Zheng Wang 0046

dblp:181/2834-46 · DBLP profile ↗
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18ranked-venue papers in the field
9as first author
16since 2021 · last 2026
0000-0002-7064-6267ORCID · conflict

Domains — venue-derived; a paper can count in several

Database Systems & Data Management · 8 (4 first)Data Mining & Knowledge Discovery · 5 (2 first)Information Retrieval & Web Search · 4 (2 first)Big Data, Cloud & Distributed Data Systems · 1 (1 first)
YearPublicationVenuePosition
2026 BMTree: Designing, Learning, and Updating Piecewise Space-Filling Curves for Multi-Dimensional Data Indexing
abstract
Space-filling curves (SFC, for short) have been widely applied to index multi-dimensional data, which first maps the data to one dimension, and then a one-dimensional indexing method, e.g., the B-tree indexes the mapped data. Existing SFCs adopt a single mapping scheme for the whole data space. However, a single mapping scheme often does not perform well on all the data space. In this paper, we propose a new type of SFC called piecewise SFCs that adopts different mapping schemes for different data subspaces. Specifically, we propose a data structure termed the Bit Merging tree (BMTree) that can generate data subspaces and their SFCs simultaneously, and achieve desirable properties of the SFC for the whole data space. Furthermore, we develop a reinforcement learning-based solution to build the BMTree, aiming to achieve excellent query performance. To update the BMTree efficiently when the distributions of data and/or queries change, we develop a new mechanism that achieves fast detection of distribution shifts in data and queries, and enables partial retraining of the BMTree. The retraining mechanism achieves performance enhancement efficiently since it avoids retraining the BMTree from scratch. Extensive experiments show the effectiveness and efficiency of the BMTree with the proposed learning-based methods.
Jiangneng Li, Yuang Liu, Zheng Wang 0046, Gao Cong, Cheng Long 0001, Walid G. Aref, Han Mao Kiah, Bin Cui 0001
IEEE Trans. Knowl. Data Eng.3
2025 InstructRAG: Leveraging Retrieval-Augmented Generation on Instruction Graphs for LLM-Based Task Planning
abstract
Recent advancements in large language models (LLMs) have enabled their use as agents for planning complex tasks. Existing methods typically rely on a thought-action-observation (TAO) process to enhance LLM performance, but these approaches are often constrained by the LLMs' limited knowledge of complex tasks. Retrieval-augmented generation (RAG) offers new opportunities by leveraging external databases to ground generation in retrieved information. In this paper, we identify two key challenges (enlargability and transferability) in applying RAG to task planning. We propose InstructRAG, a novel solution within a multi-agent meta-reinforcement learning framework, to address these challenges. InstructRAG includes a graph to organize past instruction paths (sequences of correct actions), an RL-Agent with Reinforcement Learning to expand graph coverage for enlargability, and an ML-Agent with Meta-Learning to improve task generalization for transferability. The two agents are trained end-to-end to optimize overall planning performance. Our experiments on four widely used task planning datasets demonstrate that InstructRAG significantly enhances performance and adapts efficiently to new tasks, achieving up to a 19.2% improvement over the best existing approach.
Zheng Wang 0046, Shu Xian Teo, Jun Jie Chew
SIGIR1
2024 Collectively Simplifying Trajectories in a Database: A Query Accuracy Driven Approach
abstract
Increasing and massive volumes of trajectory data are being accumulated that may serve a variety of applications, such as mining popular routes or identifying ridesharing candidates. As storing and querying massive trajectory data is costly, trajectory simplification techniques have been introduced that intuitively aim to reduce the sizes of trajectories, thus reducing storage and speeding up querying, while preserving as much information as possible. Existing techniques rely mainly on hand-crafted error measures when deciding which point to drop when simplifying a trajectory. While the hope may be that such simplification affects the subsequent usability of the data only minimally, the usability of the simplified data remains largely unexplored. Instead of using error measures that indirectly may to some extent yield simplified trajectories with high usability, we adopt a direct approach to simplification and present the first study of query accuracy driven trajectory simplification, where the direct objective is to achieve a simplified trajectory database that preserves the query accuracy of the original database as much as possible. Specifically, we propose a multi-agent reinforcement learning based solution with two agents working cooperatively to collectively simplify trajectories in a database while optimizing query usability. Extensive experiments on four real-world trajectory datasets show that the solution is capable of consistently outperforming baseline solutions over various query types and dynamics.
Zheng Wang 0046, Cheng Long 0001, Gao Cong, Christian S. Jensen
ICDE1
2024 Multimodal Query Suggestion with Multi-Agent Reinforcement Learning from Human Feedback
abstract
In the rapidly evolving landscape of information retrieval, search engines strive to provide more personalized and relevant results to users. Query suggestion systems play a crucial role in achieving this goal by assisting users in formulating effective queries. However, existing query suggestion systems mainly rely on textual inputs, potentially limiting user search experiences for querying images. In this paper, we introduce a novel Multimodal Query Suggestion (MMQS) task, which aims to generate query suggestions based on user query images to improve the intentionality and diversity of search results. We present the RL4Sugg framework, leveraging the power of Large Language Models (LLMs) with Multi-Agent Reinforcement Learning from Human Feedback to optimize the generation process. Through comprehensive experiments, we validate the effectiveness of RL4Sugg, demonstrating a 18% improvement compared to the best existing approach. Moreover, the MMQS has been transferred into real-world search engine products, which yield enhanced user engagement. Our research advances query suggestion systems and provides a new perspective on multimodal information retrieval.
Zheng Wang 0046, Bingzheng Gan
WWW1
2024 Billiards Sports Analytics: Datasets and Tasks
abstract
Nowadays, it becomes a common practice to capture some data of sports games with devices such as GPS sensors and cameras and then use the data to perform various analyses on sports games, including tactics discovery, similar game retrieval, performance study, and so forth. While this practice has been conducted to many sports such as basketball and soccer, it remains largely unexplored on the billiards sports, which is mainly due to the lack of publicly available datasets. Motivated by this, we collect a dataset of billiards sports, which includes the layouts (i.e., locations) of billiards balls after performing break shots, called break shot layouts, the traces of the balls as a result of strikes (in the form of trajectories), and detailed statistics and performance indicators. We then study and develop techniques for three tasks on the collected dataset, including (1) prediction and (2) generation on the layouts data, and (3) similar billiards layout retrieval on the layouts data, which can serve different users such as coaches, players and fans. We conduct extensive experiments on the collected dataset and the results show that our methods perform effectively and efficiently.
Qianru Zhang, Zheng Wang 0046, Cheng Long 0001, Siu-Ming Yiu
ACM Trans. Knowl. Discov. Data2
2023 Online Anomalous Subtrajectory Detection on Road Networks with Deep Reinforcement Learning
abstract
Detecting anomalous trajectories has become an important task in many location-based applications. While many approaches have been proposed for this task, they suffer from various issues including (1) incapability of detecting anomalous subtrajectories, which are finer-grained anomalies in trajectory data, and/or (2) non-data driven, and/or (3) requirement of sufficient supervision labels which are costly to collect. In this paper, we propose a novel reinforcement learning based solution called RL4OASD, which avoids all aforementioned issues of existing approaches. RL4OASD involves two networks, one responsible for learning features of road networks and trajectories and the other responsible for detecting anomalous subtrajectories based on the learned features, and the two networks can be trained iteratively without labeled data. Extensive experiments are conducted on two real datasets, and the results show that our solution can significantly outperform the state-of-the-art methods (with 20-30% improvement) and is efficient for online detection (it takes less than 0.1ms to process each newly generated data point).
Qianru Zhang, Zheng Wang 0046, Cheng Long 0001, Chao Huang 0001, Siu-Ming Yiu, Gao Cong, Jieming Shi 0001
ICDE2
2023 Urban Region Representation Learning with OpenStreetMap Building Footprints
abstract
The prosperity of crowdsourcing geospatial data provides increasing opportunities to understand our cities. In particular, OpenStreetMap (OSM) has become a prominent vault of geospatial data on the Web. In this context, learning urban region representations from OSM data, which is unexplored in previous work, could be profitable for various downstream tasks. In this work, we utilize OSM buildings (footprints) complemented with points of interest (POIs) to learn region representations, as buildings' shapes, spatial distributions, and properties have tight linkages to different urban functions. However, appealing as it seems, urban buildings often exhibit complex patterns to form dense or sparse areas, which brings significant challenges for unsupervised feature extraction. To address the challenges, we propose RegionDCL1, an unsupervised framework to deeply mine urban buildings. In a nutshell, we leverage random points generated by Poisson Disk Sampling to tackle data-sparse areas and utilize triplet loss with a novel adaptive margin to preserve inter-region correlations. Furthermore, we train our model with group-level and region-level contrastive learning, making it adaptive to varying region partitions. Extensive experiments in two global cities demonstrate that RegionDCL consistently outperforms the state-of-the-art counterparts across different region partitions, and outputs effective representations for inferring urban land use and population density.
Yi Li 0044, Weiming Huang 0001, Gao Cong, Hao Wang 0068, Zheng Wang 0046
KDD5
2023 Automated Spatio-Temporal Graph Contrastive Learning
abstract
Among various region embedding methods, graph-based region relation learning models stand out, owing to their strong structure representation ability for encoding spatial correlations with graph neural networks. Despite their effectiveness, several key challenges have not been well addressed in existing methods: i) Data noise and missing are ubiquitous in many spatio-temporal scenarios due to a variety of factors. ii) Input spatio-temporal data (e.g., mobility traces) usually exhibits distribution heterogeneity across space and time. In such cases, current methods are vulnerable to the quality of the generated region graphs, which may lead to suboptimal performance. In this paper, we tackle the above challenges by exploring the Automated Spatio-Temporal graph contrastive learning paradigm (AutoST) over the heterogeneous region graph generated from multi-view data sources. Our AutoST framework is built upon a heterogeneous graph neural architecture to capture the multi-view region dependencies with respect to POI semantics, mobility flow patterns and geographical positions. To improve the robustness of our GNN encoder against data noise and distribution issues, we design an automated spatio-temporal augmentation scheme with a parameterized contrastive view generator. AutoST can adapt to the spatio-temporal heterogeneous graph with multi-view semantics well preserved. Extensive experiments for three downstream spatio-temporal mining tasks on several real-world datasets demonstrate the significant performance gain achieved by our AutoST over a variety of baselines. The code is publicly available at https://github.com/HKUDS/AutoST.
Qianru Zhang, Chao Huang 0001, Lianghao Xia, Zheng Wang 0046, Zhonghang Li, Siu-Ming Yiu
WWW4
2023 The RLR-Tree: A Reinforcement Learning Based R-Tree for Spatial Data
abstract
Learned indexes have been proposed to replace classic index structures like B-Tree with machine learning (ML) models. They require to replace both the indexes and query processing algorithms currently deployed by the databases, and such a radical departure is likely to encounter challenges and obstacles. In contrast, we propose a fundamentally different way of using ML techniques to build a better R-Tree without the need to change the structure or query processing algorithms of traditional R-Tree. Specifically, we develop reinforcement learning (RL) based models to decide how to choose a subtree for insertion and how to split a node when building and updating an R-Tree, instead of relying on hand-crafted heuristic rules currently used by the R-Tree and its variants. Experiments on real and synthetic datasets with up to more than 100 million spatial objects show that our RL based index outperforms the R-Tree and its variants in terms of query processing time.
Tu Gu, Kaiyu Feng, Gao Cong, Cheng Long 0001, Zheng Wang 0046, Sheng Wang 0011
Proc. ACM Manag. Data5
2023 Towards Designing and Learning Piecewise Space-Filling Curves
abstract
To index multi-dimensional data, space-filling curves (SFCs) have been used to map the data to one dimension, and then a one-dimensional indexing method such as the B-tree is used to index the mapped data. The existing SFCs all adopt a single mapping scheme for the whole data space. However, a single mapping scheme often does not perform well on all the data space. In this paper, we propose a new type of SFC called piecewise SFCs, which adopts different mapping schemes for different data subspaces. Specifically, we propose a data structure called Bit Merging tree (BMTree), which can generate data subspaces and their SFCs simultaneously and achieve desirable properties of the SFC for the whole data space. Furthermore, we develop a reinforcement learning based solution to build the BMTree, aiming to achieve excellent query performance. Extensive experiments show that our proposed method outperforms existing SFCs in terms of query performance.
Jiangneng Li, Zheng Wang 0046, Gao Cong, Cheng Long 0001, Han Mao Kiah, Bin Cui 0001
Proc. VLDB Endow.2
2023 Similar Sports Play Retrieval With Deep Reinforcement Learning
abstract
With the proliferation of commercial tracking systems, sports data is being generated at an unprecedented speed and the interest in sports play retrieval has grown dramatically as well, where a play corresponds to a fragment of a game. Existing solutions for similar play retrieval usually assume that a database of plays are materialized, which, however, is not well aligned with the practice that data is stored in units of game. In this paper, we propose to search for similar plays directly from a database of games. We tackle three challenges of the task, namely (1) how to measure the similarity between two plays, (2) how to efficiently find a similar play to a query play within a game, and (3) how to efficiently find a similar play within a database of many games. For the first challenge, we propose a deep learning approach called play2vec to learn the representations of sports plays. play2vec is robust against noise and runs in linear time. For the second challenge, we develop a suite of algorithms including two based on reinforcement learning, which use learned policies for deciding where to split a game to generate candidate plays. For the third challenge, we develop a method called ScoreSearch based on deep metric learning, which is able to prune games from being searched for better efficiency. We conduct experiments on real-world soccer match data to evaluate the techniques developed in this paper.
Zheng Wang 0046, Cheng Long 0001, Gao Cong
IEEE Trans. Knowl. Data Eng.1
2022 On Inferring User Socioeconomic Status with Mobility Records
abstract
When users move in a physical space (e.g., an urban space), they would have some records called mobility records (e.g., trajectories) generated by devices such as mobile phones and GPS devices. Naturally, mobility records capture essential information of how users work, live and entertain in their daily lives, and therefore, they have been used in a wide range of tasks such as user profile inference, mobility prediction and traffic management. In this paper, we expand this line of research by investigating the problem of inferring user socioeconomic statuses (such as prices of users’ living houses as a proxy of users’ socioeconomic statuses) based on their mobility records, which can potentially be used in real-life applications such as the car loan business. For this task, we propose a socioeconomic-aware deep model called DeepSEI. The DeepSEI model incorporates two networks called deep network and recurrent network, which extract the features of the mobility records from three aspects, namely spatiality, temporality and activity, one at a coarse level and the other at a detailed level. We conduct extensive experiments on real mobility records data, POI data and house prices data. The results verify that the DeepSEI model achieves superior performance than existing studies. All datasets used in this paper will be made publicly available.
Zheng Wang 0046, Mingrui Liu 0002, Cheng Long 0001, Qianru Zhang, Jiangneng Li, Chunyan Miao
IEEE Big Data1
2022 On Predicting and Generating a Good Break Shot in Billiards Sports
abstract
With the proliferation of tracking devices such as cameras and/or GPS sensors, sports data is being generated at an unprecedented speed and the interest in collecting some data from sports games has grown dramatically as well. The collected data facilitates various sports analytic tasks; however, these studies are mainly concerning with sports such as football and basketball. It remains largely unexplored for billiards sports though it is a popular sport of both strategy and physical skill, and this is mainly due to the lack of publicly available datasets. Motivated by this, we collect a dataset of billiards sports, which includes the layouts (i.e., locations) of billiards balls after performing break shots, called break shot layouts, the traces of the balls as a result of strikes (in the form of trajectories), and detailed statistics and performance indicators. On top of the dataset, we investigate several tasks, including prediction and generation on the layouts data and similarity search on the trajectory data, which can serve different users such as coaches, players and fans. We conduct extensive experiments on the collected dataset for the tasks, and the results demonstrate the superior performance of the methods proposed in this paper.
Qianru Zhang, Zheng Wang 0046, Cheng Long 0001, Siu-Ming Yiu
SDM2
2021 Trajectory Simplification with Reinforcement Learning
abstract
Trajectory data is used in various applications including traffic analysis, logistics, and mobility services. It is usually collected continuously by sensors and accumulated at a server resulting in big volume. A common practice is to conduct trajectory simplification which is to drop some points of a trajectory when they are being collected (online mode) and/or after they are accumulated (batch mode). Existing algorithms usually involve some decision making tasks (e.g., deciding which point to drop), for which, some human-crafted rules are used. In this paper, we propose to learn a policy for the decision making tasks via reinforcement learning (RL) and develop trajectory simplification methods based on the learned policy. Compared with existing algorithms, our RL-based methods are data-driven and can adapt to different dynamics underlying the problem. We conduct extensive experiments to verify that our RL-based methods compute simplified trajectories with smaller errors while running comparably fast (and faster in the batch mode) compared with existing methods.
Zheng Wang 0046, Cheng Long 0001, Gao Cong
ICDE1
2021 Error-Bounded Online Trajectory Simplification with Multi-Agent Reinforcement Learning
abstract
Trajectory data has been widely used in various applications, including taxi services, traffic management, mobility analysis, etc. It is usually collected at a sensor's side in real time and corresponds to a sequence of sampled points. Constrained by the storage and/or network bandwidth of a sensor, it is common to simplify raw trajectory data when it is collected by dropping some sampled points. Many algorithms have been proposed for the error-bounded online trajectory simplification (EB-OTS) problem, which is to drop as many points as possible subject to that the error is bounded by an error tolerance. Nevertheless, these existing algorithms rely on pre-defined rules for decision making during the trajectory simplification process and there is no theoretical ground supporting their effectiveness. In this paper, we propose a multi-agent reinforcement learning method called MARL4TS for EB-OTS. MARL4TS involves two agents for different decision making problems during the trajectory simplification processes. Besides, MARL4TS has its objective equivalent to that of the EB-OTS problem, which provides some theoretical ground of its effectiveness. We conduct extensive experiments on real-world trajectory datasets, which verify that MARL4TS outperforms all existing algorithms in effectiveness and provides competitive efficiency.
Zheng Wang 0046, Cheng Long 0001, Gao Cong, Qianru Zhang
KDD1
2021 Effective Named Entity Recognition with Boundary-aware Bidirectional Neural Networks
abstract
Named Entity Recognition (NER) is a fundamental problem in Natural Language Processing and has received much research attention. Although the current neural-based NER approaches have achieved the state-of-the-art performance, they still suffer from one or more of the following three problems in their architectures: (1) boundary tag sparsity, (2) lacking of global decoding information; and (3) boundary error propagation. In this paper, we propose a novel Boundary-aware Bidirectional Neural Networks (Ba-BNN) model to tackle these problems for neural-based NER. The proposed Ba-BNN model is constructed based on the structure of pointer networks for tackling the first problem on boundary tag sparsity. Moreover, we also use a boundary-aware binary classifier to capture the global decoding information as input to the decoders. In the Ba-BNN model, we propose to use two decoders to process the information in two different directions (i.e., from left-to-right and right-to-left). The final hidden states of the left-to-right decoder are obtained by incorporating the hidden states of the right-to-left decoder in the decoding process. In addition, a boundary retraining strategy is also proposed to help reduce boundary error propagation caused by the pointer networks in boundary detection and entity classification. We have conducted extensive experiments based on three NER benchmark datasets. The performance results have shown that the proposed Ba-BNN model has outperformed the current state-of-the-art models.
Fei Li 0037, Zheng Wang 0046, Siu Cheung Hui, Lejian Liao, Dandan Song 0005
WWW2
2020 Efficient and Effective Similar Subtrajectory Search with Deep Reinforcement Learning
Zheng Wang 0046, Cheng Long 0001, Gao Cong
Proc. VLDB Endow.1
2019 Effective and Efficient Sports Play Retrieval with Deep Representation Learning
abstract
With the proliferation of commercial tracking systems, sports data is being generated at an unprecedented speed and the interest in sports play retrieval has grown dramatically as well. However, it is challenging to design an effective, efficient and robust similarity measure for sports play retrieval. To this end, we propose a deep learning approach to learn the representations of sports plays, called play2vec, which is robust against noise and takes only linear time to compute the similarity between two sports plays. We conduct experiments on real-world soccer match data, and the results show that our solution performs more effectively and efficiently compared with the state-of-the-art methods.
Zheng Wang 0046, Cheng Long 0001, Gao Cong, Ce Ju
KDD1