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Bo An

Publications and source records attributed to Bo An.

At least 145 records · Page 8Linked to original sources

Reinforcement Learning from Diverse Human Preferences

The complexity of designing reward functions has been a major obstacle to the wide application of deep reinforcement learning (RL) techniques. Describing an agent's desired behaviors and properties can be difficult, even for experts. A new paradigm called reinforcement learning from human preferences (or preference-based RL) has emerged as a promising solution, in which reward functions are learned from human preference labels among behavior trajectories. However, existing methods for preference-based RL are limited by the need for accurate oracle preference labels. This paper addresses this limitation by developing a method for crowd-sourcing preference labels and learning from diverse human preferences. The key idea is to stabilize reward learning through regularization and correction in a latent space. To ensure temporal consistency, a strong constraint is imposed on the reward model that forces its latent space to be close to the prior distribution. Additionally, a confidence-based reward model ensembling method is designed to generate more stable and reliable predictions. The proposed method is tested on a variety of tasks in DMcontrol and Meta-world and has shown consistent and significant improvements over existing preference-based RL algorithms when learning from diverse feedback, paving the way for real-world applications of RL methods.

cs.LG↗

Reinforcement Nash Equilibrium Solver

Nash Equilibrium (NE) is the canonical solution concept of game theory, which provides an elegant tool to understand the rationalities. Though mixed strategy NE exists in any game with finite players and actions, computing NE in two- or multi-player general-sum games is PPAD-Complete. Various alternative solutions, e.g., Correlated Equilibrium (CE), and learning methods, e.g., fictitious play (FP), are proposed to approximate NE. For convenience, we call these methods as "inexact solvers", or "solvers" for short. However, the alternative solutions differ from NE and the learning methods generally fail to converge to NE. Therefore, in this work, we propose REinforcement Nash Equilibrium Solver (RENES), which trains a single policy to modify the games with different sizes and applies the solvers on the modified games where the obtained solution is evaluated on the original games. Specifically, our contributions are threefold. i) We represent the games as $α$-rank response graphs and leverage graph neural network (GNN) to handle the games with different sizes as inputs; ii) We use tensor decomposition, e.g., canonical polyadic (CP), to make the dimension of modifying actions fixed for games with different sizes; iii) We train the modifying strategy for games with the widely-used proximal policy optimization (PPO) and apply the solvers to solve the modified games, where the obtained solution is evaluated on original games. Extensive experiments on large-scale normal-form games show that our method can further improve the approximation of NE of different solvers, i.e., $α$-rank, CE, FP and PRD, and can be generalized to unseen games.

cs.GT↗

S$^2$AC: Energy-Based Reinforcement Learning with Stein Soft Actor Critic

Learning expressive stochastic policies instead of deterministic ones has been proposed to achieve better stability, sample complexity, and robustness. Notably, in Maximum Entropy Reinforcement Learning (MaxEnt RL), the policy is modeled as an expressive Energy-Based Model (EBM) over the Q-values. However, this formulation requires the estimation of the entropy of such EBMs, which is an open problem. To address this, previous MaxEnt RL methods either implicitly estimate the entropy, resulting in high computational complexity and variance (SQL), or follow a variational inference procedure that fits simplified actor distributions (e.g., Gaussian) for tractability (SAC). We propose Stein Soft Actor-Critic (S$^2$AC), a MaxEnt RL algorithm that learns expressive policies without compromising efficiency. Specifically, S$^2$AC uses parameterized Stein Variational Gradient Descent (SVGD) as the underlying policy. We derive a closed-form expression of the entropy of such policies. Our formula is computationally efficient and only depends on first-order derivatives and vector products. Empirical results show that S$^2$AC yields more optimal solutions to the MaxEnt objective than SQL and SAC in the multi-goal environment, and outperforms SAC and SQL on the MuJoCo benchmark. Our code is available at: https://github.com/SafaMessaoud/S2AC-Energy-Based-RL-with-Stein-Soft-Actor-Critic

cs.LG↗

Grasper: A Generalist Pursuer for Pursuit-Evasion Problems

Pursuit-evasion games (PEGs) model interactions between a team of pursuers and an evader in graph-based environments such as urban street networks. Recent advancements have demonstrated the effectiveness of the pre-training and fine-tuning paradigm in PSRO to improve scalability in solving large-scale PEGs. However, these methods primarily focus on specific PEGs with fixed initial conditions that may vary substantially in real-world scenarios, which significantly hinders the applicability of the traditional methods. To address this issue, we introduce Grasper, a GeneRAlist purSuer for Pursuit-Evasion pRoblems, capable of efficiently generating pursuer policies tailored to specific PEGs. Our contributions are threefold: First, we present a novel architecture that offers high-quality solutions for diverse PEGs, comprising critical components such as (i) a graph neural network (GNN) to encode PEGs into hidden vectors, and (ii) a hypernetwork to generate pursuer policies based on these hidden vectors. As a second contribution, we develop an efficient three-stage training method involving (i) a pre-pretraining stage for learning robust PEG representations through self-supervised graph learning techniques like GraphMAE, (ii) a pre-training stage utilizing heuristic-guided multi-task pre-training (HMP) where heuristic-derived reference policies (e.g., through Dijkstra's algorithm) regularize pursuer policies, and (iii) a fine-tuning stage that employs PSRO to generate pursuer policies on designated PEGs. Finally, we perform extensive experiments on synthetic and real-world maps, showcasing Grasper's significant superiority over baselines in terms of solution quality and generalizability. We demonstrate that Grasper provides a versatile approach for solving pursuit-evasion problems across a broad range of scenarios, enabling practical deployment in real-world situations.

cs.AI↗

Self-adaptive PSRO: Towards an Automatic Population-based Game Solver

Policy-Space Response Oracles (PSRO) as a general algorithmic framework has achieved state-of-the-art performance in learning equilibrium policies of two-player zero-sum games. However, the hand-crafted hyperparameter value selection in most of the existing works requires extensive domain knowledge, forming the main barrier to applying PSRO to different games. In this work, we make the first attempt to investigate the possibility of self-adaptively determining the optimal hyperparameter values in the PSRO framework. Our contributions are three-fold: (1) Using several hyperparameters, we propose a parametric PSRO that unifies the gradient descent ascent (GDA) and different PSRO variants. (2) We propose the self-adaptive PSRO (SPSRO) by casting the hyperparameter value selection of the parametric PSRO as a hyperparameter optimization (HPO) problem where our objective is to learn an HPO policy that can self-adaptively determine the optimal hyperparameter values during the running of the parametric PSRO. (3) To overcome the poor performance of online HPO methods, we propose a novel offline HPO approach to optimize the HPO policy based on the Transformer architecture. Experiments on various two-player zero-sum games demonstrate the superiority of SPSRO over different baselines.

cs.AI↗

True Knowledge Comes from Practice: Aligning LLMs with Embodied Environments via Reinforcement Learning

Despite the impressive performance across numerous tasks, large language models (LLMs) often fail in solving simple decision-making tasks due to the misalignment of the knowledge in LLMs with environments. On the contrary, reinforcement learning (RL) agents learn policies from scratch, which makes them always align with environments but difficult to incorporate prior knowledge for efficient explorations. To narrow the gap, we propose TWOSOME, a novel general online framework that deploys LLMs as decision-making agents to efficiently interact and align with embodied environments via RL without requiring any prepared datasets or prior knowledge of the environments. Firstly, we query the joint probabilities of each valid action with LLMs to form behavior policies. Then, to enhance the stability and robustness of the policies, we propose two normalization methods and summarize four prompt design principles. Finally, we design a novel parameter-efficient training architecture where the actor and critic share one frozen LLM equipped with low-rank adapters (LoRA) updated by PPO. We conduct extensive experiments to evaluate TWOSOME. i) TWOSOME exhibits significantly better sample efficiency and performance compared to the conventional RL method, PPO, and prompt tuning method, SayCan, in both classical decision-making environment, Overcooked, and simulated household environment, VirtualHome. ii) Benefiting from LLMs' open-vocabulary feature, TWOSOME shows superior generalization ability to unseen tasks. iii) Under our framework, there is no significant loss of the LLMs' original ability during online PPO finetuning.

cs.LG↗

Leveraging Team Correlation for Approximating Equilibrium in Two-Team Zero-Sum Games

Two-team zero-sum games are one of the most important paradigms in game theory. In this paper, we focus on finding an unexploitable equilibrium in large team games. An unexploitable equilibrium is a worst-case policy, where members in the opponent team cannot increase their team reward by taking any policy, e.g., cooperatively changing to other joint policies. As an optimal unexploitable equilibrium in two-team zero-sum games, correlated-team maxmin equilibrium remains unexploitable even in the worst case where players in the opponent team can achieve arbitrary cooperation through a joint team policy. However, finding such an equilibrium in large games is challenging due to the impracticality of evaluating the exponentially large number of joint policies. To solve this problem, we first introduce a general solution concept called restricted correlated-team maxmin equilibrium, which solves the problem of being impossible to evaluate all joint policy by a sample factor while avoiding an exploitation problem under the incomplete joint policy evaluation. We then develop an efficient sequential correlation mechanism, and based on which we propose an algorithm for approximating the unexploitable equilibrium in large games. We show that our approach achieves lower exploitability than the state-of-the-art baseline when encountering opponent teams with different exploitation ability in large team games including Google Research Football.

cs.GT↗

Reinforcement Learning with Maskable Stock Representation for Portfolio Management in Customizable Stock Pools

Portfolio management (PM) is a fundamental financial trading task, which explores the optimal periodical reallocation of capitals into different stocks to pursue long-term profits. Reinforcement learning (RL) has recently shown its potential to train profitable agents for PM through interacting with financial markets. However, existing work mostly focuses on fixed stock pools, which is inconsistent with investors' practical demand. Specifically, the target stock pool of different investors varies dramatically due to their discrepancy on market states and individual investors may temporally adjust stocks they desire to trade (e.g., adding one popular stocks), which lead to customizable stock pools (CSPs). Existing RL methods require to retrain RL agents even with a tiny change of the stock pool, which leads to high computational cost and unstable performance. To tackle this challenge, we propose EarnMore, a rEinforcement leARNing framework with Maskable stOck REpresentation to handle PM with CSPs through one-shot training in a global stock pool (GSP). Specifically, we first introduce a mechanism to mask out the representation of the stocks outside the target pool. Second, we learn meaningful stock representations through a self-supervised masking and reconstruction process. Third, a re-weighting mechanism is designed to make the portfolio concentrate on favorable stocks and neglect the stocks outside the target pool. Through extensive experiments on 8 subset stock pools of the US stock market, we demonstrate that EarnMore significantly outperforms 14 state-of-the-art baselines in terms of 6 popular financial metrics with over 40% improvement on profit.

q-fin.PM↗

State Regularized Policy Optimization on Data with Dynamics Shift

In many real-world scenarios, Reinforcement Learning (RL) algorithms are trained on data with dynamics shift, i.e., with different underlying environment dynamics. A majority of current methods address such issue by training context encoders to identify environment parameters. Data with dynamics shift are separated according to their environment parameters to train the corresponding policy. However, these methods can be sample inefficient as data are used \textit{ad hoc}, and policies trained for one dynamics cannot benefit from data collected in all other environments with different dynamics. In this paper, we find that in many environments with similar structures and different dynamics, optimal policies have similar stationary state distributions. We exploit such property and learn the stationary state distribution from data with dynamics shift for efficient data reuse. Such distribution is used to regularize the policy trained in a new environment, leading to the SRPO (\textbf{S}tate \textbf{R}egularized \textbf{P}olicy \textbf{O}ptimization) algorithm. To conduct theoretical analyses, the intuition of similar environment structures is characterized by the notion of homomorphous MDPs. We then demonstrate a lower-bound performance guarantee on policies regularized by the stationary state distribution. In practice, SRPO can be an add-on module to context-based algorithms in both online and offline RL settings. Experimental results show that SRPO can make several context-based algorithms far more data efficient and significantly improve their overall performance.

cs.LG↗

Market-GAN: Adding Control to Financial Market Data Generation with Semantic Context

Financial simulators play an important role in enhancing forecasting accuracy, managing risks, and fostering strategic financial decision-making. Despite the development of financial market simulation methodologies, existing frameworks often struggle with adapting to specialized simulation context. We pinpoint the challenges as i) current financial datasets do not contain context labels; ii) current techniques are not designed to generate financial data with context as control, which demands greater precision compared to other modalities; iii) the inherent difficulties in generating context-aligned, high-fidelity data given the non-stationary, noisy nature of financial data. To address these challenges, our contributions are: i) we proposed the Contextual Market Dataset with market dynamics, stock ticker, and history state as context, leveraging a market dynamics modeling method that combines linear regression and Dynamic Time Warping clustering to extract market dynamics; ii) we present Market-GAN, a novel architecture incorporating a Generative Adversarial Networks (GAN) for the controllable generation with context, an autoencoder for learning low-dimension features, and supervisors for knowledge transfer; iii) we introduce a two-stage training scheme to ensure that Market-GAN captures the intrinsic market distribution with multiple objectives. In the pertaining stage, with the use of the autoencoder and supervisors, we prepare the generator with a better initialization for the adversarial training stage. We propose a set of holistic evaluation metrics that consider alignment, fidelity, data usability on downstream tasks, and market facts. We evaluate Market-GAN with the Dow Jones Industrial Average data from 2000 to 2023 and showcase superior performance in comparison to 4 state-of-the-art time-series generative models.

cs.LG↗

Synapse: Trajectory-as-Exemplar Prompting with Memory for Computer Control

Building agents with large language models (LLMs) for computer control is a burgeoning research area, where the agent receives computer states and performs actions to complete complex tasks. Previous computer agents have demonstrated the benefits of in-context learning (ICL); however, their performance is hindered by several issues. First, the limited context length of LLMs and complex computer states restrict the number of exemplars, as a single webpage can consume the entire context. Second, the exemplars in current methods, such as high-level plans and multi-choice questions, cannot represent complete trajectories, leading to suboptimal performance in long-horizon tasks. Third, existing computer agents rely on task-specific exemplars and overlook the similarity among tasks, resulting in poor generalization to novel tasks. To address these challenges, we introduce Synapse, a computer agent featuring three key components: i) state abstraction, which filters out task-irrelevant information from raw states, allowing more exemplars within the limited context, ii) trajectory-as-exemplar prompting, which prompts the LLM with complete trajectories of the abstracted states and actions to improve multi-step decision-making, and iii) exemplar memory, which stores the embeddings of exemplars and retrieves them via similarity search for generalization to novel tasks. We evaluate Synapse on MiniWoB++, a standard task suite, and Mind2Web, a real-world website benchmark. In MiniWoB++, Synapse achieves a 99.2% average success rate (a 10% relative improvement) across 64 tasks using demonstrations from only 48 tasks. Notably, Synapse is the first ICL method to solve the book-flight task in MiniWoB++. Synapse also exhibits a 56% relative improvement in average step success rate over the previous state-of-the-art prompting scheme in Mind2Web.

cs.AI↗

keqing: knowledge-based question answering is a nature chain-of-thought mentor of LLM

Large language models (LLMs) have exhibited remarkable performance on various natural language processing (NLP) tasks, especially for question answering. However, in the face of problems beyond the scope of knowledge, these LLMs tend to talk nonsense with a straight face, where the potential solution could be incorporating an Information Retrieval (IR) module and generating response based on these retrieved knowledge. In this paper, we present a novel framework to assist LLMs, such as ChatGPT, to retrieve question-related structured information on the knowledge graph, and demonstrate that Knowledge-based question answering (Keqing) could be a nature Chain-of-Thought (CoT) mentor to guide the LLM to sequentially find the answer entities of a complex question through interpretable logical chains. Specifically, the workflow of Keqing will execute decomposing a complex question according to predefined templates, retrieving candidate entities on knowledge graph, reasoning answers of sub-questions, and finally generating response with reasoning paths, which greatly improves the reliability of LLM's response. The experimental results on KBQA datasets show that Keqing can achieve competitive performance and illustrate the logic of answering each question.

cs.CL↗

Exploring Leximin Principle for Fair Core-Selecting Combinatorial Auctions: Payment Rule Design and Implementation

Core-selecting combinatorial auctions (CAs) restrict the auction result in the core such that no coalitions could improve their utilities by engaging in collusion. The minimum-revenue-core (MRC) rule is a widely used core-selecting payment rule to maximize the total utilities of all bidders. However, the MRC rule can suffer from severe unfairness since it ignores individuals' utilities. To address this limitation, we propose to explore the leximin principle to achieve fairness in core-selecting CAs since the leximin principle prefers to maximize the utility of the worst-off; the resulting bidder-leximin-optimal (BLO) payment rule is then theoretically analyzed and an effective algorithm is further provided to compute the BLO outcome. Moreover, we conduct extensive experiments to show that our algorithm returns fairer utility distributions and is faster than existing algorithms of core-selecting payment rules.

cs.GT↗

Retrieving positions of closely packed sub-wavelength nanoparticles from their diffraction patterns

Distinguishing two objects or point sources located closer than the Rayleigh distance is impossible in conventional microscopy. Understandably, the task becomes increasingly harder with a growing number of particles placed in close proximity. It has been recently demonstrated that subwavelength nanoparticles in closely packed clusters can be counted by AI-enabled analysis of the diffraction patterns of coherent light scattered by the cluster. Here we show that deep learning analysis can determine the actual position of the nanoparticle in the cluster of subwavelength particles from a sing-shot diffraction pattern even if they are separated by distances below the Rayleigh resolution limit of a conventional microscope.

physics.optics↗

Regression with Cost-based Rejection

Learning with rejection is an important framework that can refrain from making predictions to avoid critical mispredictions by balancing between prediction and rejection. Previous studies on cost-based rejection only focused on the classification setting, which cannot handle the continuous and infinite target space in the regression setting. In this paper, we investigate a novel regression problem called regression with cost-based rejection, where the model can reject to make predictions on some examples given certain rejection costs. To solve this problem, we first formulate the expected risk for this problem and then derive the Bayes optimal solution, which shows that the optimal model should reject to make predictions on the examples whose variance is larger than the rejection cost when the mean squared error is used as the evaluation metric. Furthermore, we propose to train the model by a surrogate loss function that considers rejection as binary classification and we provide conditions for the model consistency, which implies that the Bayes optimal solution can be recovered by our proposed surrogate loss. Extensive experiments demonstrate the effectiveness of our proposed method.

cs.LG↗

In Defense of Softmax Parametrization for Calibrated and Consistent Learning to Defer

Enabling machine learning classifiers to defer their decision to a downstream expert when the expert is more accurate will ensure improved safety and performance. This objective can be achieved with the learning-to-defer framework which aims to jointly learn how to classify and how to defer to the expert. In recent studies, it has been theoretically shown that popular estimators for learning to defer parameterized with softmax provide unbounded estimates for the likelihood of deferring which makes them uncalibrated. However, it remains unknown whether this is due to the widely used softmax parameterization and if we can find a softmax-based estimator that is both statistically consistent and possesses a valid probability estimator. In this work, we first show that the cause of the miscalibrated and unbounded estimator in prior literature is due to the symmetric nature of the surrogate losses used and not due to softmax. We then propose a novel statistically consistent asymmetric softmax-based surrogate loss that can produce valid estimates without the issue of unboundedness. We further analyze the non-asymptotic properties of our method and empirically validate its performance and calibration on benchmark datasets.

cs.LG↗

On the Importance of Feature Separability in Predicting Out-Of-Distribution Error

Estimating the generalization performance is practically challenging on out-of-distribution (OOD) data without ground-truth labels. While previous methods emphasize the connection between distribution difference and OOD accuracy, we show that a large domain gap not necessarily leads to a low test accuracy. In this paper, we investigate this problem from the perspective of feature separability empirically and theoretically. Specifically, we propose a dataset-level score based upon feature dispersion to estimate the test accuracy under distribution shift. Our method is inspired by desirable properties of features in representation learning: high inter-class dispersion and high intra-class compactness. Our analysis shows that inter-class dispersion is strongly correlated with the model accuracy, while intra-class compactness does not reflect the generalization performance on OOD data. Extensive experiments demonstrate the superiority of our method in both prediction performance and computational efficiency.

cs.LG↗

EarnHFT: Efficient Hierarchical Reinforcement Learning for High Frequency Trading

High-frequency trading (HFT) uses computer algorithms to make trading decisions in short time scales (e.g., second-level), which is widely used in the Cryptocurrency (Crypto) market (e.g., Bitcoin). Reinforcement learning (RL) in financial research has shown stellar performance on many quantitative trading tasks. However, most methods focus on low-frequency trading, e.g., day-level, which cannot be directly applied to HFT because of two challenges. First, RL for HFT involves dealing with extremely long trajectories (e.g., 2.4 million steps per month), which is hard to optimize and evaluate. Second, the dramatic price fluctuations and market trend changes of Crypto make existing algorithms fail to maintain satisfactory performance. To tackle these challenges, we propose an Efficient hieArchical Reinforcement learNing method for High Frequency Trading (EarnHFT), a novel three-stage hierarchical RL framework for HFT. In stage I, we compute a Q-teacher, i.e., the optimal action value based on dynamic programming, for enhancing the performance and training efficiency of second-level RL agents. In stage II, we construct a pool of diverse RL agents for different market trends, distinguished by return rates, where hundreds of RL agents are trained with different preferences of return rates and only a tiny fraction of them will be selected into the pool based on their profitability. In stage III, we train a minute-level router which dynamically picks a second-level agent from the pool to achieve stable performance across different markets. Through extensive experiments in various market trends on Crypto markets in a high-fidelity simulation trading environment, we demonstrate that EarnHFT significantly outperforms 6 state-of-art baselines in 6 popular financial criteria, exceeding the runner-up by 30% in profitability.

q-fin.TR↗