We present JueWu-SL, the first supervised-learning-based artificial intelligence (AI) program that achieves human-level performance in playing multiplayer online battle arena (MOBA) games. Unlike prior attempts, we integrate the macro-strategy and the micromanagement of MOBA-game-playing into neural networks in a supervised and end-to-end manner. Tested on Honor of Kings, the most popular MOBA at present, our AI performs competitively at the level of High King players in standard 5v5 games.
23 November 2022 in IEEE Transactions on Pattern Analysis and Machine Intelligence
We introduce CAMRL, the first curriculum-based asymmetric multi-task learning (AMTL) algorithm for dealing with multiple reinforcement learning (RL) tasks altogether. To mitigate the negative influence of customizing the one-off training order in curriculum-based AMTL, CAMRL switches its training mode between parallel single-task RL and asymmetric multi-task RL (MTRL), according to an indicator regarding the training time, the overall performance, and the performance gap among tasks. To leverage the multi-sourced prior knowledge flexibly and to reduce negative transfer in AMTL, we customize a composite loss with multiple differentiable ranking functions and optimize the loss through alternating optimization and the Frank-Wolfe algorithm. The uncertainty-based automatic adjustment of hyper-parameters is also applied to eliminate the need of laborious hyper-parameter analysis during optimization. By optimizing the composite loss, CAMRL predicts the next training task and continuously revisits the transfer matrix and network weights. We have conducted experiments on a wide range of benchmarks in multi-task RL, covering Gym-minigrid, Meta-world, Atari video games, vision-based PyBullet tasks, and RLBench, to show the improvements of CAMRL over the corresponding single-task RL algorithm and state-of-the-art MTRL algorithms. The code is available at: https://github.com/huanghanchi/CAMRL .
Hero drafting is essential in multiplayer online battle arena (MOBA) game playing as it builds the team of each side and directly affects the match outcome. State-of-the-art drafting methods fail to consider: 1) drafting efficiency when the hero pool is expanded; 2) the multiround nature of a MOBA 5v5 match series, i.e., two teams play best-of- $N$ and the same hero is only allowed to be drafted once throughout the series. In this article, we formulate the drafting process as a multiround combinatorial game and propose a novel drafting algorithm based on neural networks and Monte Carlo tree search, named JueWuDraft. Specifically, we design a long-term value estimation mechanism to handle the best-of- $N$ drafting case. Taking Honor of Kings , one of the most popular MOBA games at present, as a running case, we demonstrate the practicality and effectiveness of JueWuDraft when compared to state-of-the-art drafting methods.
7 June 2023 in IEEE Transactions on Neural Networks and Learning Systems
A key challenge of continual reinforcement learning (CRL) in dynamic environments is to promptly adapt the reinforcement learning (RL) agent’s behavior as the environment changes over its lifetime while minimizing the catastrophic forgetting of the learned information. To address this challenge, in this article, we propose DaCoRL, that is, dynamics-adaptive continual RL. DaCoRL learns a context-conditioned policy using progressive contextualization, which incrementally clusters a stream of stationary tasks in the dynamic environment into a series of contexts and opts for an expandable multihead neural network to approximate the policy. Specifically, we define a set of tasks with similar dynamics as an environmental context and formalize context inference as a procedure of online Bayesian infinite Gaussian mixture clustering on environment features, resorting to online Bayesian inference to infer the posterior distribution over contexts. Under the assumption of a Chinese restaurant process (CRP) prior, this technique can accurately classify the current task as a previously seen context or instantiate a new context as needed without relying on any external indicator to signal environmental changes in advance. Furthermore, we employ an expandable multihead neural network whose output layer is synchronously expanded with the newly instantiated context and a knowledge distillation regularization term for retaining the performance on learned tasks. As a general framework that can be coupled with various deep RL algorithms, DaCoRL features consistent superiority over existing methods in terms of stability, overall performance, and generalization ability, as verified by extensive experiments on several robot navigation and MuJoCo locomotion tasks.
1 July 2026 in IEEE Transactions on Pattern Analysis and Machine Intelligence
Few-step diffusion models enable efficient high-resolution image synthesis but struggle to align with specific downstream objectives due to limitations of existing reinforcement learning (RL) methods in low-step regimes with limited state spaces and suboptimal sample quality. To address this, we propose Stepwise Diffusion Policy Optimization (SDPO), a novel RL framework tailored for few-step diffusion models. SDPO introduces a dual-state trajectory sampling mechanism, tracking both noisy and predicted clean states at each step to provide dense reward feedback and enable low-variance, mixed-step optimization. For further efficiency, we develop a latent similarity-based dense reward prediction strategy to minimize costly dense reward queries. Leveraging these dense rewards, SDPO optimizes a dense reward difference learning objective that enables more frequent and granular policy updates. Additional refinements, including stepwise advantage estimates, temporal importance weighting, and step-shuffled gradient updates, further enhance long-term dependency, low-step priority, and gradient stability. Our experiments demonstrate that SDPO consistently delivers superior reward-aligned results across diverse few-step settings and tasks.
26 June 2023 in Proceedings of the AAAI Conference on Artificial Intelligence
Whole-slide images (WSI) in computational pathology have high resolution with gigapixel size, but are generally with sparse regions of interest, which leads to weak diagnostic relevance and data inefficiency for each area in the slide. Most of the existing methods rely on a multiple instance learning framework that requires densely sampling local patches at high magnification. The limitation is evident in the application stage as the heavy computation for extracting patch-level features is inevitable. In this paper, we develop RLogist, a benchmarking deep reinforcement learning (DRL) method for fast observation strategy on WSIs. Imitating the diagnostic logic of human pathologists, our RL agent learns how to find regions of observation value and obtain representative features across multiple resolution levels, without having to analyze each part of the WSI at the high magnification. We benchmark our method on two whole-slide level classification tasks, including detection of metastases in WSIs of lymph node sections, and subtyping of lung cancer. Experimental results demonstrate that RLogist achieves competitive classification performance compared to typical multiple instance learning algorithms, while having a significantly short observation path. In addition, the observation path given by RLogist provides good decision-making interpretability, and its ability of reading path navigation can potentially be used by pathologists for educational/assistive purposes. Our code is available at: https://github.com/tencent-ailab/RLogist.