Yi Wu

CV
h-index13
27papers
3,414citations
Novelty46%
AI Score38

27 Papers

21.2ROSep 22, 2023Code
OmniDrones: An Efficient and Flexible Platform for Reinforcement Learning in Drone Control

Botian Xu, Feng Gao, Chao Yu et al. · tsinghua

In this work, we introduce OmniDrones, an efficient and flexible platform tailored for reinforcement learning in drone control, built on Nvidia's Omniverse Isaac Sim. It employs a bottom-up design approach that allows users to easily design and experiment with various application scenarios on top of GPU-parallelized simulations. It also offers a range of benchmark tasks, presenting challenges ranging from single-drone hovering to over-actuated system tracking. In summary, we propose an open-sourced drone simulation platform, equipped with an extensive suite of tools for drone learning. It includes 4 drone models, 5 sensor modalities, 4 control modes, over 10 benchmark tasks, and a selection of widely used RL baselines. To showcase the capabilities of OmniDrones and to support future research, we also provide preliminary results on these benchmark tasks. We hope this platform will encourage further studies on applying RL to practical drone systems.

2.1AIJun 27, 2023Code
Automatic Truss Design with Reinforcement Learning

Weihua Du, Jinglun Zhao, Chao Yu et al. · cmu, tsinghua

Truss layout design, namely finding a lightweight truss layout satisfying all the physical constraints, is a fundamental problem in the building industry. Generating the optimal layout is a challenging combinatorial optimization problem, which can be extremely expensive to solve by exhaustive search. Directly applying end-to-end reinforcement learning (RL) methods to truss layout design is infeasible either, since only a tiny portion of the entire layout space is valid under the physical constraints, leading to particularly sparse rewards for RL training. In this paper, we develop AutoTruss, a two-stage framework to efficiently generate both lightweight and valid truss layouts. AutoTruss first adopts Monte Carlo tree search to discover a diverse collection of valid layouts. Then RL is applied to iteratively refine the valid solutions. We conduct experiments and ablation studies in popular truss layout design test cases in both 2D and 3D settings. AutoTruss outperforms the best-reported layouts by 25.1% in the most challenging 3D test cases, resulting in the first effective deep-RL-based approach in the truss layout design literature.

14.5CVApr 19, 2022Code
Self-Calibrated Efficient Transformer for Lightweight Super-Resolution

Wenbin Zou, Tian Ye, Weixin Zheng et al.

Recently, deep learning has been successfully applied to the single-image super-resolution (SISR) with remarkable performance. However, most existing methods focus on building a more complex network with a large number of layers, which can entail heavy computational costs and memory storage. To address this problem, we present a lightweight Self-Calibrated Efficient Transformer (SCET) network to solve this problem. The architecture of SCET mainly consists of the self-calibrated module and efficient transformer block, where the self-calibrated module adopts the pixel attention mechanism to extract image features effectively. To further exploit the contextual information from features, we employ an efficient transformer to help the network obtain similar features over long distances and thus recover sufficient texture details. We provide comprehensive results on different settings of the overall network. Our proposed method achieves more remarkable performance than baseline methods. The source code and pre-trained models are available at https://github.com/AlexZou14/SCET.

13.6LGMay 28, 2022
Efficient Federated Learning with Spike Neural Networks for Traffic Sign Recognition

Kan Xie, Zhe Zhang, Bo Li et al.

With the gradual popularization of self-driving, it is becoming increasingly important for vehicles to smartly make the right driving decisions and autonomously obey traffic rules by correctly recognizing traffic signs. However, for machine learning-based traffic sign recognition on the Internet of Vehicles (IoV), a large amount of traffic sign data from distributed vehicles is needed to be gathered in a centralized server for model training, which brings serious privacy leakage risk because of traffic sign data containing lots of location privacy information. To address this issue, we first exploit privacy-preserving federated learning to perform collaborative training for accurate recognition models without sharing raw traffic sign data. Nevertheless, due to the limited computing and energy resources of most devices, it is hard for vehicles to continuously undertake complex artificial intelligence tasks. Therefore, we introduce powerful Spike Neural Networks (SNNs) into traffic sign recognition for energy-efficient and fast model training, which is the next generation of neural networks and is practical and well-fitted to IoV scenarios. Furthermore, we design a novel encoding scheme for SNNs based on neuron receptive fields to extract information from the pixel and spatial dimensions of traffic signs to achieve high-accuracy training. Numerical results indicate that the proposed federated SNN outperforms traditional federated convolutional neural networks in terms of accuracy, noise immunity, and energy efficiency as well.

14.5CVFeb 6, 2023Code
Domain Re-Modulation for Few-Shot Generative Domain Adaptation

Yi Wu, Ziqiang Li, Chaoyue Wang et al.

In this study, we delve into the task of few-shot Generative Domain Adaptation (GDA), which involves transferring a pre-trained generator from one domain to a new domain using only a few reference images. Inspired by the way human brains acquire knowledge in new domains, we present an innovative generator structure called Domain Re-Modulation (DoRM). DoRM not only meets the criteria of high quality, large synthesis diversity, and cross-domain consistency, which were achieved by previous research in GDA, but also incorporates memory and domain association, akin to how human brains operate. Specifically, DoRM freezes the source generator and introduces new mapping and affine modules (M&A modules) to capture the attributes of the target domain during GDA. This process resembles the formation of new synapses in human brains. Consequently, a linearly combinable domain shift occurs in the style space. By incorporating multiple new M&A modules, the generator gains the capability to perform high-fidelity multi-domain and hybrid-domain generation. Moreover, to maintain cross-domain consistency more effectively, we introduce a similarity-based structure loss. This loss aligns the auto-correlation map of the target image with its corresponding auto-correlation map of the source image during training. Through extensive experiments, we demonstrate the superior performance of our DoRM and similarity-based structure loss in few-shot GDA, both quantitatively and qualitatively. The code will be available at https://github.com/wuyi2020/DoRM.

17.9ROJan 9, 2023Code
Asynchronous Multi-Agent Reinforcement Learning for Efficient Real-Time Multi-Robot Cooperative Exploration

Chao Yu, Xinyi Yang, Jiaxuan Gao et al. · bytedance

We consider the problem of cooperative exploration where multiple robots need to cooperatively explore an unknown region as fast as possible. Multi-agent reinforcement learning (MARL) has recently become a trending paradigm for solving this challenge. However, existing MARL-based methods adopt action-making steps as the metric for exploration efficiency by assuming all the agents are acting in a fully synchronous manner: i.e., every single agent produces an action simultaneously and every single action is executed instantaneously at each time step. Despite its mathematical simplicity, such a synchronous MARL formulation can be problematic for real-world robotic applications. It can be typical that different robots may take slightly different wall-clock times to accomplish an atomic action or even periodically get lost due to hardware issues. Simply waiting for every robot being ready for the next action can be particularly time-inefficient. Therefore, we propose an asynchronous MARL solution, Asynchronous Coordination Explorer (ACE), to tackle this real-world challenge. We first extend a classical MARL algorithm, multi-agent PPO (MAPPO), to the asynchronous setting and additionally apply action-delay randomization to enforce the learned policy to generalize better to varying action delays in the real world. Moreover, each navigation agent is represented as a team-size-invariant CNN-based policy, which greatly benefits real-robot deployment by handling possible robot lost and allows bandwidth-efficient intra-agent communication through low-dimensional CNN features. We first validate our approach in a grid-based scenario. Both simulation and real-robot results show that ACE reduces over 10% actual exploration time compared with classical approaches. We also apply our framework to a high-fidelity visual-based environment, Habitat, achieving 28% improvement in exploration efficiency.

25.3AIFeb 3, 2023Code
Learning Zero-Shot Cooperation with Humans, Assuming Humans Are Biased

Chao Yu, Jiaxuan Gao, Weilin Liu et al. · tsinghua

There is a recent trend of applying multi-agent reinforcement learning (MARL) to train an agent that can cooperate with humans in a zero-shot fashion without using any human data. The typical workflow is to first repeatedly run self-play (SP) to build a policy pool and then train the final adaptive policy against this pool. A crucial limitation of this framework is that every policy in the pool is optimized w.r.t. the environment reward function, which implicitly assumes that the testing partners of the adaptive policy will be precisely optimizing the same reward function as well. However, human objectives are often substantially biased according to their own preferences, which can differ greatly from the environment reward. We propose a more general framework, Hidden-Utility Self-Play (HSP), which explicitly models human biases as hidden reward functions in the self-play objective. By approximating the reward space as linear functions, HSP adopts an effective technique to generate an augmented policy pool with biased policies. We evaluate HSP on the Overcooked benchmark. Empirical results show that our HSP method produces higher rewards than baselines when cooperating with learned human models, manually scripted policies, and real humans. The HSP policy is also rated as the most assistive policy based on human feedback.

26.4AIJun 15, 2022
Revisiting Some Common Practices in Cooperative Multi-Agent Reinforcement Learning

Wei Fu, Chao Yu, Zelai Xu et al. · tsinghua

Many advances in cooperative multi-agent reinforcement learning (MARL) are based on two common design principles: value decomposition and parameter sharing. A typical MARL algorithm of this fashion decomposes a centralized Q-function into local Q-networks with parameters shared across agents. Such an algorithmic paradigm enables centralized training and decentralized execution (CTDE) and leads to efficient learning in practice. Despite all the advantages, we revisit these two principles and show that in certain scenarios, e.g., environments with a highly multi-modal reward landscape, value decomposition, and parameter sharing can be problematic and lead to undesired outcomes. In contrast, policy gradient (PG) methods with individual policies provably converge to an optimal solution in these cases, which partially supports some recent empirical observations that PG can be effective in many MARL testbeds. Inspired by our theoretical analysis, we present practical suggestions on implementing multi-agent PG algorithms for either high rewards or diverse emergent behaviors and empirically validate our findings on a variety of domains, ranging from the simplified matrix and grid-world games to complex benchmarks such as StarCraft Multi-Agent Challenge and Google Research Football. We hope our insights could benefit the community towards developing more general and more powerful MARL algorithms. Check our project website at https://sites.google.com/view/revisiting-marl.

14.6LGJun 24, 2022
Phasic Self-Imitative Reduction for Sparse-Reward Goal-Conditioned Reinforcement Learning

Yunfei Li, Tian Gao, Jiaqi Yang et al. · bytedance, tsinghua

It has been a recent trend to leverage the power of supervised learning (SL) towards more effective reinforcement learning (RL) methods. We propose a novel phasic approach by alternating online RL and offline SL for tackling sparse-reward goal-conditioned problems. In the online phase, we perform RL training and collect rollout data while in the offline phase, we perform SL on those successful trajectories from the dataset. To further improve sample efficiency, we adopt additional techniques in the online phase including task reduction to generate more feasible trajectories and a value-difference-based intrinsic reward to alleviate the sparse-reward issue. We call this overall algorithm, PhAsic self-Imitative Reduction (PAIR). PAIR substantially outperforms both non-phasic RL and phasic SL baselines on sparse-reward goal-conditioned robotic control problems, including a challenging stacking task. PAIR is the first RL method that learns to stack 6 cubes with only 0/1 success rewards from scratch.

27.1LGDec 17, 2022
Pre-Trained Image Encoder for Generalizable Visual Reinforcement Learning

Zhecheng Yuan, Zhengrong Xue, Bo Yuan et al.

Learning generalizable policies that can adapt to unseen environments remains challenging in visual Reinforcement Learning (RL). Existing approaches try to acquire a robust representation via diversifying the appearances of in-domain observations for better generalization. Limited by the specific observations of the environment, these methods ignore the possibility of exploring diverse real-world image datasets. In this paper, we investigate how a visual RL agent would benefit from the off-the-shelf visual representations. Surprisingly, we find that the early layers in an ImageNet pre-trained ResNet model could provide rather generalizable representations for visual RL. Hence, we propose Pre-trained Image Encoder for Generalizable visual reinforcement learning (PIE-G), a simple yet effective framework that can generalize to the unseen visual scenarios in a zero-shot manner. Extensive experiments are conducted on DMControl Generalization Benchmark, DMControl Manipulation Tasks, Drawer World, and CARLA to verify the effectiveness of PIE-G. Empirical evidence suggests PIE-G improves sample efficiency and significantly outperforms previous state-of-the-art methods in terms of generalization performance. In particular, PIE-G boasts a 55% generalization performance gain on average in the challenging video background setting. Project Page: https://sites.google.com/view/pie-g/home.

2.6CVApr 9, 2022Code
E^2TAD: An Energy-Efficient Tracking-based Action Detector

Xin Hu, Zhenyu Wu, Hao-Yu Miao et al.

Video action detection (spatio-temporal action localization) is usually the starting point for human-centric intelligent analysis of videos nowadays. It has high practical impacts for many applications across robotics, security, healthcare, etc. The two-stage paradigm of Faster R-CNN inspires a standard paradigm of video action detection in object detection, i.e., firstly generating person proposals and then classifying their actions. However, none of the existing solutions could provide fine-grained action detection to the "who-when-where-what" level. This paper presents a tracking-based solution to accurately and efficiently localize predefined key actions spatially (by predicting the associated target IDs and locations) and temporally (by predicting the time in exact frame indices). This solution won first place in the UAV-Video Track of 2021 Low-Power Computer Vision Challenge (LPCVC).

9.8CVMar 16, 2023
Facial Affective Behavior Analysis Method for 5th ABAW Competition

Shangfei Wang, Yanan Chang, Yi Wu et al.

Facial affective behavior analysis is important for human-computer interaction. 5th ABAW competition includes three challenges from Aff-Wild2 database. Three common facial affective analysis tasks are involved, i.e. valence-arousal estimation, expression classification, action unit recognition. For the three challenges, we construct three different models to solve the corresponding problems to improve the results, such as data unbalance and data noise. For the experiments of three challenges, we train the models on the provided training data and validate the models on the validation data.

5.7CVJul 20, 2022
Multi-Task Learning for Emotion Descriptors Estimation at the fourth ABAW Challenge

Yanan Chang, Yi Wu, Xiangyu Miao et al.

Facial valence/arousal, expression and action unit are related tasks in facial affective analysis. However, the tasks only have limited performance in the wild due to the various collected conditions. The 4th competition on affective behavior analysis in the wild (ABAW) provided images with valence/arousal, expression and action unit labels. In this paper, we introduce multi-task learning framework to enhance the performance of three related tasks in the wild. Feature sharing and label fusion are used to utilize their relations. We conduct experiments on the provided training and validating data.

3.3MAFeb 20, 2023
Differentiable Arbitrating in Zero-sum Markov Games

Jing Wang, Meichen Song, Feng Gao et al.

We initiate the study of how to perturb the reward in a zero-sum Markov game with two players to induce a desirable Nash equilibrium, namely arbitrating. Such a problem admits a bi-level optimization formulation. The lower level requires solving the Nash equilibrium under a given reward function, which makes the overall problem challenging to optimize in an end-to-end way. We propose a backpropagation scheme that differentiates through the Nash equilibrium, which provides the gradient feedback for the upper level. In particular, our method only requires a black-box solver for the (regularized) Nash equilibrium (NE). We develop the convergence analysis for the proposed framework with proper black-box NE solvers and demonstrate the empirical successes in two multi-agent reinforcement learning (MARL) environments.

18.1LGApr 4, 2022
Continuously Discovering Novel Strategies via Reward-Switching Policy Optimization

Zihan Zhou, Wei Fu, Bingliang Zhang et al.

We present Reward-Switching Policy Optimization (RSPO), a paradigm to discover diverse strategies in complex RL environments by iteratively finding novel policies that are both locally optimal and sufficiently different from existing ones. To encourage the learning policy to consistently converge towards a previously undiscovered local optimum, RSPO switches between extrinsic and intrinsic rewards via a trajectory-based novelty measurement during the optimization process. When a sampled trajectory is sufficiently distinct, RSPO performs standard policy optimization with extrinsic rewards. For trajectories with high likelihood under existing policies, RSPO utilizes an intrinsic diversity reward to promote exploration. Experiments show that RSPO is able to discover a wide spectrum of strategies in a variety of domains, ranging from single-agent particle-world tasks and MuJoCo continuous control to multi-agent stag-hunt games and StarCraftII challenges.

34.2CLApr 16, 2024Code
Is DPO Superior to PPO for LLM Alignment? A Comprehensive Study

Shusheng Xu, Wei Fu, Jiaxuan Gao et al. · tsinghua

Reinforcement Learning from Human Feedback (RLHF) is currently the most widely used method to align large language models (LLMs) with human preferences. Existing RLHF methods can be roughly categorized as either reward-based or reward-free. Novel applications such as ChatGPT and Claude leverage reward-based methods that first learn a reward model and apply actor-critic algorithms, such as Proximal Policy Optimization (PPO). However, in academic benchmarks, state-of-the-art results are often achieved via reward-free methods, such as Direct Preference Optimization (DPO). Is DPO truly superior to PPO? Why does PPO perform poorly on these benchmarks? In this paper, we first conduct both theoretical and empirical studies on the algorithmic properties of DPO and show that DPO may have fundamental limitations. Moreover, we also comprehensively examine PPO and reveal the key factors for the best performances of PPO in fine-tuning LLMs. Finally, we benchmark DPO and PPO across a collection of RLHF testbeds, ranging from dialogue to code generation. Experiment results demonstrate that PPO is able to surpass other alignment methods in all cases and achieve state-of-the-art results in challenging code competitions. Our code is publicly available at https://github.com/openpsi-project/ReaLHF.

3.9CVMar 16, 2023
Emotional Reaction Intensity Estimation Based on Multimodal Data

Shangfei Wang, Jiaqiang Wu, Feiyi Zheng et al.

This paper introduces our method for the Emotional Reaction Intensity (ERI) Estimation Challenge, in CVPR 2023: 5th Workshop and Competition on Affective Behavior Analysis in-the-wild (ABAW). Based on the multimodal data provided by the originazers, we extract acoustic and visual features with different pretrained models. The multimodal features are mixed together by Transformer Encoders with cross-modal attention mechnism. In this paper, 1. better features are extracted with the SOTA pretrained models. 2. Compared with the baseline, we improve the Pearson's Correlations Coefficient a lot. 3. We process the data with some special skills to enhance performance ability of our model.

2.6CVJul 20, 2022
Hand-Assisted Expression Recognition Method from Synthetic Images at the Fourth ABAW Challenge

Xiangyu Miao, Jiahe Wang, Yanan Chang et al.

Learning from synthetic images plays an important role in facial expression recognition task due to the difficulties of labeling the real images, and it is challenging because of the gap between the synthetic images and real images. The fourth Affective Behavior Analysis in-the-wild Competition raises the challenge and provides the synthetic images generated from Aff-Wild2 dataset. In this paper, we propose a hand-assisted expression recognition method to reduce the gap between the synthetic data and real data. Our method consists of two parts: expression recognition module and hand prediction module. Expression recognition module extracts expression information and hand prediction module predicts whether the image contains hands. Decision mode is used to combine the results of two modules, and post-pruning is used to improve the result. F1 score is used to verify the effectiveness of our method.

1.8LGOct 10, 2022
FedBA: Non-IID Federated Learning Framework in UAV Networks

Pei Li, Zhijun Liu, Luyi Chang et al.

With the development and progress of science and technology, the Internet of Things(IoT) has gradually entered people's lives, bringing great convenience to our lives and improving people's work efficiency. Specifically, the IoT can replace humans in jobs that they cannot perform. As a new type of IoT vehicle, the current status and trend of research on Unmanned Aerial Vehicle(UAV) is gratifying, and the development prospect is very promising. However, privacy and communication are still very serious issues in drone applications. This is because most drones still use centralized cloud-based data processing, which may lead to leakage of data collected by drones. At the same time, the large amount of data collected by drones may incur greater communication overhead when transferred to the cloud. Federated learning as a means of privacy protection can effectively solve the above two problems. However, federated learning when applied to UAV networks also needs to consider the heterogeneity of data, which is caused by regional differences in UAV regulation. In response, this paper proposes a new algorithm FedBA to optimize the global model and solves the data heterogeneity problem. In addition, we apply the algorithm to some real datasets, and the experimental results show that the algorithm outperforms other algorithms and improves the accuracy of the local model for UAVs.

12.2RODec 16, 2024Code
What Matters in Learning A Zero-Shot Sim-to-Real RL Policy for Quadrotor Control? A Comprehensive Study

Jiayu Chen, Chao Yu, Yuqing Xie et al. · tsinghua

Executing precise and agile flight maneuvers is critical for quadrotors in various applications. Traditional quadrotor control approaches are limited by their reliance on flat trajectories or time-consuming optimization, which restricts their flexibility. Recently, RL-based policy has emerged as a promising alternative due to its ability to directly map observations to actions, reducing the need for detailed system knowledge and actuation constraints. However, a significant challenge remains in bridging the sim-to-real gap, where RL-based policies often experience instability when deployed in real world. In this paper, we investigate key factors for learning robust RL-based control policies that are capable of zero-shot deployment in real-world quadrotors. We identify five critical factors and we develop a PPO-based training framework named SimpleFlight, which integrates these five techniques. We validate the efficacy of SimpleFlight on Crazyflie quadrotor, demonstrating that it achieves more than a 50% reduction in trajectory tracking error compared to state-of-the-art RL baselines. The policy derived by SimpleFlight consistently excels across both smooth polynominal trajectories and challenging infeasible zigzag trajectories on small thrust-to-weight quadrotors. In contrast, baseline methods struggle with high-speed or infeasible trajectories. To support further research and reproducibility, we integrate SimpleFlight into a GPU-based simulator Omnidrones and provide open-source access to the code and model checkpoints. We hope SimpleFlight will offer valuable insights for advancing RL-based quadrotor control. For more details, visit our project website at https://sites.google.com/view/simpleflight/.

6.5CVOct 11, 2024Code
One-shot Generative Domain Adaptation in 3D GANs

Ziqiang Li, Yi Wu, Chaoyue Wang et al.

3D-aware image generation necessitates extensive training data to ensure stable training and mitigate the risk of overfitting. This paper first considers a novel task known as One-shot 3D Generative Domain Adaptation (GDA), aimed at transferring a pre-trained 3D generator from one domain to a new one, relying solely on a single reference image. One-shot 3D GDA is characterized by the pursuit of specific attributes, namely, high fidelity, large diversity, cross-domain consistency, and multi-view consistency. Within this paper, we introduce 3D-Adapter, the first one-shot 3D GDA method, for diverse and faithful generation. Our approach begins by judiciously selecting a restricted weight set for fine-tuning, and subsequently leverages four advanced loss functions to facilitate adaptation. An efficient progressive fine-tuning strategy is also implemented to enhance the adaptation process. The synergy of these three technological components empowers 3D-Adapter to achieve remarkable performance, substantiated both quantitatively and qualitatively, across all desired properties of 3D GDA. Furthermore, 3D-Adapter seamlessly extends its capabilities to zero-shot scenarios, and preserves the potential for crucial tasks such as interpolation, reconstruction, and editing within the latent space of the pre-trained generator. Code will be available at https://github.com/iceli1007/3D-Adapter.

2.5AINov 17, 2022
AlphaSnake: Policy Iteration on a Nondeterministic NP-hard Markov Decision Process

Kevin Du, Ian Gemp, Yi Wu et al.

Reinforcement learning has recently been used to approach well-known NP-hard combinatorial problems in graph theory. Among these problems, Hamiltonian cycle problems are exceptionally difficult to analyze, even when restricted to individual instances of structurally complex graphs. In this paper, we use Monte Carlo Tree Search (MCTS), the search algorithm behind many state-of-the-art reinforcement learning algorithms such as AlphaZero, to create autonomous agents that learn to play the game of Snake, a game centered on properties of Hamiltonian cycles on grid graphs. The game of Snake can be formulated as a single-player discounted Markov Decision Process (MDP) where the agent must behave optimally in a stochastic environment. Determining the optimal policy for Snake, defined as the policy that maximizes the probability of winning - or win rate - with higher priority and minimizes the expected number of time steps to win with lower priority, is conjectured to be NP-hard. Performance-wise, compared to prior work in the Snake game, our algorithm is the first to achieve a win rate over $0.5$ (a uniform random policy achieves a win rate $< 2.57 \times 10^{-15}$), demonstrating the versatility of AlphaZero in approaching NP-hard environments.

51.8LGMar 2, 2021Code
The Surprising Effectiveness of PPO in Cooperative, Multi-Agent Games

Chao Yu, Akash Velu, Eugene Vinitsky et al.

Proximal Policy Optimization (PPO) is a ubiquitous on-policy reinforcement learning algorithm but is significantly less utilized than off-policy learning algorithms in multi-agent settings. This is often due to the belief that PPO is significantly less sample efficient than off-policy methods in multi-agent systems. In this work, we carefully study the performance of PPO in cooperative multi-agent settings. We show that PPO-based multi-agent algorithms achieve surprisingly strong performance in four popular multi-agent testbeds: the particle-world environments, the StarCraft multi-agent challenge, Google Research Football, and the Hanabi challenge, with minimal hyperparameter tuning and without any domain-specific algorithmic modifications or architectures. Importantly, compared to competitive off-policy methods, PPO often achieves competitive or superior results in both final returns and sample efficiency. Finally, through ablation studies, we analyze implementation and hyperparameter factors that are critical to PPO's empirical performance, and give concrete practical suggestions regarding these factors. Our results show that when using these practices, simple PPO-based methods can be a strong baseline in cooperative multi-agent reinforcement learning. Source code is released at \url{https://github.com/marlbenchmark/on-policy}.

5.8LGFeb 11, 2022Code
Understanding Curriculum Learning in Policy Optimization for Online Combinatorial Optimization

Runlong Zhou, Zelin He, Yuandong Tian et al.

Over the recent years, reinforcement learning (RL) starts to show promising results in tackling combinatorial optimization (CO) problems, in particular when coupled with curriculum learning to facilitate training. Despite emerging empirical evidence, theoretical study on why RL helps is still at its early stage. This paper presents the first systematic study on policy optimization methods for online CO problems. We show that online CO problems can be naturally formulated as latent Markov Decision Processes (LMDPs), and prove convergence bounds on natural policy gradient (NPG) for solving LMDPs. Furthermore, our theory explains the benefit of curriculum learning: it can find a strong sampling policy and reduce the distribution shift, a critical quantity that governs the convergence rate in our theorem. For a canonical online CO problem, the Best Choice Problem (BCP), we formally prove that distribution shift is reduced exponentially with curriculum learning even if the curriculum is a randomly generated BCP on a smaller scale. Our theory also shows we can simplify the curriculum learning scheme used in prior work from multi-step to single-step. Lastly, we provide extensive experiments on the Best Choice Problem, Online Knapsack, and AdWords to verify our findings.

27.7AIDec 22, 2021Code
Maximum Entropy Population-Based Training for Zero-Shot Human-AI Coordination

Rui Zhao, Jinming Song, Yufeng Yuan et al.

We study the problem of training a Reinforcement Learning (RL) agent that is collaborative with humans without using any human data. Although such agents can be obtained through self-play training, they can suffer significantly from distributional shift when paired with unencountered partners, such as humans. To mitigate this distributional shift, we propose Maximum Entropy Population-based training (MEP). In MEP, agents in the population are trained with our derived Population Entropy bonus to promote both pairwise diversity between agents and individual diversity of agents themselves, and a common best agent is trained by paring with agents in this diversified population via prioritized sampling. The prioritization is dynamically adjusted based on the training progress. We demonstrate the effectiveness of our method MEP, with comparison to Self-Play PPO (SP), Population-Based Training (PBT), Trajectory Diversity (TrajeDi), and Fictitious Co-Play (FCP) in the Overcooked game environment, with partners being human proxy models and real humans. A supplementary video showing experimental results is available at https://youtu.be/Xh-FKD0AAKE.

5.5LGOct 26, 2021
Semi-Supervised Federated Learning with non-IID Data: Algorithm and System Design

Zhe Zhang, Shiyao Ma, Jiangtian Nie et al.

Federated Learning (FL) allows edge devices (or clients) to keep data locally while simultaneously training a shared high-quality global model. However, current research is generally based on an assumption that the training data of local clients have ground-truth. Furthermore, FL faces the challenge of statistical heterogeneity, i.e., the distribution of the client's local training data is non-independent identically distributed (non-IID). In this paper, we present a robust semi-supervised FL system design, where the system aims to solve the problem of data availability and non-IID in FL. In particular, this paper focuses on studying the labels-at-server scenario where there is only a limited amount of labeled data on the server and only unlabeled data on the clients. In our system design, we propose a novel method to tackle the problems, which we refer to as Federated Mixing (FedMix). FedMix improves the naive combination of FL and semi-supervised learning methods and designs parameter decomposition strategies for disjointed learning of labeled, unlabeled data, and global models. To alleviate the non-IID problem, we propose a novel aggregation rule based on the frequency of the client's participation in training, namely the FedFreq aggregation algorithm, which can adjust the weight of the corresponding local model according to this frequency. Extensive evaluations conducted on CIFAR-10 dataset show that the performance of our proposed method is significantly better than those of the current baseline. It is worth noting that our system is robust to different non-IID levels of client data.

5.7CLSep 8, 2021Code
Sequence Level Contrastive Learning for Text Summarization

Shusheng Xu, Xingxing Zhang, Yi Wu et al.

Contrastive learning models have achieved great success in unsupervised visual representation learning, which maximize the similarities between feature representations of different views of the same image, while minimize the similarities between feature representations of views of different images. In text summarization, the output summary is a shorter form of the input document and they have similar meanings. In this paper, we propose a contrastive learning model for supervised abstractive text summarization, where we view a document, its gold summary and its model generated summaries as different views of the same mean representation and maximize the similarities between them during training. We improve over a strong sequence-to-sequence text generation model (i.e., BART) on three different summarization datasets. Human evaluation also shows that our model achieves better faithfulness ratings compared to its counterpart without contrastive objectives.