Peng Sun

LG
h-index13
16papers
799citations
Novelty53%
AI Score42

16 Papers

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.

21.0AINov 27, 2020Code
TStarBot-X: An Open-Sourced and Comprehensive Study for Efficient League Training in StarCraft II Full Game

Lei Han, Jiechao Xiong, Peng Sun et al.

StarCraft, one of the most difficult esport games with long-standing history of professional tournaments, has attracted generations of players and fans, and also, intense attentions in artificial intelligence research. Recently, Google's DeepMind announced AlphaStar, a grandmaster level AI in StarCraft II that can play with humans using comparable action space and operations. In this paper, we introduce a new AI agent, named TStarBot-X, that is trained under orders of less computations and can play competitively with expert human players. TStarBot-X takes advantage of important techniques introduced in AlphaStar, and also benefits from substantial innovations including new league training methods, novel multi-agent roles, rule-guided policy search, stabilized policy improvement, lightweight neural network architecture, and importance sampling in imitation learning, etc. We show that with orders of less computation scale, a faithful reimplementation of AlphaStar's methods can not succeed and the proposed techniques are necessary to ensure TStarBot-X's competitive performance. We reveal all technical details that are complementary to those mentioned in AlphaStar, showing the most sensitive parts in league training, reinforcement learning and imitation learning that affect the performance of the agents. Most importantly, this is an open-sourced study that all codes and resources (including the trained model parameters) are publicly accessible via \url{https://github.com/tencent-ailab/tleague_projpage}. We expect this study could be beneficial for both academic and industrial future research in solving complex problems like StarCraft, and also, might provide a sparring partner for all StarCraft II players and other AI agents.

10.6LGNov 25, 2020Code
TLeague: A Framework for Competitive Self-Play based Distributed Multi-Agent Reinforcement Learning

Peng Sun, Jiechao Xiong, Lei Han et al.

Competitive Self-Play (CSP) based Multi-Agent Reinforcement Learning (MARL) has shown phenomenal breakthroughs recently. Strong AIs are achieved for several benchmarks, including Dota 2, Glory of Kings, Quake III, StarCraft II, to name a few. Despite the success, the MARL training is extremely data thirsty, requiring typically billions of (if not trillions of) frames be seen from the environment during training in order for learning a high performance agent. This poses non-trivial difficulties for researchers or engineers and prevents the application of MARL to a broader range of real-world problems. To address this issue, in this manuscript we describe a framework, referred to as TLeague, that aims at large-scale training and implements several main-stream CSP-MARL algorithms. The training can be deployed in either a single machine or a cluster of hybrid machines (CPUs and GPUs), where the standard Kubernetes is supported in a cloud native manner. TLeague achieves a high throughput and a reasonable scale-up when performing distributed training. Thanks to the modular design, it is also easy to extend for solving other multi-agent problems or implementing and verifying MARL algorithms. We present experiments over StarCraft II, ViZDoom and Pommerman to show the efficiency and effectiveness of TLeague. The code is open-sourced and available at https://github.com/tencent-ailab/tleague_projpage

5.8LGJan 27, 2022
Generative Adversarial Exploration for Reinforcement Learning

Weijun Hong, Menghui Zhu, Minghuan Liu et al.

Exploration is crucial for training the optimal reinforcement learning (RL) policy, where the key is to discriminate whether a state visiting is novel. Most previous work focuses on designing heuristic rules or distance metrics to check whether a state is novel without considering such a discrimination process that can be learned. In this paper, we propose a novel method called generative adversarial exploration (GAEX) to encourage exploration in RL via introducing an intrinsic reward output from a generative adversarial network, where the generator provides fake samples of states that help discriminator identify those less frequently visited states. Thus the agent is encouraged to visit those states which the discriminator is less confident to judge as visited. GAEX is easy to implement and of high training efficiency. In our experiments, we apply GAEX into DQN and the DQN-GAEX algorithm achieves convincing performance on challenging exploration problems, including the game Venture, Montezuma's Revenge and Super Mario Bros, without further fine-tuning on complicate learning algorithms. To our knowledge, this is the first work to employ GAN in RL exploration problems.

17.5CVJun 18, 2021
Towards Distraction-Robust Active Visual Tracking

Fangwei Zhong, Peng Sun, Wenhan Luo et al.

In active visual tracking, it is notoriously difficult when distracting objects appear, as distractors often mislead the tracker by occluding the target or bringing a confusing appearance. To address this issue, we propose a mixed cooperative-competitive multi-agent game, where a target and multiple distractors form a collaborative team to play against a tracker and make it fail to follow. Through learning in our game, diverse distracting behaviors of the distractors naturally emerge, thereby exposing the tracker's weakness, which helps enhance the distraction-robustness of the tracker. For effective learning, we then present a bunch of practical methods, including a reward function for distractors, a cross-modal teacher-student learning strategy, and a recurrent attention mechanism for the tracker. The experimental results show that our tracker performs desired distraction-robust active visual tracking and can be well generalized to unseen environments. We also show that the multi-agent game can be used to adversarially test the robustness of trackers.

6.6DCJun 6, 2021
ModelCI-e: Enabling Continual Learning in Deep Learning Serving Systems

Yizheng Huang, Huaizheng Zhang, Yonggang Wen et al.

MLOps is about taking experimental ML models to production, i.e., serving the models to actual users. Unfortunately, existing ML serving systems do not adequately handle the dynamic environments in which online data diverges from offline training data, resulting in tedious model updating and deployment works. This paper implements a lightweight MLOps plugin, termed ModelCI-e (continuous integration and evolution), to address the issue. Specifically, it embraces continual learning (CL) and ML deployment techniques, providing end-to-end supports for model updating and validation without serving engine customization. ModelCI-e includes 1) a model factory that allows CL researchers to prototype and benchmark CL models with ease, 2) a CL backend to automate and orchestrate the model updating efficiently, and 3) a web interface for an ML team to manage CL service collaboratively. Our preliminary results demonstrate the usability of ModelCI-e, and indicate that eliminating the interference between model updating and inference workloads is crucial for higher system efficiency.

1.6LGApr 16, 2021
FedCom: A Byzantine-Robust Local Model Aggregation Rule Using Data Commitment for Federated Learning

Bo Zhao, Peng Sun, Liming Fang et al.

Federated learning (FL) is a promising privacy-preserving distributed machine learning methodology that allows multiple clients (i.e., workers) to collaboratively train statistical models without disclosing private training data. Due to the characteristics of data remaining localized and the uninspected on-device training process, there may exist Byzantine workers launching data poisoning and model poisoning attacks, which would seriously deteriorate model performance or prevent the model from convergence. Most of the existing Byzantine-robust FL schemes are either ineffective against several advanced poisoning attacks or need to centralize a public validation dataset, which is intractable in FL. Moreover, to the best of our knowledge, none of the existing Byzantine-robust distributed learning methods could well exert its power in Non-Independent and Identically distributed (Non-IID) data among clients. To address these issues, we propose FedCom, a novel Byzantine-robust federated learning framework by incorporating the idea of commitment from cryptography, which could achieve both data poisoning and model poisoning tolerant FL under practical Non-IID data partitions. Specifically, in FedCom, each client is first required to make a commitment to its local training data distribution. Then, we identify poisoned datasets by comparing the Wasserstein distance among commitments submitted by different clients. Furthermore, we distinguish abnormal local model updates from benign ones by testing each local model's behavior on its corresponding data commitment. We conduct an extensive performance evaluation of FedCom. The results demonstrate its effectiveness and superior performance compared to the state-of-the-art Byzantine-robust schemes in defending against typical data poisoning and model poisoning attacks under practical Non-IID data distributions.

6.3AISep 9, 2019
Composing Knowledge Graph Embeddings via Word Embeddings

Lianbo Ma, Peng Sun, Zhiwei Lin et al.

Learning knowledge graph embedding from an existing knowledge graph is very important to knowledge graph completion. For a fact $(h,r,t)$ with the head entity $h$ having a relation $r$ with the tail entity $t$, the current approaches aim to learn low dimensional representations $(\mathbf{h},\mathbf{r},\mathbf{t})$, each of which corresponds to the elements in $(h, r, t)$, respectively. As $(\mathbf{h},\mathbf{r},\mathbf{t})$ is learned from the existing facts within a knowledge graph, these representations can not be used to detect unknown facts (if the entities or relations never occur in the knowledge graph). This paper proposes a new approach called TransW, aiming to go beyond the current work by composing knowledge graph embeddings using word embeddings. Given the fact that an entity or a relation contains one or more words (quite often), it is sensible to learn a mapping function from word embedding spaces to knowledge embedding spaces, which shows how entities are constructed using human words. More importantly, composing knowledge embeddings using word embeddings makes it possible to deal with the emerging new facts (either new entities or relations). Experimental results using three public datasets show the consistency and outperformance of the proposed TransW.

2.7LGJul 20, 2019
Arena: a toolkit for Multi-Agent Reinforcement Learning

Qing Wang, Jiechao Xiong, Lei Han et al.

We introduce Arena, a toolkit for multi-agent reinforcement learning (MARL) research. In MARL, it usually requires customizing observations, rewards and actions for each agent, changing cooperative-competitive agent-interaction, and playing with/against a third-party agent, etc. We provide a novel modular design, called Interface, for manipulating such routines in essentially two ways: 1) Different interfaces can be concatenated and combined, which extends the OpenAI Gym Wrappers concept to MARL scenarios. 2) During MARL training or testing, interfaces can be embedded in either wrapped OpenAI Gym compatible Environments or raw environment compatible Agents. We offer off-the-shelf interfaces for several popular MARL platforms, including StarCraft II, Pommerman, ViZDoom, Soccer, etc. The interfaces effectively support self-play RL and cooperative-competitive hybrid MARL. Also, Arena can be conveniently extended to your own favorite MARL platform.

19.0LGOct 10, 2018
Parametrized Deep Q-Networks Learning: Reinforcement Learning with Discrete-Continuous Hybrid Action Space

Jiechao Xiong, Qing Wang, Zhuoran Yang et al.

Most existing deep reinforcement learning (DRL) frameworks consider either discrete action space or continuous action space solely. Motivated by applications in computer games, we consider the scenario with discrete-continuous hybrid action space. To handle hybrid action space, previous works either approximate the hybrid space by discretization, or relax it into a continuous set. In this paper, we propose a parametrized deep Q-network (P- DQN) framework for the hybrid action space without approximation or relaxation. Our algorithm combines the spirits of both DQN (dealing with discrete action space) and DDPG (dealing with continuous action space) by seamlessly integrating them. Empirical results on a simulation example, scoring a goal in simulated RoboCup soccer and the solo mode in game King of Glory (KOG) validate the efficiency and effectiveness of our method.

22.2AISep 19, 2018Code
TStarBots: Defeating the Cheating Level Builtin AI in StarCraft II in the Full Game

Peng Sun, Xinghai Sun, Lei Han et al.

Starcraft II (SC2) is widely considered as the most challenging Real Time Strategy (RTS) game. The underlying challenges include a large observation space, a huge (continuous and infinite) action space, partial observations, simultaneous move for all players, and long horizon delayed rewards for local decisions. To push the frontier of AI research, Deepmind and Blizzard jointly developed the StarCraft II Learning Environment (SC2LE) as a testbench of complex decision making systems. SC2LE provides a few mini games such as MoveToBeacon, CollectMineralShards, and DefeatRoaches, where some AI agents have achieved the performance level of human professional players. However, for full games, the current AI agents are still far from achieving human professional level performance. To bridge this gap, we present two full game AI agents in this paper - the AI agent TStarBot1 is based on deep reinforcement learning over a flat action structure, and the AI agent TStarBot2 is based on hard-coded rules over a hierarchical action structure. Both TStarBot1 and TStarBot2 are able to defeat the built-in AI agents from level 1 to level 10 in a full game (1v1 Zerg-vs-Zerg game on the AbyssalReef map), noting that level 8, level 9, and level 10 are cheating agents with unfair advantages such as full vision on the whole map and resource harvest boosting. To the best of our knowledge, this is the first public work to investigate AI agents that can defeat the built-in AI in the StarCraft II full game.

19.2CVAug 10, 2018
End-to-end Active Object Tracking and Its Real-world Deployment via Reinforcement Learning

Wenhan Luo, Peng Sun, Fangwei Zhong et al.

We study active object tracking, where a tracker takes visual observations (i.e., frame sequences) as input and produces the corresponding camera control signals as output (e.g., move forward, turn left, etc.). Conventional methods tackle tracking and camera control tasks separately, and the resulting system is difficult to tune jointly. These methods also require significant human efforts for image labeling and expensive trial-and-error system tuning in the real world. To address these issues, we propose, in this paper, an end-to-end solution via deep reinforcement learning. A ConvNet-LSTM function approximator is adopted for the direct frame-to-action prediction. We further propose an environment augmentation technique and a customized reward function, which are crucial for successful training. The tracker trained in simulators (ViZDoom and Unreal Engine) demonstrates good generalization behaviors in the case of unseen object moving paths, unseen object appearances, unseen backgrounds, and distracting objects. The system is robust and can restore tracking after occasional lost of the target being tracked. We also find that the tracking ability, obtained solely from simulators, can potentially transfer to real-world scenarios. We demonstrate successful examples of such transfer, via experiments over the VOT dataset and the deployment of a real-world robot using the proposed active tracker trained in simulation.

4.5OCMay 16, 2018
An Algorithmic Framework of Variable Metric Over-Relaxed Hybrid Proximal Extra-Gradient Method

Li Shen, Peng Sun, Yitong Wang et al.

We propose a novel algorithmic framework of Variable Metric Over-Relaxed Hybrid Proximal Extra-gradient (VMOR-HPE) method with a global convergence guarantee for the maximal monotone operator inclusion problem. Its iteration complexities and local linear convergence rate are provided, which theoretically demonstrate that a large over-relaxed step-size contributes to accelerating the proposed VMOR-HPE as a byproduct. Specifically, we find that a large class of primal and primal-dual operator splitting algorithms are all special cases of VMOR-HPE. Hence, the proposed framework offers a new insight into these operator splitting algorithms. In addition, we apply VMOR-HPE to the Karush-Kuhn-Tucker (KKT) generalized equation of linear equality constrained multi-block composite convex optimization, yielding a new algorithm, namely nonsymmetric Proximal Alternating Direction Method of Multipliers with a preconditioned Extra-gradient step in which the preconditioned metric is generated by a blockwise Barzilai-Borwein line search technique (PADMM-EBB). We also establish iteration complexities of PADMM-EBB in terms of the KKT residual. Finally, we apply PADMM-EBB to handle the nonnegative dual graph regularized low-rank representation problem. Promising results on synthetic and real datasets corroborate the efficacy of PADMM-EBB.

9.9CVMar 31, 2018
Tagging like Humans: Diverse and Distinct Image Annotation

Baoyuan Wu, Weidong Chen, Peng Sun et al.

In this work we propose a new automatic image annotation model, dubbed {\bf diverse and distinct image annotation} (D2IA). The generative model D2IA is inspired by the ensemble of human annotations, which create semantically relevant, yet distinct and diverse tags. In D2IA, we generate a relevant and distinct tag subset, in which the tags are relevant to the image contents and semantically distinct to each other, using sequential sampling from a determinantal point process (DPP) model. Multiple such tag subsets that cover diverse semantic aspects or diverse semantic levels of the image contents are generated by randomly perturbing the DPP sampling process. We leverage a generative adversarial network (GAN) model to train D2IA. Extensive experiments including quantitative and qualitative comparisons, as well as human subject studies, on two benchmark datasets demonstrate that the proposed model can produce more diverse and distinct tags than the state-of-the-arts.

15.2CVMay 30, 2017
End-to-end Active Object Tracking via Reinforcement Learning

Wenhan Luo, Peng Sun, Fangwei Zhong et al.

We study active object tracking, where a tracker takes as input the visual observation (i.e., frame sequence) and produces the camera control signal (e.g., move forward, turn left, etc.). Conventional methods tackle the tracking and the camera control separately, which is challenging to tune jointly. It also incurs many human efforts for labeling and many expensive trial-and-errors in realworld. To address these issues, we propose, in this paper, an end-to-end solution via deep reinforcement learning, where a ConvNet-LSTM function approximator is adopted for the direct frame-toaction prediction. We further propose an environment augmentation technique and a customized reward function, which are crucial for a successful training. The tracker trained in simulators (ViZDoom, Unreal Engine) shows good generalization in the case of unseen object moving path, unseen object appearance, unseen background, and distracting object. It can restore tracking when occasionally losing the target. With the experiments over the VOT dataset, we also find that the tracking ability, obtained solely from simulators, can potentially transfer to real-world scenarios.

4.9LGJun 18, 2012
The Convexity and Design of Composite Multiclass Losses

Mark Reid, Robert Williamson, Peng Sun

We consider composite loss functions for multiclass prediction comprising a proper (i.e., Fisher-consistent) loss over probability distributions and an inverse link function. We establish conditions for their (strong) convexity and explore the implications. We also show how the separation of concerns afforded by using this composite representation allows for the design of families of losses with the same Bayes risk.