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Xuan Wang

Publications and source records attributed to Xuan Wang.

At least 181 records · Page 10Linked to original sources

Combining Counterfactual Regret Minimization with Information Gain to Solve Extensive Games with Unknown Environments

Counterfactual regret minimization (CFR) is an effective algorithm for solving extensive games with imperfect information (IIEGs). However, CFR is only allowed to be applied in known environments, where the transition function of the chance player and the reward function of the terminal node in IIEGs are known. In uncertain situations, such as reinforcement learning (RL) problems, CFR is not applicable. Thus, applying CFR in unknown environments is a significant challenge that can also address some difficulties in the real world. Currently, advanced solutions require more interactions with the environment and are limited by large single-sampling variances to narrow the gap with the real environment. In this paper, we propose a method that combines CFR with information gain to compute the Nash equilibrium (NE) of IIEGs with unknown environments. We use a curiosity-driven approach to explore unknown environments and minimize the discrepancy between uncertain and real environments. Additionally, by incorporating information into the reward, the average strategy calculated by CFR can be directly implemented as the interaction policy with the environment, thereby improving the exploration efficiency of our method in uncertain environments. Through experiments on standard testbeds such as Kuhn poker and Leduc poker, our method significantly reduces the number of interactions with the environment compared to the different baselines and computes a more accurate approximate NE within the same number of interaction rounds.

cs.GT↗

Log-Concave Sequences in Coding Theory

We introduce the notion of logarithmically concave (or log-concave) sequences in Coding Theory. A sequence $a_0, a_1, \dots, a_n$ of real numbers is called log-concave if $a_i^2 \ge a_{i-1}a_{i+1}$ for all $1 \le i \le n-1$. A natural sequence of positive numbers in coding theory is the weight distribution of a linear code consisting of the nonzero values among $A_i$'s where $A_i$ denotes the number of codewords of weight $i$. We call a linear code log-concave if its nonzero weight distribution is log-concave. Our main contribution is to show that all binary general Hamming codes of length $2^r -1$ ($r=3$ or $r \ge 5$), the binary extended Hamming codes of length $2^r ~(r \ge 3)$, and the second order Reed-Muller codes $R(2, m)~ (m \ge 2)$ are all log-concave while the homogeneous and projective second order Reed-Muller codes are either log-concave, or 1-gap log-concave. Furthermore, we show that any MDS $[n, k]$ code over $\mathbb F_q$ satisfying $3 \leqslant k \leqslant n/2 +3$ is log-concave if $q \geqslant q_0(n, k)$ which is the larger root of a quadratic polynomial. Hence, we expect that the concept of log-concavity in coding theory will stimulate many interesting problems.

cs.IT↗

On the Limited Generalization Capability of the Implicit Reward Model Induced by Direct Preference Optimization

Reinforcement Learning from Human Feedback (RLHF) is an effective approach for aligning language models to human preferences. Central to RLHF is learning a reward function for scoring human preferences. Two main approaches for learning a reward model are 1) training an EXplicit Reward Model (EXRM) as in RLHF, and 2) using an implicit reward learned from preference data through methods such as Direct Preference Optimization (DPO). Prior work has shown that the implicit reward model of DPO (denoted as DPORM) can approximate an EXRM in the limit. DPORM's effectiveness directly implies the optimality of the learned policy, and also has practical implication for LLM alignment methods including iterative DPO. However, it is unclear how well DPORM empirically matches the performance of EXRM. This work studies the accuracy at distinguishing preferred and rejected answers for both DPORM and EXRM. Our findings indicate that even though DPORM fits the training dataset comparably, it generalizes less effectively than EXRM, especially when the validation datasets contain distribution shifts. Across five out-of-distribution settings, DPORM has a mean drop in accuracy of 3% and a maximum drop of 7%. These findings highlight that DPORM has limited generalization ability and substantiates the integration of an explicit reward model in iterative DPO approaches.

cs.LG↗

Multi-Robot Coordination Induced in an Adversarial Graph-Traversal Game

This paper presents a game theoretic formulation of a graph traversal problem, with applications to robots moving through hazardous environments in the presence of an adversary, as in military and security scenarios. The blue team of robots moves in an environment modeled by a time-varying graph, attempting to reach some goal with minimum cost, while the red team controls how the graph changes to maximize the cost. The problem is formulated as a stochastic game, so that Nash equilibrium strategies can be computed numerically. Bounds are provided for the game value, with a guarantee that it solves the original problem. Numerical simulations demonstrate the results and the effectiveness of this method, particularly showing the benefit of mixing actions for both players, as well as beneficial coordinated behavior, where blue robots split up and/or synchronize to traverse risky edges.

cs.GT↗

Causality-based Subject and Task Fingerprints using fMRI Time-series Data

Recently, there has been a revived interest in system neuroscience causation models due to their unique capability to unravel complex relationships in multi-scale brain networks. In this paper, our goal is to verify the feasibility and effectiveness of using a causality-based approach for fMRI fingerprinting. Specifically, we propose an innovative method that utilizes the causal dynamics activities of the brain to identify the unique cognitive patterns of individuals (e.g., subject fingerprint) and fMRI tasks (e.g., task fingerprint). The key novelty of our approach stems from the development of a two-timescale linear state-space model to extract 'spatio-temporal' (aka causal) signatures from an individual's fMRI time series data. To the best of our knowledge, we pioneer and subsequently quantify, in this paper, the concept of 'causal fingerprint.' Our method is well-separated from other fingerprint studies as we quantify fingerprints from a cause-and-effect perspective, which are then incorporated with a modal decomposition and projection method to perform subject identification and a GNN-based (Graph Neural Network) model to perform task identification. Finally, we show that the experimental results and comparisons with non-causality-based methods demonstrate the effectiveness of the proposed methods. We visualize the obtained causal signatures and discuss their biological relevance in light of the existing understanding of brain functionalities. Collectively, our work paves the way for further studies on causal fingerprints with potential applications in both healthy controls and neurodegenerative diseases.

cs.LG↗

Distributed Differentiable Dynamic Game for Multi-robot Coordination

This paper develops a Distributed Differentiable Dynamic Game (D3G) framework, which can efficiently solve the forward and inverse problems in multi-robot coordination. We formulate multi-robot coordination as a dynamic game, where the behavior of a robot is dictated by its own dynamics and objective that also depends on others' behavior. In the forward problem, D3G enables all robots collaboratively to seek the Nash equilibrium of the game in a distributed manner, by developing a distributed shooting-based Nash solver. In the inverse problem, where each robot aims to find (learn) its objective (and dynamics) parameters to mimic given coordination demonstrations, D3G proposes a differentiation solver based on Differential Pontryagin's Maximum Principle, which allows each robot to update its parameters in a distributed and coordinated manner. We test the D3G in simulation with two types of robots given different task configurations. The results demonstrate the effectiveness of D3G for solving both forward and inverse problems in comparison with existing methods.

cs.RO↗

Bi-CL: A Reinforcement Learning Framework for Robots Coordination Through Bi-level Optimization

In multi-robot systems, achieving coordinated missions remains a significant challenge due to the coupled nature of coordination behaviors and the lack of global information for individual robots. To mitigate these challenges, this paper introduces a novel approach, Bi-level Coordination Learning (Bi-CL), that leverages a bi-level optimization structure within a centralized training and decentralized execution paradigm. Our bi-level reformulation decomposes the original problem into a reinforcement learning level with reduced action space, and an imitation learning level that gains demonstrations from a global optimizer. Both levels contribute to improved learning efficiency and scalability. We note that robots' incomplete information leads to mismatches between the two levels of learning models. To address this, Bi-CL further integrates an alignment penalty mechanism, aiming to minimize the discrepancy between the two levels without degrading their training efficiency. We introduce a running example to conceptualize the problem formulation and apply Bi-CL to two variations of this example: route-based and graph-based scenarios. Simulation results demonstrate that Bi-CL can learn more efficiently and achieve comparable performance with traditional multi-agent reinforcement learning baselines for multi-robot coordination.

cs.RO↗

Learning Coordinated Maneuver in Adversarial Environments

This paper aims to solve the coordination of a team of robots traversing a route in the presence of adversaries with random positions. Our goal is to minimize the overall cost of the team, which is determined by (i) the accumulated risk when robots stay in adversary-impacted zones and (ii) the mission completion time. During traversal, robots can reduce their speed and act as a `guard' (the slower, the better), which will decrease the risks certain adversary incurs. This leads to a trade-off between the robots' guarding behaviors and their travel speeds. The formulated problem is highly non-convex and cannot be efficiently solved by existing algorithms. Our approach includes a theoretical analysis of the robots' behaviors for the single-adversary case. As the scale of the problem expands, solving the optimal solution using optimization approaches is challenging, therefore, we employ reinforcement learning techniques by developing new encoding and policy-generating methods. Simulations demonstrate that our learning methods can efficiently produce team coordination behaviors. We discuss the reasoning behind these behaviors and explain why they reduce the overall team cost.

cs.RO↗

Team Coordination on Graphs: Problem, Analysis, and Algorithms

Team Coordination on Graphs with Risky Edges (TCGRE) is a recently emerged problem, in which a robot team collectively reduces graph traversal cost through support from one robot to another when the latter traverses a risky edge. Resembling the traditional Multi-Agent Path Finding (MAPF) problem, both classical and learning-based methods have been proposed to solve TCGRE, however, they lacked either computational efficiency or optimality assurance. In this paper, we reformulate TCGRE as a constrained optimization problem and perform a rigorous mathematical analysis. Our theoretical analysis shows the NP-hardness of TCGRE by reduction from the Maximum 3D Matching problem and that efficient decomposition is a key to tackle this combinatorial optimization problem. Furthermore, we design three classes of algorithms to solve TCGRE, i.e., Joint State Graph (JSG) based, coordination based, and receding-horizon sub-team based solutions. Each of these proposed algorithms enjoy different provable optimality and efficiency characteristics that are demonstrated in our extensive experiments.

cs.MA↗

Decoupling Feature Representations of Ego and Other Modalities for Incomplete Multi-modal Brain Tumor Segmentation

Multi-modal brain tumor segmentation typically involves four magnetic resonance imaging (MRI) modalities, while incomplete modalities significantly degrade performance. Existing solutions employ explicit or implicit modality adaptation, aligning features across modalities or learning a fused feature robust to modality incompleteness. They share a common goal of encouraging each modality to express both itself and the others. However, the two expression abilities are entangled as a whole in a seamless feature space, resulting in prohibitive learning burdens. In this paper, we propose DeMoSeg to enhance the modality adaptation by Decoupling the task of representing the ego and other Modalities for robust incomplete multi-modal Segmentation. The decoupling is super lightweight by simply using two convolutions to map each modality onto four feature sub-spaces. The first sub-space expresses itself (Self-feature), while the remaining sub-spaces substitute for other modalities (Mutual-features). The Self- and Mutual-features interactively guide each other through a carefully-designed Channel-wised Sparse Self-Attention (CSSA). After that, a Radiologist-mimic Cross-modality expression Relationships (RCR) is introduced to have available modalities provide Self-feature and also `lend' their Mutual-features to compensate for the absent ones by exploiting the clinical prior knowledge. The benchmark results on BraTS2020, BraTS2018 and BraTS2015 verify the DeMoSeg's superiority thanks to the alleviated modality adaptation difficulty. Concretely, for BraTS2020, DeMoSeg increases Dice by at least 0.92%, 2.95% and 4.95% on whole tumor, tumor core and enhanced tumor regions, respectively, compared to other state-of-the-arts. Codes are at https://github.com/kk42yy/DeMoSeg

cs.CV↗

Enhanced Equilibria-Solving via Private Information Pre-Branch Structure in Adversarial Team Games

In ex ante coordinated adversarial team games (ATGs), a team competes against an adversary, and the team members are only allowed to coordinate their strategies before the game starts. The team-maxmin equilibrium with correlation (TMECor) is a suitable solution concept for ATGs. One class of TMECor-solving methods transforms the problem into solving NE in two-player zero-sum games, leveraging well-established tools for the latter. However, existing methods are fundamentally action-based, resulting in poor generalizability and low solving efficiency due to the exponential growth in the size of the transformed game. To address the above issues, we propose an efficient game transformation method based on private information, where all team members are represented by a single coordinator. We designed a structure called private information pre-branch, which makes decisions considering all possible private information from teammates. We prove that the size of the game transformed by our method is exponentially reduced compared to the current state-of-the-art. Moreover, we demonstrate equilibria equivalence. Experimentally, our method achieves a significant speedup of 182.89$\times$ to 694.44$\times$ in scenarios where the current state-of-the-art method can work, such as small-scale Kuhn poker and Leduc poker. Furthermore, our method is applicable to larger games and those with dynamically changing private information, such as Goofspiel.

cs.GT↗

Deep Learning Meets OBIA: Tasks, Challenges, Strategies, and Perspectives

Deep learning has gained significant attention in remote sensing, especially in pixel- or patch-level applications. Despite initial attempts to integrate deep learning into object-based image analysis (OBIA), its full potential remains largely unexplored. In this article, as OBIA usage becomes more widespread, we conducted a comprehensive review and expansion of its task subdomains, with or without the integration of deep learning. Furthermore, we have identified and summarized five prevailing strategies to address the challenge of deep learning's limitations in directly processing unstructured object data within OBIA, and this review also recommends some important future research directions. Our goal with these endeavors is to inspire more exploration in this fascinating yet overlooked area and facilitate the integration of deep learning into OBIA processing workflows.

cs.CV↗

Gene Regulatory Network Inference from Pre-trained Single-Cell Transcriptomics Transformer with Joint Graph Learning

Inferring gene regulatory networks (GRNs) from single-cell RNA sequencing (scRNA-seq) data is a complex challenge that requires capturing the intricate relationships between genes and their regulatory interactions. In this study, we tackle this challenge by leveraging the single-cell BERT-based pre-trained transformer model (scBERT), trained on extensive unlabeled scRNA-seq data, to augment structured biological knowledge from existing GRNs. We introduce a novel joint graph learning approach that combines the rich contextual representations learned by pre-trained single-cell language models with the structured knowledge encoded in GRNs using graph neural networks (GNNs). By integrating these two modalities, our approach effectively reasons over boththe gene expression level constraints provided by the scRNA-seq data and the structured biological knowledge inherent in GRNs. We evaluate our method on human cell benchmark datasets from the BEELINE study with cell type-specific ground truth networks. The results demonstrate superior performance over current state-of-the-art baselines, offering a deeper understanding of cellular regulatory mechanisms.

cs.LG↗

Real-time 3D-aware Portrait Editing from a Single Image

This work presents 3DPE, a practical method that can efficiently edit a face image following given prompts, like reference images or text descriptions, in a 3D-aware manner. To this end, a lightweight module is distilled from a 3D portrait generator and a text-to-image model, which provide prior knowledge of face geometry and superior editing capability, respectively. Such a design brings two compelling advantages over existing approaches. First, our method achieves real-time editing with a feedforward network (i.e., ~0.04s per image), over 100x faster than the second competitor. Second, thanks to the powerful priors, our module could focus on the learning of editing-related variations, such that it manages to handle various types of editing simultaneously in the training phase and further supports fast adaptation to user-specified customized types of editing during inference (e.g., with ~5min fine-tuning per style).

cs.CV↗

Scheduling Deep Learning Jobs in Multi-Tenant GPU Clusters via Wise Resource Sharing

Deep learning (DL) has demonstrated significant success across diverse fields, leading to the construction of dedicated GPU accelerators within GPU clusters for high-quality training services. Efficient scheduler designs for such clusters are vital to reduce operational costs and enhance resource utilization. While recent schedulers have shown impressive performance in optimizing DL job performance and cluster utilization through periodic reallocation or selection of GPU resources, they also encounter challenges such as preemption and migration overhead, along with potential DL accuracy degradation. Nonetheless, few explore the potential benefits of GPU sharing to improve resource utilization and reduce job queuing times. Motivated by these insights, we present a job scheduling model allowing multiple jobs to share the same set of GPUs without altering job training settings. We introduce SJF-BSBF (shortest job first with best sharing benefit first), a straightforward yet effective heuristic scheduling algorithm. SJF-BSBF intelligently selects job pairs for GPU resource sharing and runtime settings (sub-batch size and scheduling time point) to optimize overall performance while ensuring DL convergence accuracy through gradient accumulation. In experiments with both physical DL workloads and trace-driven simulations, even as a preemption-free policy, SJF-BSBF reduces the average job completion time by 27-33\% relative to the state-of-the-art preemptive DL schedulers. Moreover, SJF-BSBF can wisely determine the optimal resource sharing settings, such as the sharing time point and sub-batch size for gradient accumulation, outperforming the aggressive GPU sharing approach (baseline SJF-FFS policy) by up to 17\% in large-scale traces.

cs.DC↗

MKDTI: Predicting drug-target interactions via multiple kernel fusion on graph attention network

Drug-target relationships may now be predicted computationally using bioinformatics data, which is a valuable tool for understanding pharmacological effects, enhancing drug development efficiency, and advancing related research. A number of structure-based, ligand-based and network-based approaches have now emerged. Furthermore, the integration of graph attention networks with intricate drug target studies is an application area of growing interest. In our work, we formulate a model called MKDTI by extracting kernel information from various layer embeddings of a graph attention network. This combination improves the prediction ability with respect to novel drug-target relationships. We first build a drug-target heterogeneous network using heterogeneous data of drugs and targets, and then use a self-enhanced multi-head graph attention network to extract potential features in each layer. Next, we utilize embeddings of each layer to computationally extract kernel matrices and fuse multiple kernel matrices. Finally, we use a Dual Laplacian Regularized Least Squares framework to forecast novel drug-target entity connections. This prediction can be facilitated by integrating the kernel matrix associated with the drug-target. We measured our model's efficacy using AUPR and AUC. Compared to the benchmark algorithms, our model outperforms them in the prediction outcomes. In addition, we conducted an experiment on kernel selection. The results show that the multi-kernel fusion approach combined with the kernel matrix generated by the graph attention network provides complementary insights into the model. The fusion of this information helps to enhance the accuracy of the predictions.

cs.LG↗

AUITestAgent: Automatic Requirements Oriented GUI Function Testing

The Graphical User Interface (GUI) is how users interact with mobile apps. To ensure it functions properly, testing engineers have to make sure it functions as intended, based on test requirements that are typically written in natural language. While widely adopted manual testing and script-based methods are effective, they demand substantial effort due to the vast number of GUI pages and rapid iterations in modern mobile apps. This paper introduces AUITestAgent, the first automatic, natural language-driven GUI testing tool for mobile apps, capable of fully automating the entire process of GUI interaction and function verification. Since test requirements typically contain interaction commands and verification oracles. AUITestAgent can extract GUI interactions from test requirements via dynamically organized agents. Then, AUITestAgent employs a multi-dimensional data extraction strategy to retrieve data relevant to the test requirements from the interaction trace and perform verification. Experiments on customized benchmarks demonstrate that AUITestAgent outperforms existing tools in the quality of generated GUI interactions and achieved the accuracy of verifications of 94%. Moreover, field deployment in Meituan has shown AUITestAgent's practical usability, with it detecting 4 new functional bugs during 10 regression tests in two months.

cs.SE↗

See and Think: Embodied Agent in Virtual Environment

Large language models (LLMs) have achieved impressive pro-gress on several open-world tasks. Recently, using LLMs to build embodied agents has been a hotspot. This paper proposes STEVE, a comprehensive and visionary embodied agent in the Minecraft virtual environment. STEVE comprises three key components: vision perception, language instruction, and code action. Vision perception involves interpreting visual information in the environment, which is then integrated into the LLMs component with agent state and task instruction. Language instruction is responsible for iterative reasoning and decomposing complex tasks into manageable guidelines. Code action generates executable skill actions based on retrieval in skill database, enabling the agent to interact effectively within the Minecraft environment. We also collect STEVE-21K dataset, which includes 600+ vision-environment pairs, 20K knowledge question-answering pairs, and 200+ skill-code pairs. We conduct continuous block search, knowledge question and answering, and tech tree mastery to evaluate the performance. Extensive experiments show that STEVE achieves at most 1.5x faster unlocking key tech trees and 2.5x quicker in block search tasks.

cs.AI↗