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Yuanhao Wang

Publications and source records attributed to Yuanhao Wang.

At least 37 records · Page 2Linked to original sources

Securing Equal Share: A Principled Approach for Learning Multiplayer Symmetric Games

This paper examines multiplayer symmetric constant-sum games with more than two players in a competitive setting, including examples like Mahjong, Poker, and various board and video games. In contrast to two-player zero-sum games, equilibria in multiplayer games are neither unique nor non-exploitable, failing to provide meaningful guarantees when competing against opponents who play different equilibria or non-equilibrium strategies. This gives rise to a series of long-lasting fundamental questions in multiplayer games regarding suitable objectives, solution concepts, and principled algorithms. This paper takes an initial step towards addressing these challenges by focusing on the natural objective of equal share -- securing an expected payoff of C/n in an n-player symmetric game with a total payoff of C. We rigorously identify the theoretical conditions under which achieving an equal share is tractable and design a series of efficient algorithms, inspired by no-regret learning, that provably attain approximate equal share across various settings. Furthermore, we provide complementary lower bounds that justify the sharpness of our theoretical results. Our experimental results highlight worst-case scenarios where meta-algorithms from prior state-of-the-art systems for multiplayer games fail to secure an equal share, while our algorithm succeeds, demonstrating the effectiveness of our approach.

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FabricDiffusion: High-Fidelity Texture Transfer for 3D Garments Generation from In-The-Wild Clothing Images

We introduce FabricDiffusion, a method for transferring fabric textures from a single clothing image to 3D garments of arbitrary shapes. Existing approaches typically synthesize textures on the garment surface through 2D-to-3D texture mapping or depth-aware inpainting via generative models. Unfortunately, these methods often struggle to capture and preserve texture details, particularly due to challenging occlusions, distortions, or poses in the input image. Inspired by the observation that in the fashion industry, most garments are constructed by stitching sewing patterns with flat, repeatable textures, we cast the task of clothing texture transfer as extracting distortion-free, tileable texture materials that are subsequently mapped onto the UV space of the garment. Building upon this insight, we train a denoising diffusion model with a large-scale synthetic dataset to rectify distortions in the input texture image. This process yields a flat texture map that enables a tight coupling with existing Physically-Based Rendering (PBR) material generation pipelines, allowing for realistic relighting of the garment under various lighting conditions. We show that FabricDiffusion can transfer various features from a single clothing image including texture patterns, material properties, and detailed prints and logos. Extensive experiments demonstrate that our model significantly outperforms state-to-the-art methods on both synthetic data and real-world, in-the-wild clothing images while generalizing to unseen textures and garment shapes.

cs.CV↗

Is RLHF More Difficult than Standard RL?

Reinforcement learning from Human Feedback (RLHF) learns from preference signals, while standard Reinforcement Learning (RL) directly learns from reward signals. Preferences arguably contain less information than rewards, which makes preference-based RL seemingly more difficult. This paper theoretically proves that, for a wide range of preference models, we can solve preference-based RL directly using existing algorithms and techniques for reward-based RL, with small or no extra costs. Specifically, (1) for preferences that are drawn from reward-based probabilistic models, we reduce the problem to robust reward-based RL that can tolerate small errors in rewards; (2) for general arbitrary preferences where the objective is to find the von Neumann winner, we reduce the problem to multiagent reward-based RL which finds Nash equilibria for factored Markov games with a restricted set of policies. The latter case can be further reduced to adversarial MDP when preferences only depend on the final state. We instantiate all reward-based RL subroutines by concrete provable algorithms, and apply our theory to a large class of models including tabular MDPs and MDPs with generic function approximation. We further provide guarantees when K-wise comparisons are available.

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Rethinking Learning-based Demosaicing, Denoising, and Super-Resolution Pipeline

Imaging is usually a mixture problem of incomplete color sampling, noise degradation, and limited resolution. This mixture problem is typically solved by a sequential solution that applies demosaicing (DM), denoising (DN), and super-resolution (SR) sequentially in a fixed and predefined pipeline (execution order of tasks), DM$\to$DN$\to$SR. The most recent work on image processing focuses on developing more sophisticated architectures to achieve higher image quality. Little attention has been paid to the design of the pipeline, and it is still not clear how significant the pipeline is to image quality. In this work, we comprehensively study the effects of pipelines on the mixture problem of learning-based DN, DM, and SR, in both sequential and joint solutions. On the one hand, in sequential solutions, we find that the pipeline has a non-trivial effect on the resulted image quality. Our suggested pipeline DN$\to$SR$\to$DM yields consistently better performance than other sequential pipelines in various experimental settings and benchmarks. On the other hand, in joint solutions, we propose an end-to-end Trinity Pixel Enhancement NETwork (TENet) that achieves state-of-the-art performance for the mixture problem. We further present a novel and simple method that can integrate a certain pipeline into a given end-to-end network by providing intermediate supervision using a detachable head. Extensive experiments show that an end-to-end network with the proposed pipeline can attain only a consistent but insignificant improvement. Our work indicates that the investigation of pipelines is applicable in sequential solutions, but is not very necessary in end-to-end networks. \RR{Code, models, and our contributed PixelShift200 dataset are available at \url{https://github.com/guochengqian/TENet}

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Breaking the Curse of Multiagency: Provably Efficient Decentralized Multi-Agent RL with Function Approximation

A unique challenge in Multi-Agent Reinforcement Learning (MARL) is the curse of multiagency, where the description length of the game as well as the complexity of many existing learning algorithms scale exponentially with the number of agents. While recent works successfully address this challenge under the model of tabular Markov Games, their mechanisms critically rely on the number of states being finite and small, and do not extend to practical scenarios with enormous state spaces where function approximation must be used to approximate value functions or policies. This paper presents the first line of MARL algorithms that provably resolve the curse of multiagency under function approximation. We design a new decentralized algorithm -- V-Learning with Policy Replay, which gives the first polynomial sample complexity results for learning approximate Coarse Correlated Equilibria (CCEs) of Markov Games under decentralized linear function approximation. Our algorithm always outputs Markov CCEs, and achieves an optimal rate of $\widetilde{\mathcal{O}}(ε^{-2})$ for finding $ε$-optimal solutions. Also, when restricted to the tabular case, our result improves over the current best decentralized result $\widetilde{\mathcal{O}}(ε^{-3})$ for finding Markov CCEs. We further present an alternative algorithm -- Decentralized Optimistic Policy Mirror Descent, which finds policy-class-restricted CCEs using a polynomial number of samples. In exchange for learning a weaker version of CCEs, this algorithm applies to a wider range of problems under generic function approximation, such as linear quadratic games and MARL problems with low ''marginal'' Eluder dimension.

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A Localization Method of High Energy Transients for All-Sky Gamma-Ray Monitor

Fast and reliable localization of high-energy transients is crucial for characterizing the burst properties and guiding the follow-up observations. Localization based on the relative counts of different detectors has been widely used for all-sky gamma-ray monitors. There are two major methods for this counts distribution localization: $χ^{2}$ minimization method and the Bayesian method. Here we propose a modified Bayesian method that could take advantage of both the accuracy of the Bayesian method and the simplicity of the $χ^{2}$ method. With comprehensive simulations, we find that our Bayesian method with Poisson likelihood is generally more applicable for various bursts than $χ^{2}$ method, especially for weak bursts. We further proposed a location-spectrum iteration approach based on the Bayesian inference, which could alleviate the problems caused by the spectral difference between the burst and location templates. Our method is very suitable for scenarios with limited computation resources or time-sensitive applications, such as in-flight localization software, and low-latency localization for rapid follow-up observations.

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Learning Rationalizable Equilibria in Multiplayer Games

A natural goal in multiagent learning besides finding equilibria is to learn rationalizable behavior, where players learn to avoid iteratively dominated actions. However, even in the basic setting of multiplayer general-sum games, existing algorithms require a number of samples exponential in the number of players to learn rationalizable equilibria under bandit feedback. This paper develops the first line of efficient algorithms for learning rationalizable Coarse Correlated Equilibria (CCE) and Correlated Equilibria (CE) whose sample complexities are polynomial in all problem parameters including the number of players. To achieve this result, we also develop a new efficient algorithm for the simpler task of finding one rationalizable action profile (not necessarily an equilibrium), whose sample complexity substantially improves over the best existing results of Wu et al. (2021). Our algorithms incorporate several novel techniques to guarantee rationalizability and no (swap-)regret simultaneously, including a correlated exploration scheme and adaptive learning rates, which may be of independent interest. We complement our results with a sample complexity lower bound showing the sharpness of our guarantees.

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Learning Markov Games with Adversarial Opponents: Efficient Algorithms and Fundamental Limits

An ideal strategy in zero-sum games should not only grant the player an average reward no less than the value of Nash equilibrium, but also exploit the (adaptive) opponents when they are suboptimal. While most existing works in Markov games focus exclusively on the former objective, it remains open whether we can achieve both objectives simultaneously. To address this problem, this work studies no-regret learning in Markov games with adversarial opponents when competing against the best fixed policy in hindsight. Along this direction, we present a new complete set of positive and negative results: When the policies of the opponents are revealed at the end of each episode, we propose new efficient algorithms achieving $\sqrt{K}$-regret bounds when either (1) the baseline policy class is small or (2) the opponent's policy class is small. This is complemented with an exponential lower bound when neither conditions are true. When the policies of the opponents are not revealed, we prove a statistical hardness result even in the most favorable scenario when both above conditions are true. Our hardness result is much stronger than the existing hardness results which either only involve computational hardness, or require further restrictions on the algorithms.

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Neural Adaptive SCEne Tracing

Neural rendering with implicit neural networks has recently emerged as an attractive proposition for scene reconstruction, achieving excellent quality albeit at high computational cost. While the most recent generation of such methods has made progress on the rendering (inference) times, very little progress has been made on improving the reconstruction (training) times. In this work, we present Neural Adaptive Scene Tracing (NAScenT), the first neural rendering method based on directly training a hybrid explicit-implicit neural representation. NAScenT uses a hierarchical octree representation with one neural network per leaf node and combines this representation with a two-stage sampling process that concentrates ray samples where they matter most near object surfaces. As a result, NAScenT is capable of reconstructing challenging scenes including both large, sparsely populated volumes like UAV captured outdoor environments, as well as small scenes with high geometric complexity. NAScenT outperforms existing neural rendering approaches in terms of both quality and training time.

cs.CV↗

Near-optimal Local Convergence of Alternating Gradient Descent-Ascent for Minimax Optimization

Smooth minimax games often proceed by simultaneous or alternating gradient updates. Although algorithms with alternating updates are commonly used in practice, the majority of existing theoretical analyses focus on simultaneous algorithms for convenience of analysis. In this paper, we study alternating gradient descent-ascent (Alt-GDA) in minimax games and show that Alt-GDA is superior to its simultaneous counterpart~(Sim-GDA) in many settings. We prove that Alt-GDA achieves a near-optimal local convergence rate for strongly convex-strongly concave (SCSC) problems while Sim-GDA converges at a much slower rate. To our knowledge, this is the \emph{first} result of any setting showing that Alt-GDA converges faster than Sim-GDA by more than a constant. We further adapt the theory of integral quadratic constraints (IQC) and show that Alt-GDA attains the same rate \emph{globally} for a subclass of SCSC minimax problems. Empirically, we demonstrate that alternating updates speed up GAN training significantly and the use of optimism only helps for simultaneous algorithms.

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NeAT: Neural Adaptive Tomography

In this paper, we present Neural Adaptive Tomography (NeAT), the first adaptive, hierarchical neural rendering pipeline for multi-view inverse rendering. Through a combination of neural features with an adaptive explicit representation, we achieve reconstruction times far superior to existing neural inverse rendering methods. The adaptive explicit representation improves efficiency by facilitating empty space culling and concentrating samples in complex regions, while the neural features act as a neural regularizer for the 3D reconstruction. The NeAT framework is designed specifically for the tomographic setting, which consists only of semi-transparent volumetric scenes instead of opaque objects. In this setting, NeAT outperforms the quality of existing optimization-based tomography solvers while being substantially faster.

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V-Learning -- A Simple, Efficient, Decentralized Algorithm for Multiagent RL

A major challenge of multiagent reinforcement learning (MARL) is the curse of multiagents, where the size of the joint action space scales exponentially with the number of agents. This remains to be a bottleneck for designing efficient MARL algorithms even in a basic scenario with finitely many states and actions. This paper resolves this challenge for the model of episodic Markov games. We design a new class of fully decentralized algorithms -- V-learning, which provably learns Nash equilibria (in the two-player zero-sum setting), correlated equilibria and coarse correlated equilibria (in the multiplayer general-sum setting) in a number of samples that only scales with $\max_{i\in[m]} A_i$, where $A_i$ is the number of actions for the $i^{\rm th}$ player. This is in sharp contrast to the size of the joint action space which is $\prod_{i=1}^m A_i$. V-learning (in its basic form) is a new class of single-agent RL algorithms that convert any adversarial bandit algorithm with suitable regret guarantees into a RL algorithm. Similar to the classical Q-learning algorithm, it performs incremental updates to the value functions. Different from Q-learning, it only maintains the estimates of V-values instead of Q-values. This key difference allows V-learning to achieve the claimed guarantees in the MARL setting by simply letting all agents run V-learning independently.

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An Exponential Lower Bound for Linearly-Realizable MDPs with Constant Suboptimality Gap

A fundamental question in the theory of reinforcement learning is: suppose the optimal $Q$-function lies in the linear span of a given $d$ dimensional feature mapping, is sample-efficient reinforcement learning (RL) possible? The recent and remarkable result of Weisz et al. (2020) resolved this question in the negative, providing an exponential (in $d$) sample size lower bound, which holds even if the agent has access to a generative model of the environment. One may hope that this information theoretic barrier for RL can be circumvented by further supposing an even more favorable assumption: there exists a \emph{constant suboptimality gap} between the optimal $Q$-value of the best action and that of the second-best action (for all states). The hope is that having a large suboptimality gap would permit easier identification of optimal actions themselves, thus making the problem tractable; indeed, provided the agent has access to a generative model, sample-efficient RL is in fact possible with the addition of this more favorable assumption. This work focuses on this question in the standard online reinforcement learning setting, where our main result resolves this question in the negative: our hardness result shows that an exponential sample complexity lower bound still holds even if a constant suboptimality gap is assumed in addition to having a linearly realizable optimal $Q$-function. Perhaps surprisingly, this implies an exponential separation between the online RL setting and the generative model setting. Complementing our negative hardness result, we give two positive results showing that provably sample-efficient RL is possible either under an additional low-variance assumption or under a novel hypercontractivity assumption (both implicitly place stronger conditions on the underlying dynamics model).

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Online Learning in Unknown Markov Games

We study online learning in unknown Markov games, a problem that arises in episodic multi-agent reinforcement learning where the actions of the opponents are unobservable. We show that in this challenging setting, achieving sublinear regret against the best response in hindsight is statistically hard. We then consider a weaker notion of regret by competing with the \emph{minimax value} of the game, and present an algorithm that achieves a sublinear $\tilde{\mathcal{O}}(K^{2/3})$ regret after $K$ episodes. This is the first sublinear regret bound (to our knowledge) for online learning in unknown Markov games. Importantly, our regret bound is independent of the size of the opponents' action spaces. As a result, even when the opponents' actions are fully observable, our regret bound improves upon existing analysis (e.g., (Xie et al., 2020)) by an exponential factor in the number of opponents.

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On the Suboptimality of Negative Momentum for Minimax Optimization

Smooth game optimization has recently attracted great interest in machine learning as it generalizes the single-objective optimization paradigm. However, game dynamics is more complex due to the interaction between different players and is therefore fundamentally different from minimization, posing new challenges for algorithm design. Notably, it has been shown that negative momentum is preferred due to its ability to reduce oscillation in game dynamics. Nevertheless, the convergence rate of negative momentum was only established in simple bilinear games. In this paper, we extend the analysis to smooth and strongly-convex strongly-concave minimax games by taking the variational inequality formulation. By connecting momentum method with Chebyshev polynomials, we show that negative momentum accelerates convergence of game dynamics locally, though with a suboptimal rate. To the best of our knowledge, this is the \emph{first work} that provides an explicit convergence rate for negative momentum in this setting.

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Improved Algorithms for Convex-Concave Minimax Optimization

This paper studies minimax optimization problems $\min_x \max_y f(x,y)$, where $f(x,y)$ is $m_x$-strongly convex with respect to $x$, $m_y$-strongly concave with respect to $y$ and $(L_x,L_{xy},L_y)$-smooth. Zhang et al. provided the following lower bound of the gradient complexity for any first-order method: $Ω\Bigl(\sqrt{\frac{L_x}{m_x}+\frac{L_{xy}^2}{m_x m_y}+\frac{L_y}{m_y}}\ln(1/ε)\Bigr).$ This paper proposes a new algorithm with gradient complexity upper bound $\tilde{O}\Bigl(\sqrt{\frac{L_x}{m_x}+\frac{L\cdot L_{xy}}{m_x m_y}+\frac{L_y}{m_y}}\ln\left(1/ε\right)\Bigr),$ where $L=\max\{L_x,L_{xy},L_y\}$. This improves over the best known upper bound $\tilde{O}\left(\sqrt{\frac{L^2}{m_x m_y}} \ln^3\left(1/ε\right)\right)$ by Lin et al. Our bound achieves linear convergence rate and tighter dependency on condition numbers, especially when $L_{xy}\ll L$ (i.e., when the interaction between $x$ and $y$ is weak). Via reduction, our new bound also implies improved bounds for strongly convex-concave and convex-concave minimax optimization problems. When $f$ is quadratic, we can further improve the upper bound, which matches the lower bound up to a small sub-polynomial factor.

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Refined Analysis of FPL for Adversarial Markov Decision Processes

We consider the adversarial Markov Decision Process (MDP) problem, where the rewards for the MDP can be adversarially chosen, and the transition function can be either known or unknown. In both settings, Follow-the-PerturbedLeader (FPL) based algorithms have been proposed in previous literature. However, the established regret bounds for FPL based algorithms are worse than algorithms based on mirrordescent. We improve the analysis of FPL based algorithms in both settings, matching the current best regret bounds using faster and simpler algorithms.

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On Solving Minimax Optimization Locally: A Follow-the-Ridge Approach

Many tasks in modern machine learning can be formulated as finding equilibria in \emph{sequential} games. In particular, two-player zero-sum sequential games, also known as minimax optimization, have received growing interest. It is tempting to apply gradient descent to solve minimax optimization given its popularity and success in supervised learning. However, it has been noted that naive application of gradient descent fails to find some local minimax and can converge to non-local-minimax points. In this paper, we propose \emph{Follow-the-Ridge} (FR), a novel algorithm that provably converges to and only converges to local minimax. We show theoretically that the algorithm addresses the notorious rotational behaviour of gradient dynamics, and is compatible with preconditioning and \emph{positive} momentum. Empirically, FR solves toy minimax problems and improves the convergence of GAN training compared to the recent minimax optimization algorithms.

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