the limited representation capacity and uninformative learning signals obtained from the discriminator. In this work, we (1) first empirically show that the mixture-of-experts approach is able to enhance the representation capacity of the generator for language GANs and (2) harness the Feature Statistics Alignment (FSA) paradigm to render fine-grained learning signals to advance the generator training. Specifically, FSA forces the mean statistics of the distribution of fake data to approach that of real samples as close as possible in the finite-dimensional feature space. Empirical study on synthetic and real benchmarks shows the superior performance in quantitative evaluation and demonstrates the effectiveness of our approach to adversarial text generation.
LGDec 1, 2022
Distributed Deep Reinforcement Learning: A Survey and A Multi-Player Multi-Agent Learning ToolboxQiyue Yin, Tongtong Yu, Shengqi Shen et al.
With the breakthrough of AlphaGo, deep reinforcement learning becomes a recognized technique for solving sequential decision-making problems. Despite its reputation, data inefficiency caused by its trial and error learning mechanism makes deep reinforcement learning hard to be practical in a wide range of areas. Plenty of methods have been developed for sample efficient deep reinforcement learning, such as environment modeling, experience transfer, and distributed modifications, amongst which, distributed deep reinforcement learning has shown its potential in various applications, such as human-computer gaming, and intelligent transportation. In this paper, we conclude the state of this exciting field, by comparing the classical distributed deep reinforcement learning methods, and studying important components to achieve efficient distributed learning, covering single player single agent distributed deep reinforcement learning to the most complex multiple players multiple agents distributed deep reinforcement learning. Furthermore, we review recently released toolboxes that help to realize distributed deep reinforcement learning without many modifications of their non-distributed versions. By analyzing their strengths and weaknesses, a multi-player multi-agent distributed deep reinforcement learning toolbox is developed and released, which is further validated on Wargame, a complex environment, showing usability of the proposed toolbox for multiple players and multiple agents distributed deep reinforcement learning under complex games. Finally, we try to point out challenges and future trends, hoping this brief review can provide a guide or a spark for researchers who are interested in distributed deep reinforcement learning.
AINov 15, 2025
KrwEmd: Revising the Imperfect-Recall Abstraction from Forgetting EverythingYanchang Fu, Qiyue Yin, Shengda Liu et al.
Excessive abstraction is a critical challenge in hand abstraction-a task specific to games like Texas hold'em-when solving large-scale imperfect-information games, as it impairs AI performance. This issue arises from extreme implementations of imperfect-recall abstraction, which entirely discard historical information. This paper presents KrwEmd, the first practical algorithm designed to address this problem. We first introduce the k-recall winrate feature, which not only qualitatively distinguishes signal observation infosets by leveraging both future and, crucially, historical game information, but also quantitatively captures their similarity. We then develop the KrwEmd algorithm, which clusters signal observation infosets using earth mover's distance to measure discrepancies between their features. Experimental results demonstrate that KrwEmd significantly improves AI gameplay performance compared to existing algorithms.
AIMay 20, 2025Code
Beyond the First Error: Process Reward Models for Reflective Mathematical ReasoningZhaohui Yang, Chenghua He, Xiaowen Shi et al.
Many studies focus on data annotation techniques for training effective PRMs. However, current methods encounter a significant issue when applied to long CoT reasoning processes: they tend to focus solely on the first incorrect step and all preceding steps, assuming that all subsequent steps are incorrect. These methods overlook the unique self-correction and reflection mechanisms inherent in long CoT, where correct reasoning steps may still occur after initial reasoning mistakes. To address this issue, we propose a novel data annotation method for PRMs specifically designed to score the long CoT reasoning process. Given that under the reflection pattern, correct and incorrect steps often alternate, we introduce the concepts of Error Propagation and Error Cessation, enhancing PRMs' ability to identify both effective self-correction behaviors and reasoning based on erroneous steps. Leveraging an LLM-based judger for annotation, we collect 1.7 million data samples to train a 7B PRM and evaluate it at both solution and step levels. Experimental results demonstrate that compared to existing open-source PRMs and PRMs trained on open-source datasets, our PRM achieves superior performance across various metrics, including search guidance, BoN, and F1 scores. Compared to widely used MC-based annotation methods, our annotation approach not only achieves higher data efficiency but also delivers superior performance. Detailed analysis is also conducted to demonstrate the stability and generalizability of our method.
AISep 21, 2023
Improve the efficiency of deep reinforcement learning through semantic exploration guided by natural languageZhourui Guo, Meng Yao, Yang Yu et al.
Reinforcement learning is a powerful technique for learning from trial and error, but it often requires a large number of interactions to achieve good performance. In some domains, such as sparse-reward tasks, an oracle that can provide useful feedback or guidance to the agent during the learning process is really of great importance. However, querying the oracle too frequently may be costly or impractical, and the oracle may not always have a clear answer for every situation. Therefore, we propose a novel method for interacting with the oracle in a selective and efficient way, using a retrieval-based approach. We assume that the interaction can be modeled as a sequence of templated questions and answers, and that there is a large corpus of previous interactions available. We use a neural network to encode the current state of the agent and the oracle, and retrieve the most relevant question from the corpus to ask the oracle. We then use the oracle's answer to update the agent's policy and value function. We evaluate our method on an object manipulation task. We show that our method can significantly improve the efficiency of RL by reducing the number of interactions needed to reach a certain level of performance, compared to baselines that do not use the oracle or use it in a naive way.
GTOct 16, 2025
Beyond Outcome-Based Imperfect-Recall: Higher-Resolution Abstractions for Imperfect-Information GamesYanchang Fu, Qiyue Yin, Shengda Liu et al.
Hand abstraction is crucial for scaling imperfect-information games (IIGs) such as Texas Hold'em, yet progress is limited by the lack of a formal task model and by evaluations that require resource-intensive strategy solving. We introduce signal observation ordered games (SOOGs), a subclass of IIGs tailored to hold'em-style games that cleanly separates signal from player action sequences, providing a precise mathematical foundation for hand abstraction. Within this framework, we define a resolution bound-an information-theoretic upper bound on achievable performance under a given signal abstraction. Using the bound, we show that mainstream outcome-based imperfect-recall algorithms suffer substantial losses by arbitrarily discarding historical information; we formalize this behavior via potential-aware outcome Isomorphism (PAOI) and prove that PAOI characterizes their resolution bound. To overcome this limitation, we propose full-recall outcome isomorphism (FROI), which integrates historical information to raise the bound and improve policy quality. Experiments on hold'em-style benchmarks confirm that FROI consistently outperforms outcome-based imperfect-recall baselines. Our results provide a unified formal treatment of hand abstraction and practical guidance for designing higher-resolution abstractions in IIGs.
AIJun 12, 2025
WGSR-Bench: Wargame-based Game-theoretic Strategic Reasoning Benchmark for Large Language ModelsQiyue Yin, Pei Xu, Qiaozhe Li et al.
Recent breakthroughs in Large Language Models (LLMs) have led to a qualitative leap in artificial intelligence' s performance on reasoning tasks, particularly demonstrating remarkable capabilities in mathematical, symbolic, and commonsense reasoning. However, as a critical component of advanced human cognition, strategic reasoning, i.e., the ability to assess multi-agent behaviors in dynamic environments, formulate action plans, and adapt strategies, has yet to be systematically evaluated or modeled. To address this gap, this paper introduces WGSR-Bench, the first strategy reasoning benchmark for LLMs using wargame as its evaluation environment. Wargame, a quintessential high-complexity strategic scenario, integrates environmental uncertainty, adversarial dynamics, and non-unique strategic choices, making it an effective testbed for assessing LLMs' capabilities in multi-agent decision-making, intent inference, and counterfactual reasoning. WGSR-Bench designs test samples around three core tasks, i.e., Environmental situation awareness, Opponent risk modeling and Policy generation, which serve as the core S-POE architecture, to systematically assess main abilities of strategic reasoning. Finally, an LLM-based wargame agent is designed to integrate these parts for a comprehensive strategy reasoning assessment. With WGSR-Bench, we hope to assess the strengths and limitations of state-of-the-art LLMs in game-theoretic strategic reasoning and to advance research in large model-driven strategic intelligence.
MASep 16, 2025
Constructive Conflict-Driven Multi-Agent Reinforcement Learning for Strategic DiversityYuxiang Mai, Qiyue Yin, Wancheng Ni et al.
In recent years, diversity has emerged as a useful mechanism to enhance the efficiency of multi-agent reinforcement learning (MARL). However, existing methods predominantly focus on designing policies based on individual agent characteristics, often neglecting the interplay and mutual influence among agents during policy formation. To address this gap, we propose Competitive Diversity through Constructive Conflict (CoDiCon), a novel approach that incorporates competitive incentives into cooperative scenarios to encourage policy exchange and foster strategic diversity among agents. Drawing inspiration from sociological research, which highlights the benefits of moderate competition and constructive conflict in group decision-making, we design an intrinsic reward mechanism using ranking features to introduce competitive motivations. A centralized intrinsic reward module generates and distributes varying reward values to agents, ensuring an effective balance between competition and cooperation. By optimizing the parameterized centralized reward module to maximize environmental rewards, we reformulate the constrained bilevel optimization problem to align with the original task objectives. We evaluate our algorithm against state-of-the-art methods in the SMAC and GRF environments. Experimental results demonstrate that CoDiCon achieves superior performance, with competitive intrinsic rewards effectively promoting diverse and adaptive strategies among cooperative agents.
AINov 15, 2021
AI in Human-computer Gaming: Techniques, Challenges and OpportunitiesQiyue Yin, Jun Yang, Kaiqi Huang et al.
With breakthrough of the AlphaGo, human-computer gaming AI has ushered in a big explosion, attracting more and more researchers all around the world. As a recognized standard for testing artificial intelligence, various human-computer gaming AI systems (AIs) have been developed such as the Libratus, OpenAI Five and AlphaStar, beating professional human players. The rapid development of human-computer gaming AIs indicate a big step of decision making intelligence, and it seems that current techniques can handle very complex human-computer games. So, one natural question raises: what are the possible challenges of current techniques in human-computer gaming, and what are the future trends? To answer the above question, in this paper, we survey recent successful game AIs, covering board game AIs, card game AIs, first-person shooting game AIs and real time strategy game AIs. Through this survey, we 1) compare the main difficulties among different kinds of games and the corresponding techniques utilized for achieving professional human level AIs; 2) summarize the mainstream frameworks and techniques that can be properly relied on for developing AIs for complex human-computer gaming; 3) raise the challenges or drawbacks of current techniques in the successful AIs; and 4) try to point out future trends in human-computer gaming AIs. Finally, we hope this brief review can provide an introduction for beginners, and inspire insights for researchers in the field of AI in human-computer gaming.
LGApr 9, 2021
Learning to Reweight Imaginary Transitions for Model-Based Reinforcement LearningWenzhen Huang, Qiyue Yin, Junge Zhang et al.
Model-based reinforcement learning (RL) is more sample efficient than model-free RL by using imaginary trajectories generated by the learned dynamics model. When the model is inaccurate or biased, imaginary trajectories may be deleterious for training the action-value and policy functions. To alleviate such problem, this paper proposes to adaptively reweight the imaginary transitions, so as to reduce the negative effects of poorly generated trajectories. More specifically, we evaluate the effect of an imaginary transition by calculating the change of the loss computed on the real samples when we use the transition to train the action-value and policy functions. Based on this evaluation criterion, we construct the idea of reweighting each imaginary transition by a well-designed meta-gradient algorithm. Extensive experimental results demonstrate that our method outperforms state-of-the-art model-based and model-free RL algorithms on multiple tasks. Visualization of our changing weights further validates the necessity of utilizing reweight scheme.
LGOct 24, 2020
Planning with Exploration: Addressing Dynamics Bottleneck in Model-based Reinforcement LearningXiyao Wang, Junge Zhang, Wenzhen Huang et al.
Model-based reinforcement learning (MBRL) is believed to have higher sample efficiency compared with model-free reinforcement learning (MFRL). However, MBRL is plagued by dynamics bottleneck dilemma. Dynamics bottleneck dilemma is the phenomenon that the performance of the algorithm falls into the local optimum instead of increasing when the interaction step with the environment increases, which means more data can not bring better performance. In this paper, we find that the trajectory reward estimation error is the main reason that causes dynamics bottleneck dilemma through theoretical analysis. We give an upper bound of the trajectory reward estimation error and point out that increasing the agent's exploration ability is the key to reduce trajectory reward estimation error, thereby alleviating dynamics bottleneck dilemma. Motivated by this, a model-based control method combined with exploration named MOdel-based Progressive Entropy-based Exploration (MOPE2) is proposed. We conduct experiments on several complex continuous control benchmark tasks. The results verify that MOPE2 can effectively alleviate dynamics bottleneck dilemma and have higher sample efficiency than previous MBRL and MFRL algorithms.
CVFeb 3, 2020
Deep Self-Supervised Representation Learning for Free-Hand SketchPeng Xu, Zeyu Song, Qiyue Yin et al.
In this paper, we tackle for the first time, the problem of self-supervised representation learning for free-hand sketches. This importantly addresses a common problem faced by the sketch community -- that annotated supervisory data are difficult to obtain. This problem is very challenging in that sketches are highly abstract and subject to different drawing styles, making existing solutions tailored for photos unsuitable. Key for the success of our self-supervised learning paradigm lies with our sketch-specific designs: (i) we propose a set of pretext tasks specifically designed for sketches that mimic different drawing styles, and (ii) we further exploit the use of a textual convolution network (TCN) in a dual-branch architecture for sketch feature learning, as means to accommodate the sequential stroke nature of sketches. We demonstrate the superiority of our sketch-specific designs through two sketch-related applications (retrieval and recognition) on a million-scale sketch dataset, and show that the proposed approach outperforms the state-of-the-art unsupervised representation learning methods, and significantly narrows the performance gap between with supervised representation learning.
CVJan 8, 2020
Deep Learning for Free-Hand Sketch: A SurveyPeng Xu, Timothy M. Hospedales, Qiyue Yin et al.
Free-hand sketches are highly illustrative, and have been widely used by humans to depict objects or stories from ancient times to the present. The recent prevalence of touchscreen devices has made sketch creation a much easier task than ever and consequently made sketch-oriented applications increasingly popular. The progress of deep learning has immensely benefited free-hand sketch research and applications. This paper presents a comprehensive survey of the deep learning techniques oriented at free-hand sketch data, and the applications that they enable. The main contents of this survey include: (i) A discussion of the intrinsic traits and unique challenges of free-hand sketch, to highlight the essential differences between sketch data and other data modalities, e.g., natural photos. (ii) A review of the developments of free-hand sketch research in the deep learning era, by surveying existing datasets, research topics, and the state-of-the-art methods through a detailed taxonomy and experimental evaluation. (iii) Promotion of future work via a discussion of bottlenecks, open problems, and potential research directions for the community.
CVMay 28, 2017
Cross-modal Subspace Learning for Fine-grained Sketch-based Image RetrievalPeng Xu, Qiyue Yin, Yongye Huang et al.
Sketch-based image retrieval (SBIR) is challenging due to the inherent domain-gap between sketch and photo. Compared with pixel-perfect depictions of photos, sketches are iconic renderings of the real world with highly abstract. Therefore, matching sketch and photo directly using low-level visual clues are unsufficient, since a common low-level subspace that traverses semantically across the two modalities is non-trivial to establish. Most existing SBIR studies do not directly tackle this cross-modal problem. This naturally motivates us to explore the effectiveness of cross-modal retrieval methods in SBIR, which have been applied in the image-text matching successfully. In this paper, we introduce and compare a series of state-of-the-art cross-modal subspace learning methods and benchmark them on two recently released fine-grained SBIR datasets. Through thorough examination of the experimental results, we have demonstrated that the subspace learning can effectively model the sketch-photo domain-gap. In addition we draw a few key insights to drive future research.
MMJul 21, 2016
A Comprehensive Survey on Cross-modal RetrievalKaiye Wang, Qiyue Yin, Wei Wang et al.
In recent years, cross-modal retrieval has drawn much attention due to the rapid growth of multimodal data. It takes one type of data as the query to retrieve relevant data of another type. For example, a user can use a text to retrieve relevant pictures or videos. Since the query and its retrieved results can be of different modalities, how to measure the content similarity between different modalities of data remains a challenge. Various methods have been proposed to deal with such a problem. In this paper, we first review a number of representative methods for cross-modal retrieval and classify them into two main groups: 1) real-valued representation learning, and 2) binary representation learning. Real-valued representation learning methods aim to learn real-valued common representations for different modalities of data. To speed up the cross-modal retrieval, a number of binary representation learning methods are proposed to map different modalities of data into a common Hamming space. Then, we introduce several multimodal datasets in the community, and show the experimental results on two commonly used multimodal datasets. The comparison reveals the characteristic of different kinds of cross-modal retrieval methods, which is expected to benefit both practical applications and future research. Finally, we discuss open problems and future research directions.
CVNov 28, 2014
Cross-Modal Learning via Pairwise ConstraintsRan He, Man Zhang, Liang Wang et al.
In multimedia applications, the text and image components in a web document form a pairwise constraint that potentially indicates the same semantic concept. This paper studies cross-modal learning via the pairwise constraint, and aims to find the common structure hidden in different modalities. We first propose a compound regularization framework to deal with the pairwise constraint, which can be used as a general platform for developing cross-modal algorithms. For unsupervised learning, we propose a cross-modal subspace clustering method to learn a common structure for different modalities. For supervised learning, to reduce the semantic gap and the outliers in pairwise constraints, we propose a cross-modal matching method based on compound ?21 regularization along with an iteratively reweighted algorithm to find the global optimum. Extensive experiments demonstrate the benefits of joint text and image modeling with semantically induced pairwise constraints, and show that the proposed cross-modal methods can further reduce the semantic gap between different modalities and improve the clustering/retrieval accuracy.