Qi Zhang

LG
h-index10
7papers
266citations
Novelty66%
AI Score49

7 Papers

7.3MAJun 15, 2022
Convergence and Price of Anarchy Guarantees of the Softmax Policy Gradient in Markov Potential Games

Dingyang Chen, Qi Zhang, Thinh T. Doan

We study the performance of policy gradient methods for the subclass of Markov games known as Markov potential games (MPGs), which extends the notion of normal-form potential games to the stateful setting and includes the important special case of the fully cooperative setting where the agents share an identical reward function. Our focus in this paper is to study the convergence of the policy gradient method for solving MPGs under softmax policy parameterization, both tabular and parameterized with general function approximators such as neural networks. We first show the asymptotic convergence of this method to a Nash equilibrium of MPGs for tabular softmax policies. Second, we derive the finite-time performance of the policy gradient in two settings: 1) using the log-barrier regularization, and 2) using the natural policy gradient under the best-response dynamics (NPG-BR). Finally, extending the notion of price of anarchy (POA) and smoothness in normal-form games, we introduce the POA for MPGs and provide a POA bound for NPG-BR. To our knowledge, this is the first POA bound for solving MPGs. To support our theoretical results, we empirically compare the convergence rates and POA of policy gradient variants for both tabular and neural softmax policies.

0.9CLOct 9, 2023Code
Universal Multi-modal Entity Alignment via Iteratively Fusing Modality Similarity Paths

Bolin Zhu, Xiaoze Liu, Xin Mao et al.

The objective of Entity Alignment (EA) is to identify equivalent entity pairs from multiple Knowledge Graphs (KGs) and create a more comprehensive and unified KG. The majority of EA methods have primarily focused on the structural modality of KGs, lacking exploration of multi-modal information. A few multi-modal EA methods have made good attempts in this field. Still, they have two shortcomings: (1) inconsistent and inefficient modality modeling that designs complex and distinct models for each modality; (2) ineffective modality fusion due to the heterogeneous nature of modalities in EA. To tackle these challenges, we propose PathFusion, consisting of two main components: (1) MSP, a unified modeling approach that simplifies the alignment process by constructing paths connecting entities and modality nodes to represent multiple modalities; (2) IRF, an iterative fusion method that effectively combines information from different modalities using the path as an information carrier. Experimental results on real-world datasets demonstrate the superiority of PathFusion over state-of-the-art methods, with 22.4%-28.9% absolute improvement on Hits@1, and 0.194-0.245 absolute improvement on MRR.

32.9LGOct 21, 2025Code
BAPO: Stabilizing Off-Policy Reinforcement Learning for LLMs via Balanced Policy Optimization with Adaptive Clipping

Zhiheng Xi, Xin Guo, Yang Nan et al.

Reinforcement learning (RL) has recently become the core paradigm for aligning and strengthening large language models (LLMs). Yet, applying RL in off-policy settings--where stale data from past policies are used for training--improves sample efficiency, but remains challenging: policy entropy declines sharply, optimization often becomes unstable and may even collapse. Through theoretical and empirical analysis, we identify two key insights: (i) an imbalance in optimization, where negative-advantage samples dominate the policy gradient, suppressing useful behaviors and risking gradient explosions; and (ii) the derived Entropy-Clip Rule, which reveals that the fixed clipping mechanism in PPO-like objectives systematically blocks entropy-increasing updates, thereby driving the policy toward over-exploitation at the expense of exploration. Building on these insights, we propose BAlanced Policy Optimization with Adaptive Clipping (BAPO), a simple yet effective method that dynamically adjusts clipping bounds to adaptively re-balance positive and negative contributions, preserve entropy, and stabilize RL optimization. Across diverse off-policy scenarios--including sample replay and partial rollout--BAPO achieves fast, stable, and data-efficient training. On AIME 2024 and AIME 2025 benchmarks, our 7B BAPO model surpasses open-source counterparts such as SkyWork-OR1-7B, while our 32B BAPO model not only achieves state-of-the-art results among models of the same scale but also outperforms leading proprietary systems like o3-mini and Gemini-2.5-Flash-Thinking.

29.7ROSep 19, 2025
A Vision-Language-Action-Critic Model for Robotic Real-World Reinforcement Learning

Shaopeng Zhai, Qi Zhang, Tianyi Zhang et al.

Robotic real-world reinforcement learning (RL) with vision-language-action (VLA) models is bottlenecked by sparse, handcrafted rewards and inefficient exploration. We introduce VLAC, a general process reward model built upon InternVL and trained on large scale heterogeneous datasets. Given pairwise observations and a language goal, it outputs dense progress delta and done signal, eliminating task-specific reward engineering, and supports one-shot in-context transfer to unseen tasks and environments. VLAC is trained on vision-language datasets to strengthen perception, dialogic and reasoning capabilities, together with robot and human trajectories data that ground action generation and progress estimation, and additionally strengthened to reject irrelevant prompts as well as detect regression or stagnation by constructing large numbers of negative and semantically mismatched samples. With prompt control, a single VLAC model alternately generating reward and action tokens, unifying critic and policy. Deployed inside an asynchronous real-world RL loop, we layer a graded human-in-the-loop protocol (offline demonstration replay, return and explore, human guided explore) that accelerates exploration and stabilizes early learning. Across four distinct real-world manipulation tasks, VLAC lifts success rates from about 30\% to about 90\% within 200 real-world interaction episodes; incorporating human-in-the-loop interventions yields a further 50% improvement in sample efficiency and achieves up to 100% final success.

3.3MAFeb 18, 2022
Communication-Efficient Actor-Critic Methods for Homogeneous Markov Games

Dingyang Chen, Yile Li, Qi Zhang

Recent success in cooperative multi-agent reinforcement learning (MARL) relies on centralized training and policy sharing. Centralized training eliminates the issue of non-stationarity MARL yet induces large communication costs, and policy sharing is empirically crucial to efficient learning in certain tasks yet lacks theoretical justification. In this paper, we formally characterize a subclass of cooperative Markov games where agents exhibit a certain form of homogeneity such that policy sharing provably incurs no suboptimality. This enables us to develop the first consensus-based decentralized actor-critic method where the consensus update is applied to both the actors and the critics while ensuring convergence. We also develop practical algorithms based on our decentralized actor-critic method to reduce the communication cost during training, while still yielding policies comparable with centralized training.

4.1LGSep 8, 2019
Self-driving scale car trained by Deep reinforcement learning

Qi Zhang, Tao Du, Changzheng Tian

The self-driving based on deep reinforcement learning, as the most important application of artificial intelligence, has become a popular topic. Most of the current self-driving methods focus on how to directly learn end-to-end self-driving control strategy from the raw sensory data. Essentially, this control strategy can be considered as a mapping between images and driving behavior, which usually faces a problem of low generalization ability. To improve the generalization ability for the driving behavior, the reinforcement learning method requires extrinsic reward from the real environment, which may damage the car. In order to obtain a good generalization ability in safety, a virtual simulation environment that can be constructed different driving scene is designed by Unity. A theoretical model is established and analyzed in the virtual simulation environment, and it is trained by double Deep Q-network. Then, the trained model is migrated to a scale car in real world. This process is also called a sim2real method. The sim2real training method efficiently handle the these two problems. The simulations and experiments are carried out to evaluate the performance and effectiveness of the proposed algorithm. Finally, it is demonstrated that the scale car in real world obtain the capability for autonomous driving.

18.6LGSep 6, 2019Code
Efficient Communication in Multi-Agent Reinforcement Learning via Variance Based Control

Sai Qian Zhang, Qi Zhang, Jieyu Lin

Multi-agent reinforcement learning (MARL) has recently received considerable attention due to its applicability to a wide range of real-world applications. However, achieving efficient communication among agents has always been an overarching problem in MARL. In this work, we propose Variance Based Control (VBC), a simple yet efficient technique to improve communication efficiency in MARL. By limiting the variance of the exchanged messages between agents during the training phase, the noisy component in the messages can be eliminated effectively, while the useful part can be preserved and utilized by the agents for better performance. Our evaluation using a challenging set of StarCraft II benchmarks indicates that our method achieves $2-10\times$ lower in communication overhead than state-of-the-art MARL algorithms, while allowing agents to better collaborate by developing sophisticated strategies.