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Weinan Zhang

Publications and source records attributed to Weinan Zhang.

At least 343 records · Page 19Linked to original sources

Honor of Kings Arena: an Environment for Generalization in Competitive Reinforcement Learning

This paper introduces Honor of Kings Arena, a reinforcement learning (RL) environment based on Honor of Kings, one of the world's most popular games at present. Compared to other environments studied in most previous work, ours presents new generalization challenges for competitive reinforcement learning. It is a multi-agent problem with one agent competing against its opponent; and it requires the generalization ability as it has diverse targets to control and diverse opponents to compete with. We describe the observation, action, and reward specifications for the Honor of Kings domain and provide an open-source Python-based interface for communicating with the game engine. We provide twenty target heroes with a variety of tasks in Honor of Kings Arena and present initial baseline results for RL-based methods with feasible computing resources. Finally, we showcase the generalization challenges imposed by Honor of Kings Arena and possible remedies to the challenges. All of the software, including the environment-class, are publicly available at https://github.com/tencent-ailab/hok_env . The documentation is available at https://aiarena.tencent.com/hok/doc/ .

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Reinforcement Learning with Automated Auxiliary Loss Search

A good state representation is crucial to solving complicated reinforcement learning (RL) challenges. Many recent works focus on designing auxiliary losses for learning informative representations. Unfortunately, these handcrafted objectives rely heavily on expert knowledge and may be sub-optimal. In this paper, we propose a principled and universal method for learning better representations with auxiliary loss functions, named Automated Auxiliary Loss Search (A2LS), which automatically searches for top-performing auxiliary loss functions for RL. Specifically, based on the collected trajectory data, we define a general auxiliary loss space of size $7.5 \times 10^{20}$ and explore the space with an efficient evolutionary search strategy. Empirical results show that the discovered auxiliary loss (namely, A2-winner) significantly improves the performance on both high-dimensional (image) and low-dimensional (vector) unseen tasks with much higher efficiency, showing promising generalization ability to different settings and even different benchmark domains. We conduct a statistical analysis to reveal the relations between patterns of auxiliary losses and RL performance.

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Plan Your Target and Learn Your Skills: Transferable State-Only Imitation Learning via Decoupled Policy Optimization

Recent progress in state-only imitation learning extends the scope of applicability of imitation learning to real-world settings by relieving the need for observing expert actions. However, existing solutions only learn to extract a state-to-action mapping policy from the data, without considering how the expert plans to the target. This hinders the ability to leverage demonstrations and limits the flexibility of the policy. In this paper, we introduce Decoupled Policy Optimization (DePO), which explicitly decouples the policy as a high-level state planner and an inverse dynamics model. With embedded decoupled policy gradient and generative adversarial training, DePO enables knowledge transfer to different action spaces or state transition dynamics, and can generalize the planner to out-of-demonstration state regions. Our in-depth experimental analysis shows the effectiveness of DePO on learning a generalized target state planner while achieving the best imitation performance. We demonstrate the appealing usage of DePO for transferring across different tasks by pre-training, and the potential for co-training agents with various skills.

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SelF-Eval: Self-supervised Fine-grained Dialogue Evaluation

This paper introduces a novel Self-supervised Fine-grained Dialogue Evaluation framework (SelF-Eval). The core idea is to model the correlation between turn quality and the entire dialogue quality. We first propose a novel automatic data construction method that can automatically assign fine-grained scores for arbitrarily dialogue data. Then we train \textbf{SelF-Eval} with a multi-level contrastive learning schema which helps to distinguish different score levels. Experimental results on multiple benchmarks show that SelF-Eval is highly consistent with human evaluations and better than the state-of-the-art models. We give a detailed analysis of the experiments in this paper. Our code is available on GitHub.

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Goal-Conditioned Reinforcement Learning: Problems and Solutions

Goal-conditioned reinforcement learning (GCRL), related to a set of complex RL problems, trains an agent to achieve different goals under particular scenarios. Compared to the standard RL solutions that learn a policy solely depending on the states or observations, GCRL additionally requires the agent to make decisions according to different goals. In this survey, we provide a comprehensive overview of the challenges and algorithms for GCRL. Firstly, we answer what the basic problems are studied in this field. Then, we explain how goals are represented and present how existing solutions are designed from different points of view. Finally, we make the conclusion and discuss potential future prospects that recent researches focus on.

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A Graph-Enhanced Click Model for Web Search

To better exploit search logs and model users' behavior patterns, numerous click models are proposed to extract users' implicit interaction feedback. Most traditional click models are based on the probabilistic graphical model (PGM) framework, which requires manually designed dependencies and may oversimplify user behaviors. Recently, methods based on neural networks are proposed to improve the prediction accuracy of user behaviors by enhancing the expressive ability and allowing flexible dependencies. However, they still suffer from the data sparsity and cold-start problems. In this paper, we propose a novel graph-enhanced click model (GraphCM) for web search. Firstly, we regard each query or document as a vertex, and propose novel homogeneous graph construction methods for queries and documents respectively, to fully exploit both intra-session and inter-session information for the sparsity and cold-start problems. Secondly, following the examination hypothesis, we separately model the attractiveness estimator and examination predictor to output the attractiveness scores and examination probabilities, where graph neural networks and neighbor interaction techniques are applied to extract the auxiliary information encoded in the pre-constructed homogeneous graphs. Finally, we apply combination functions to integrate examination probabilities and attractiveness scores into click predictions. Extensive experiments conducted on three real-world session datasets show that GraphCM not only outperforms the state-of-art models, but also achieves superior performance in addressing the data sparsity and cold-start problems.

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Multi-Scale User Behavior Network for Entire Space Multi-Task Learning

Modelling the user's multiple behaviors is an essential part of modern e-commerce, whose widely adopted application is to jointly optimize click-through rate (CTR) and conversion rate (CVR) predictions. Most of existing methods overlook the effect of two key characteristics of the user's behaviors: for each item list, (i) contextual dependence refers to that the user's behaviors on any item are not purely determinated by the item itself but also are influenced by the user's previous behaviors (e.g., clicks, purchases) on other items in the same sequence; (ii) multiple time scales means that users are likely to click frequently but purchase periodically. To this end, we develop a new multi-scale user behavior network named Hierarchical rEcurrent Ranking On the Entire Space (HEROES) which incorporates the contextual information to estimate the user multiple behaviors in a multi-scale fashion. Concretely, we introduce a hierarchical framework, where the lower layer models the user's engagement behaviors while the upper layer estimates the user's satisfaction behaviors. The proposed architecture can automatically learn a suitable time scale for each layer to capture the dynamic user's behavioral patterns. Besides the architecture, we also introduce the Hawkes process to form a novel recurrent unit which can not only encode the items' features in the context but also formulate the excitation or discouragement from the user's previous behaviors. We further show that HEROES can be extended to build unbiased ranking systems through combinations with the survival analysis technique. Extensive experiments over three large-scale industrial datasets demonstrate the superiority of our model compared with the state-of-the-art methods.

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Forgetting Fast in Recommender Systems

Users of a recommender system may want part of their data being deleted, not only from the data repository but also from the underlying machine learning model, for privacy or utility reasons. Such right-to-be-forgotten requests could be fulfilled by simply retraining the recommendation model from scratch, but that would be too slow and too expensive in practice. In this paper, we investigate fast machine unlearning techniques for recommender systems that can remove the effect of a small amount of training data from the recommendation model without incurring the full cost of retraining. A natural idea to speed this process up is to fine-tune the current recommendation model on the remaining training data instead of starting from a random initialization. This warm-start strategy indeed works for neural recommendation models using standard 1st-order neural network optimizers (like AdamW). However, we have found that even greater acceleration could be achieved by employing 2nd-order (Newton or quasi-Newton) optimization methods instead. To overcome the prohibitively high computational cost of 2nd-order optimizers, we propose a new recommendation unlearning approach AltEraser which divides the optimization problem of unlearning into many small tractable sub-problems. Extensive experiments on three real-world recommendation datasets show promising results of AltEraser in terms of consistency (forgetting thoroughness), accuracy (recommendation effectiveness), and efficiency (unlearning speed). To our knowledge, this work represents the first attempt at fast approximate machine unlearning for state-of-the-art neural recommendation models.

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Branch Ranking for Efficient Mixed-Integer Programming via Offline Ranking-based Policy Learning

Deriving a good variable selection strategy in branch-and-bound is essential for the efficiency of modern mixed-integer programming (MIP) solvers. With MIP branching data collected during the previous solution process, learning to branch methods have recently become superior over heuristics. As branch-and-bound is naturally a sequential decision making task, one should learn to optimize the utility of the whole MIP solving process instead of being myopic on each step. In this work, we formulate learning to branch as an offline reinforcement learning (RL) problem, and propose a long-sighted hybrid search scheme to construct the offline MIP dataset, which values the long-term utilities of branching decisions. During the policy training phase, we deploy a ranking-based reward assignment scheme to distinguish the promising samples from the long-term or short-term view, and train the branching model named Branch Ranking via offline policy learning. Experiments on synthetic MIP benchmarks and real-world tasks demonstrate that Branch Rankink is more efficient and robust, and can better generalize to large scales of MIP instances compared to the widely used heuristics and state-of-the-art learning-based branching models.

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On Effective Scheduling of Model-based Reinforcement Learning

Model-based reinforcement learning has attracted wide attention due to its superior sample efficiency. Despite its impressive success so far, it is still unclear how to appropriately schedule the important hyperparameters to achieve adequate performance, such as the real data ratio for policy optimization in Dyna-style model-based algorithms. In this paper, we first theoretically analyze the role of real data in policy training, which suggests that gradually increasing the ratio of real data yields better performance. Inspired by the analysis, we propose a framework named AutoMBPO to automatically schedule the real data ratio as well as other hyperparameters in training model-based policy optimization (MBPO) algorithm, a representative running case of model-based methods. On several continuous control tasks, the MBPO instance trained with hyperparameters scheduled by AutoMBPO can significantly surpass the original one, and the real data ratio schedule found by AutoMBPO shows consistency with our theoretical analysis.

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Towards Making the Most of BERT in Neural Machine Translation

GPT-2 and BERT demonstrate the effectiveness of using pre-trained language models (LMs) on various natural language processing tasks. However, LM fine-tuning often suffers from catastrophic forgetting when applied to resource-rich tasks. In this work, we introduce a concerted training framework (CTNMT) that is the key to integrate the pre-trained LMs to neural machine translation (NMT). Our proposed CTNMT consists of three techniques: a) asymptotic distillation to ensure that the NMT model can retain the previous pre-trained knowledge; b) a dynamic switching gate to avoid catastrophic forgetting of pre-trained knowledge; and c) a strategy to adjust the learning paces according to a scheduled policy. Our experiments in machine translation show CTNMT gains of up to 3 BLEU score on the WMT14 English-German language pair which even surpasses the previous state-of-the-art pre-training aided NMT by 1.4 BLEU score. While for the large WMT14 English-French task with 40 millions of sentence-pairs, our base model still significantly improves upon the state-of-the-art Transformer big model by more than 1 BLEU score. The code and model can be downloaded from https://github.com/bytedance/neurst/ tree/master/examples/ctnmt.

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A Survey on Model-based Reinforcement Learning

Reinforcement learning (RL) solves sequential decision-making problems via a trial-and-error process interacting with the environment. While RL achieves outstanding success in playing complex video games that allow huge trial-and-error, making errors is always undesired in the real world. To improve the sample efficiency and thus reduce the errors, model-based reinforcement learning (MBRL) is believed to be a promising direction, which builds environment models in which the trial-and-errors can take place without real costs. In this survey, we take a review of MBRL with a focus on the recent progress in deep RL. For non-tabular environments, there is always a generalization error between the learned environment model and the real environment. As such, it is of great importance to analyze the discrepancy between policy training in the environment model and that in the real environment, which in turn guides the algorithm design for better model learning, model usage, and policy training. Besides, we also discuss the recent advances of model-based techniques in other forms of RL, including offline RL, goal-conditioned RL, multi-agent RL, and meta-RL. Moreover, we discuss the applicability and advantages of MBRL in real-world tasks. Finally, we end this survey by discussing the promising prospects for the future development of MBRL. We think that MBRL has great potential and advantages in real-world applications that were overlooked, and we hope this survey could attract more research on MBRL.

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Learning Enhanced Representations for Tabular Data via Neighborhood Propagation

Prediction over tabular data is an essential and fundamental problem in many important downstream tasks. However, existing methods either take a data instance of the table independently as input or do not fully utilize the multi-rows features and labels to directly change and enhance the target data representations. In this paper, we propose to 1) construct a hypergraph from relevant data instance retrieval to model the cross-row and cross-column patterns of those instances, and 2) perform message Propagation to Enhance the target data instance representation for Tabular prediction tasks. Specifically, our specially-designed message propagation step benefits from 1) fusion of label and features during propagation, and 2) locality-aware high-order feature interactions. Experiments on two important tabular data prediction tasks validate the superiority of the proposed PET model against other baselines. Additionally, we demonstrate the effectiveness of the model components and the feature enhancement ability of PET via various ablation studies and visualizations. The code is included in https://github.com/KounianhuaDu/PET.

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Offline Pre-trained Multi-Agent Decision Transformer: One Big Sequence Model Tackles All SMAC Tasks

Offline reinforcement learning leverages previously-collected offline datasets to learn optimal policies with no necessity to access the real environment. Such a paradigm is also desirable for multi-agent reinforcement learning (MARL) tasks, given the increased interactions among agents and with the enviroment. Yet, in MARL, the paradigm of offline pre-training with online fine-tuning has not been studied, nor datasets or benchmarks for offline MARL research are available. In this paper, we facilitate the research by providing large-scale datasets, and use them to examine the usage of the Decision Transformer in the context of MARL. We investigate the generalisation of MARL offline pre-training in the following three aspects: 1) between single agents and multiple agents, 2) from offline pretraining to the online fine-tuning, and 3) to that of multiple downstream tasks with few-shot and zero-shot capabilities. We start by introducing the first offline MARL dataset with diverse quality levels based on the StarCraftII environment, and then propose the novel architecture of multi-agent decision transformer (MADT) for effective offline learning. MADT leverages transformer's modelling ability of sequence modelling and integrates it seamlessly with both offline and online MARL tasks. A crucial benefit of MADT is that it learns generalisable policies that can transfer between different types of agents under different task scenarios. On StarCraft II offline dataset, MADT outperforms the state-of-the-art offline RL baselines. When applied to online tasks, the pre-trained MADT significantly improves sample efficiency, and enjoys strong performance both few-short and zero-shot cases. To our best knowledge, this is the first work that studies and demonstrates the effectiveness of offline pre-trained models in terms of sample efficiency and generalisability enhancements in MARL.

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Geometer: Graph Few-Shot Class-Incremental Learning via Prototype Representation

With the tremendous expansion of graphs data, node classification shows its great importance in many real-world applications. Existing graph neural network based methods mainly focus on classifying unlabeled nodes within fixed classes with abundant labeling. However, in many practical scenarios, graph evolves with emergence of new nodes and edges. Novel classes appear incrementally along with few labeling due to its newly emergence or lack of exploration. In this paper, we focus on this challenging but practical graph few-shot class-incremental learning (GFSCIL) problem and propose a novel method called Geometer. Instead of replacing and retraining the fully connected neural network classifer, Geometer predicts the label of a node by finding the nearest class prototype. Prototype is a vector representing a class in the metric space. With the pop-up of novel classes, Geometer learns and adjusts the attention-based prototypes by observing the geometric proximity, uniformity and separability. Teacher-student knowledge distillation and biased sampling are further introduced to mitigate catastrophic forgetting and unbalanced labeling problem respectively. Experimental results on four public datasets demonstrate that Geometer achieves a substantial improvement of 9.46% to 27.60% over state-of-the-art methods.

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Spatio-Temporal Graph Few-Shot Learning with Cross-City Knowledge Transfer

Spatio-temporal graph learning is a key method for urban computing tasks, such as traffic flow, taxi demand and air quality forecasting. Due to the high cost of data collection, some developing cities have few available data, which makes it infeasible to train a well-performed model. To address this challenge, cross-city knowledge transfer has shown its promise, where the model learned from data-sufficient cities is leveraged to benefit the learning process of data-scarce cities. However, the spatio-temporal graphs among different cities show irregular structures and varied features, which limits the feasibility of existing Few-Shot Learning (\emph{FSL}) methods. Therefore, we propose a model-agnostic few-shot learning framework for spatio-temporal graph called ST-GFSL. Specifically, to enhance feature extraction by transfering cross-city knowledge, ST-GFSL proposes to generate non-shared parameters based on node-level meta knowledge. The nodes in target city transfer the knowledge via parameter matching, retrieving from similar spatio-temporal characteristics. Furthermore, we propose to reconstruct the graph structure during meta-learning. The graph reconstruction loss is defined to guide structure-aware learning, avoiding structure deviation among different datasets. We conduct comprehensive experiments on four traffic speed prediction benchmarks and the results demonstrate the effectiveness of ST-GFSL compared with state-of-the-art methods.

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Efficient Policy Space Response Oracles

Policy Space Response Oracle methods (PSRO) provide a general solution to learn Nash equilibrium in two-player zero-sum games but suffer from two drawbacks: (1) the computation inefficiency due to the need for consistent meta-game evaluation via simulations, and (2) the exploration inefficiency due to finding the best response against a fixed meta-strategy at every epoch. In this work, we propose Efficient PSRO (EPSRO) that largely improves the efficiency of the above two steps. Central to our development is the newly-introduced subroutine of no-regret optimization on the unrestricted-restricted (URR) game. By solving URR at each epoch, one can evaluate the current game and compute the best response in one forward pass without the need for meta-game simulations. Theoretically, we prove that the solution procedures of EPSRO offer a monotonic improvement on the exploitability, which none of existing PSRO methods possess. Furthermore, we prove that the no-regret optimization has a regret bound of $\mathcal{O}(\sqrt{T\log{[(k^2+k)/2]}})$, where $k$ is the size of restricted policy set. Most importantly, a desirable property of EPSRO is that it is parallelizable, this allows for highly efficient exploration in the policy space that induces behavioral diversity. We test EPSRO on three classes of games, and report a 50x speedup in wall-time and 10x data efficiency while maintaining similar exploitability as existing PSRO methods on Kuhn and Leduc Poker games.

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Towards Applicable Reinforcement Learning: Improving the Generalization and Sample Efficiency with Policy Ensemble

It is challenging for reinforcement learning (RL) algorithms to succeed in real-world applications like financial trading and logistic system due to the noisy observation and environment shifting between training and evaluation. Thus, it requires both high sample efficiency and generalization for resolving real-world tasks. However, directly applying typical RL algorithms can lead to poor performance in such scenarios. Considering the great performance of ensemble methods on both accuracy and generalization in supervised learning (SL), we design a robust and applicable method named Ensemble Proximal Policy Optimization (EPPO), which learns ensemble policies in an end-to-end manner. Notably, EPPO combines each policy and the policy ensemble organically and optimizes both simultaneously. In addition, EPPO adopts a diversity enhancement regularization over the policy space which helps to generalize to unseen states and promotes exploration. We theoretically prove EPPO increases exploration efficacy, and through comprehensive experimental evaluations on various tasks, we demonstrate that EPPO achieves higher efficiency and is robust for real-world applications compared with vanilla policy optimization algorithms and other ensemble methods. Code and supplemental materials are available at https://seqml.github.io/eppo.

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