Large sequence model (SM) such as GPT series and BERT has displayed outstanding performance and generalization capabilities on vision, language, and recently reinforcement learning tasks. A natural follow-up question is how to abstract multi-agent decision making into an SM problem and benefit from the prosperous development of SMs. In this paper, we introduce a novel architecture named Multi-Agent Transformer (MAT) that effectively casts cooperative multi-agent reinforcement learning (MARL) into SM problems wherein the task is to map agents' observation sequence to agents' optimal action sequence. Our goal is to build the bridge between MARL and SMs so that the modeling power of modern sequence models can be unleashed for MARL. Central to our MAT is an encoder-decoder architecture which leverages the multi-agent advantage decomposition theorem to transform the joint policy search problem into a sequential decision making process; this renders only linear time complexity for multi-agent problems and, most importantly, endows MAT with monotonic performance improvement guarantee. Unlike prior arts such as Decision Transformer fit only pre-collected offline data, MAT is trained by online trials and errors from the environment in an on-policy fashion. To validate MAT, we conduct extensive experiments on StarCraftII, Multi-Agent MuJoCo, Dexterous Hands Manipulation, and Google Research Football benchmarks. Results demonstrate that MAT achieves superior performance and data efficiency compared to strong baselines including MAPPO and HAPPO. Furthermore, we demonstrate that MAT is an excellent few-short learner on unseen tasks regardless of changes in the number of agents. See our project page at https://sites.google.com/view/multi-agent-transformer.
Faced with problems of increasing complexity, recent research in Bayesian Optimisation (BO) has focused on adapting deep probabilistic models as flexible alternatives to Gaussian Processes (GPs). In a similar vein, this paper investigates the feasibility of employing state-of-the-art probabilistic transformers in BO. Upon further investigation, we observe two drawbacks stemming from their training procedure and loss definition, hindering their direct deployment as proxies in black-box optimisation. First, we notice that these models are trained on uniformly distributed inputs, which impairs predictive accuracy on non-uniform data - a setting arising from any typical BO loop due to exploration-exploitation trade-offs. Second, we realise that training losses (e.g., cross-entropy) only asymptotically guarantee accurate posterior approximations, i.e., after arriving at the global optimum, which generally cannot be ensured. At the stationary points of the loss function, however, we observe a degradation in predictive performance especially in exploratory regions of the input space. To tackle these shortcomings we introduce two components: 1) a BO-tailored training prior supporting non-uniformly distributed points, and 2) a novel approximate posterior regulariser trading-off accuracy and input sensitivity to filter favourable stationary points for improved predictive performance. In a large panel of experiments, we demonstrate, for the first time, that one transformer pre-trained on data sampled from random GP priors produces competitive results on 16 benchmark black-boxes compared to GP-based BO. Since our model is only pre-trained once and used in all tasks without any retraining and/or fine-tuning, we report an order of magnitude time-reduction, while matching and sometimes outperforming GPs.
Large scale pre-training models have been widely used in named entity recognition (NER) tasks. However, model ensemble through parameter averaging or voting can not give full play to the differentiation advantages of different models, especially in the open domain. This paper describes our NER system in the SemEval 2022 task11: MultiCoNER. We proposed an effective system to adaptively ensemble pre-trained language models by a Transformer layer. By assigning different weights to each model for different inputs, we adopted the Transformer layer to integrate the advantages of diverse models effectively. Experimental results show that our method achieves superior performances in Farsi and Dutch.
As one novel approach to realize end-to-end wireless image semantic transmission, deep learning-based joint source-channel coding (deep JSCC) method is emerging in both deep learning and communication communities. However, current deep JSCC image transmission systems are typically optimized for traditional distortion metrics such as peak signal-to-noise ratio (PSNR) or multi-scale structural similarity (MS-SSIM). But for low transmission rates, due to the imperfect wireless channel, these distortion metrics lose significance as they favor pixel-wise preservation. To account for human visual perception in semantic communications, it is of great importance to develop new deep JSCC systems optimized beyond traditional PSNR and MS-SSIM metrics. In this paper, we introduce adversarial losses to optimize deep JSCC, which tends to preserve global semantic information and local texture. Our new deep JSCC architecture combines encoder, wireless channel, decoder/generator, and discriminator, which are jointly learned under both perceptual and adversarial losses. Our method yields human visually much more pleasing results than state-of-the-art engineered image coded transmission systems and traditional deep JSCC systems. A user study confirms that achieving the perceptually similar end-to-end image transmission quality, the proposed method can save about 50\% wireless channel bandwidth cost.
This paper describes the PASH participation in TREC 2021 Deep Learning Track. In the recall stage, we adopt a scheme combining sparse and dense retrieval method. In the multi-stage ranking phase, point-wise and pair-wise ranking strategies are used one after another based on model continual pre-trained on general knowledge and document-level data. Compared to TREC 2020 Deep Learning Track, we have additionally introduced the generative model T5 to further enhance the performance.
Reinforcement learning has achieved tremendous success in many complex decision making tasks. When it comes to deploying RL in the real world, safety concerns are usually raised, leading to a growing demand for safe reinforcement learning algorithms, such as in autonomous driving and robotics scenarios. While safety control has a long history, the study of safe RL algorithms is still in the early stages. To establish a good foundation for future research in this thread, in this paper, we provide a review for safe RL from the perspectives of methods, theory and applications. Firstly, we review the progress of safe RL from five dimensions and come up with five problems that are crucial for safe RL being deployed in real-world applications, coined as "2H3W". Secondly, we analyze the theory and algorithm progress from the perspectives of answering the "2H3W" problems. Then, the sample complexity of safe RL methods is reviewed and discussed, followed by an introduction of the applications and benchmarks of safe RL algorithms. Finally, we open the discussion of the challenging problems in safe RL, hoping to inspire more future research on this thread. To advance the study of safe RL algorithms, we release a benchmark suite, an open-sourced repository containing the implementations of major safe RL algorithms, along with tutorials at the link: https://github.com/chauncygu/Safe-Reinforcement-Learning-Baselines.git.
In the intelligent communication field, deep learning (DL) has attracted much attention due to its strong fitting ability and data-driven learning capability. Compared with the typical DL feedforward network structures, an enhancement structure with direct data feedback have been studied and proved to have better performance than the feedfoward networks. However, due to the above simple feedback methods lack sufficient analysis and learning ability on the feedback data, it is inadequate to deal with more complicated nonlinear systems and therefore the performance is limited for further improvement. In this paper, a novel multi-agent feedback enabled neural network (MAFENN) framework is proposed, which make the framework have stronger feedback learning capabilities and more intelligence on feature abstraction, denoising or generation, etc. Furthermore, the MAFENN framework is theoretically formulated into a three-player Feedback Stackelberg game, and the game is proved to converge to the Feedback Stackelberg equilibrium. The design of MAFENN framework and algorithm are dedicated to enhance the learning capability of the feedfoward DL networks or their variations with the simple data feedback. To verify the MAFENN framework's feasibility in wireless communications, a multi-agent MAFENN based equalizer (MAFENN-E) is developed for wireless fading channels with inter-symbol interference (ISI). Experimental results show that when the quadrature phase-shift keying (QPSK) modulation scheme is adopted, the SER performance of our proposed method outperforms that of the traditional equalizers by about 2 dB in linear channels. When in nonlinear channels, the SER performance of our proposed method outperforms that of either traditional or DL based equalizers more significantly, which shows the effectiveness and robustness of our proposal in the complex channel environment.
In this paper, we address a new image forensics task, namely the detection of fake flood images generated by ClimateGAN architecture. We do so by proposing a hybrid deep learning architecture including both a detection and a localization branch, the latter being devoted to the identification of the image regions manipulated by ClimateGAN. Even if our goal is the detection of fake flood images, in fact, we found that adding a localization branch helps the network to focus on the most relevant image regions with significant improvements in terms of generalization capabilities and robustness against image processing operations. The good performance of the proposed architecture is validated on two datasets of pristine flood images downloaded from the internet and three datasets of fake flood images generated by ClimateGAN starting from a large set of diverse street images.
Modelling prosody variation is critical for synthesizing natural and expressive speech in end-to-end text-to-speech (TTS) systems. In this paper, a cross-utterance conditional VAE (CUC-VAE) is proposed to estimate a posterior probability distribution of the latent prosody features for each phoneme by conditioning on acoustic features, speaker information, and text features obtained from both past and future sentences. At inference time, instead of the standard Gaussian distribution used by VAE, CUC-VAE allows sampling from an utterance-specific prior distribution conditioned on cross-utterance information, which allows the prosody features generated by the TTS system to be related to the context and is more similar to how humans naturally produce prosody. The performance of CUC-VAE is evaluated via a qualitative listening test for naturalness, intelligibility and quantitative measurements, including word error rates and the standard deviation of prosody attributes. Experimental results on LJ-Speech and LibriTTS data show that the proposed CUC-VAE TTS system improves naturalness and prosody diversity with clear margins.
Fictitious play (FP) is one of the most fundamental game-theoretical learning frameworks for computing Nash equilibrium in $n$-player games, which builds the foundation for modern multi-agent learning algorithms. Although FP has provable convergence guarantees on zero-sum games and potential games, many real-world problems are often a mixture of both and the convergence property of FP has not been fully studied yet. In this paper, we extend the convergence results of FP to the combinations of such games and beyond. Specifically, we derive new conditions for FP to converge by leveraging game decomposition techniques. We further develop a linear relationship unifying cooperation and competition in the sense that these two classes of games are mutually transferable. Finally, we analyze a non-convergent example of FP, the Shapley game, and develop sufficient conditions for FP to converge.