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Lianlong Wu

dblp:119/8750 · DBLP profile ↗
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9ranked-venue papers
4as first author
5since 2021 · last 2025
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 6 · 3 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 6 · 3 first-author · 3 since 2021Databases, data management, data science and information retrieval · 2 · 1 first-author · 1 since 2021Systems, architecture and hardware · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
6 papers
Knowledge representation and reasoning · 23% Reinforcement learning · 20% Vision and language · 18%
Databases, data mining, and information retrieval
1 paper
Knowledge graphs · 50% Data mining · 50%
Human-computer interaction and pervasive computing
1 paper
Learning and educational technologies · 100%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Medical and health informatics · 100%
Theoretical computer science
1 paper
Logic in computer science · 100%
Computer graphics and multimedia
1 paper
Visual content generation and editing · 100%

Topics — the 18 heaviest of 18, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Computer vision › Vision and language
multimodal representation
0.812024
Generation of Visual Representations for Multi-Modal Mathematical Knowledge · AAAI 2024
Learning and educational technologies › STEM education
mathematics education
0.812024
Generation of Visual Representations for Multi-Modal Mathematical Knowledge · AAAI 2024
Machine learning › Deep learning architectures and training
hybrid learning
0.612022
Hybrid Learning System for Large-scale Medical Image Analysis · IJCAI 2022
Knowledge, reasoning and agents › Knowledge representation and reasoning
logic programming
0.612022
Rule Learning over Knowledge Graphs with Genetic Logic Programming · ICDE 2022
Machine learning › Learning paradigms
semi-supervised learning
0.612022
Hybrid Learning System for Large-scale Medical Image Analysis · IJCAI 2022
Medical and health informatics › medical imaging
medical image analysis
0.612022
Hybrid Learning System for Large-scale Medical Image Analysis · IJCAI 2022
Knowledge graphs
link prediction
0.612022
Rule Learning over Knowledge Graphs with Genetic Logic Programming · ICDE 2022
Data mining › predictive modeling › classification
rule learning
0.612022
Rule Learning over Knowledge Graphs with Genetic Logic Programming · ICDE 2022
Machine learning › Reinforcement learning
multi-agent reinforcement learning
0.412020
Arena: A General Evaluation Platform and Building Toolkit for Multi-Agent Intelligence · AAAI 2020
Knowledge, reasoning and agents › Knowledge representation and reasoning
rule learning
0.412019
Evolutionary Learning of Existential Rules · IJCAI 2019
Logic in computer science › logic programming
datalog
0.412019
Evolutionary Learning of Existential Rules · IJCAI 2019
Machine learning › Reinforcement learning › population-based learning
evolutionary learning
0.312017
Evolutionary Machine Learning for RTS Game StarCraft · AAAI 2017
Visual content generation and editing
diagram generation
0.212024
Generation of Visual Representations for Multi-Modal Mathematical Knowledge · AAAI 2024
Machine learning › Learning paradigms
weakly supervised learning
0.212022
Hybrid Learning System for Large-scale Medical Image Analysis · IJCAI 2022
Machine learning › Reinforcement learning
deep reinforcement learning
0.112020
Arena: A General Evaluation Platform and Building Toolkit for Multi-Agent Intelligence · AAAI 2020
Machine learning › Optimization for machine learning
evolutionary computation
0.112019
Evolutionary Learning of Existential Rules · IJCAI 2019
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing
0.112017
Evolutionary Machine Learning for RTS Game StarCraft · AAAI 2017
Knowledge, reasoning and agents › Multi-agent systems › multi-agent environments
real-time strategy games
0.112017
Evolutionary Machine Learning for RTS Game StarCraft · AAAI 2017

Methods — techniques the papers use, named apart from their topics

representational systems theory · 2.3representational interpretive structure theory · 2.3genetic algorithm · 1.4weak-supervised learning · 1.1semi-supervised learning · 1.1self-supervised learning · 1.1evolutionary search · 1.1adversarial loss · 1.1evolutionary algorithm · 0.8deep multi-agent reinforcement learning · 0.4
YearPublicationVenuePosition
2025 CauSkelNet: Causal Representation Learning for Human Behaviour Analysis
abstract
Traditional machine learning methods for movement recognition often struggle with limited model interpretability and a lack of insight into human movement dynamics. This study introduces a novel representation learning framework based on causal inference to address these challenges. Our twostage approach combines the Peter-Clark (PC) algorithm and Kullback-Leibler (KL) divergence to identify and quantify causal relationships between human joints. By capturing joint interactions, the proposed causal Graph Convolutional Network (GCN) produces interpretable and robust representations. Experimental results on the EmoPain dataset demonstrate that the causal GCN outperforms traditional GCNs in accuracy, F1 score, and recall, particularly in detecting protective behaviors. This work contributes to advancing human motion analysis and lays a foundation for adaptive and intelligent healthcare solutions.
Xingrui Gu, Chuyi Jiang, Erte Wang, Zekun Wu 0003, Leimin Tian, Lianlong Wu, Siyang Song, Chuang Yu 0001
FG7
2024 Generation of Visual Representations for Multi-Modal Mathematical Knowledge
abstract
In this paper we introduce MaRE, a tool designed to generate representations in multiple modalities for a given mathematical problem while ensuring the correctness and interpretability of the transformations between different representations. The theoretical foundation for this tool is Representational Systems Theory (RST), a mathematical framework for studying the structure and transformations of representations. In MaRE’s web front-end user interface, a set of probability equations in Bayesian Notation can be rigorously transformed into Area Diagrams, Contingency Tables, and Probability Trees with just one click, utilising a back-end engine based on RST. A table of cognitive costs, based on the cognitive Representational Interpretive Structure Theory (RIST), that a representation places on a particular profile of user is produced at the same time. MaRE is general and domain independent, applicable to other representations encoded in RST. It may enhance mathematical education and research, facilitating multi-modal knowledge representation and discovery.
Lianlong Wu, Seewon Choi, Daniel Raggi, Aaron Stockdill, Grecia Garcia Garcia, Fiorenzo Colarusso, Peter C.-H. Cheng, Mateja Jamnik
AAAI1
2022 Rule Learning over Knowledge Graphs with Genetic Logic Programming
abstract
Declarative rules such as Prolog and Datalog rules are common formalisms to express expert knowledge and facts. They play an important role in Knowledge Graph (KG) construction and completion. Such rules not only encode the expert background knowledge and the relational patterns among the data, but also infer new knowledge and insights from them. Formalizing rules is often a laborious manual process, while learning them from data automatically can ease this process. Within the rule hypothesis space, current approaches resort to exhaustive search with a number of heuristics and syntactic restrictions on the rule language, which impacts the efficiency and quality of the outcome rules. In this paper, we extend the rule hypothesis space from usual path rules to general Datalog rule space by proposing a novel Genetic Logic Programming algorithm named Evoda. It is an iterative process to learn high-quality rules over large scale KG for a matter of seconds. We have performed experiments over multiple real-world KGs and various evaluation metrics to show its mining capabilities for higher quality rules and more precise predictions. Additionally, we have applied it on the KG completion tasks to illustrate its competitiveness with several state-of-the-art embedding or neural-based models. The experiments demonstrate the feasibility, effectiveness and efficiency of the Evoda algorithm.
Lianlong Wu, Emanuel Sallinger, Evgeny Sherkhonov, Sahar Vahdati, Georg Gottlob
ICDE1
2022 Hybrid Learning System for Large-scale Medical Image Analysis
abstract
Adequate annotated data cannot always be satisfied in medical imaging applications. To address such a challenge, we would explore ways to reduce the quality and quantity of annotations requirements of the deep learning model by developing a hybrid learning system. We combined self-supervised learning, semi-supervised learning and weak-supervised learning to improve annotation utilization. Our primary research work on 2D medical image detection under poor annotation conditions has found that better regularization and adversarial loss can improve the robustness and performance with poor annotation conditions.
Zehua Cheng, Lianlong Wu
IJCAI2
2022 Data science with Vadalog: Knowledge Graphs with machine learning and reasoning in practice
Luigi Bellomarini, Ruslan R. Fayzrakhmanov, Georg Gottlob, Andrey Kravchenko, Eleonora Laurenza, Yavor Nenov, Stéphane Reissfelder, Emanuel Sallinger, Evgeny Sherkhonov, Sahar Vahdati, Lianlong Wu
Future Gener. Comput. Syst.11
2020 Arena: A General Evaluation Platform and Building Toolkit for Multi-Agent Intelligence
abstract
Learning agents that are not only capable of taking tests, but also innovating is becoming a hot topic in AI. One of the most promising paths towards this vision is multi-agent learning, where agents act as the environment for each other, and improving each agent means proposing new problems for others. However, existing evaluation platforms are either not compatible with multi-agent settings, or limited to a specific game. That is, there is not yet a general evaluation platform for research on multi-agent intelligence. To this end, we introduce Arena, a general evaluation platform for multi-agent intelligence with 35 games of diverse logics and representations. Furthermore, multi-agent intelligence is still at the stage where many problems remain unexplored. Therefore, we provide a building toolkit for researchers to easily invent and build novel multi-agent problems from the provided game set based on a GUI-configurable social tree and five basic multi-agent reward schemes. Finally, we provide Python implementations of five state-of-the-art deep multi-agent reinforcement learning baselines. Along with the baseline implementations, we release a set of 100 best agents/teams that we can train with different training schemes for each game, as the base for evaluating agents with population performance. As such, the research community can perform comparisons under a stable and uniform standard. All the implementations and accompanied tutorials have been open-sourced for the community at https://sites.google.com/view/arena-unity/.
Yuhang Song 0001, Andrzej Wojcicki, Thomas Lukasiewicz, Jianyi Wang, Abi Aryan, Zhenghua Xu 0001, Mai Xu, Lianlong Wu
AAAI9
2019 Evolutionary Learning of Existential Rules
abstract
Declarative rules such as Prolog and Datalog are common formalisms to express expert knowledge and are used in a number of systems. Since developing such rules is time-consuming and requires scarce expert knowledge, it is essential to develop algorithms for learning such rules. We address the problem of learning existential rules, a richer class of rules which found applications in many use-cases such as Semantic Web and Web Data Extraction. In particular, we concentrate on developing evolutionary learning algorithms for rule learning.
Lianlong Wu
IJCAI1
2018 Data Science with Vadalog: Bridging Machine Learning and Reasoning
Luigi Bellomarini, Ruslan R. Fayzrakhmanov, Georg Gottlob, Andrey Kravchenko, Eleonora Laurenza, Yavor Nenov, Stéphane Reissfelder, Emanuel Sallinger, Evgeny Sherkhonov, Lianlong Wu
MEDI10
2017 Evolutionary Machine Learning for RTS Game StarCraft
abstract
Real-Time Strategy (RTS) games involve multiple agents acting simultaneously, and result in enormous state dimensionality. In this paper, we propose an abstracted and simplified model for the famous game StarCraft, and design a dynamic programming algorithm to solve the building order problem, which takes minimal time to achieve a specific target. In addition, Genetic Algorithms (GA) are used to find an optimal target for the opening stage.
Lianlong Wu, Andrew Markham
AAAI1