Demo Data from VLDB 2026 / reviewers in the wild / expert
Peng Zhang 0021
dblp:21/1048-21
· DBLP profile ↗
14ranked-venue papers
2as first author
5since 2021 · last 2025
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 12 · 2 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 8 · 1 first-author · 3 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 since 2021Databases, data management, data science and information retrieval · 1Theory of computation · 1 · 1 first-authorApplied, 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
5 papers |
Knowledge representation and reasoning · 36% Video understanding and tracking · 20% Multi-agent systems · 15% | |
| Databases, data mining, and information retrieval
1 paper |
Spatial and temporal data management · 100% | |
| Computer networks
1 paper |
Internet of things and sensor networks · 100% |
Topics — the 11 heaviest of 14, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Knowledge, reasoning and agents › Knowledge representation and reasoning › commonsense reasoning
physical reasoning |
1.6 | 2 | 2025 | NovPhy: A Physical Reasoning Benchmark for Open-World AI Systems Author Links Open Overlay Panel (Abstract Reprint) · IJCAI 2025 NovPhy: A physical reasoning benchmark for open-world AI systems · Artif. Intell. 2024 |
Knowledge, reasoning and agents › Multi-agent systems › intelligent agents
open-world agent |
0.9 | 1 | 2025 | NovPhy: A Physical Reasoning Benchmark for Open-World AI Systems Author Links Open Overlay Panel (Abstract Reprint) · IJCAI 2025 |
Machine learning › Transfer learning and domain adaptation › open-world generalization
novelty adaptation |
0.8 | 1 | 2024 | NovPhy: A physical reasoning benchmark for open-world AI systems · Artif. Intell. 2024 |
Computer vision › Video understanding and tracking
action recognition |
0.6 | 1 | 2022 | Towards Explainable Action Recognition by Salient Qualitative Spatial Object Relation Chains · AAAI 2022 |
Computer vision › Video understanding and tracking › action recognition
explainable action recognition |
0.6 | 1 | 2022 | Towards Explainable Action Recognition by Salient Qualitative Spatial Object Relation Chains · AAAI 2022 |
Machine learning › Reinforcement learning
agent evaluation |
0.2 | 1 | 2024 | NovPhy: A physical reasoning benchmark for open-world AI systems · Artif. Intell. 2024 |
Internet of things and sensor networks › sensor data management
sensor data processing |
0.2 | 1 | 2015 | From Raw Sensor Data to Detailed Spatial Knowledge · IJCAI 2015 |
Knowledge, reasoning and agents › Knowledge representation and reasoning › qualitative reasoning
qualitative spatial reasoning |
0.2 | 1 | 2014 | Qualitative Spatial Representation and Reasoning in Angry Birds: The Extended Rectangle Algebra · KR 2014 |
Knowledge, reasoning and agents › Knowledge representation and reasoning
neuro-symbolic reasoning |
0.2 | 1 | 2022 | Towards Explainable Action Recognition by Salient Qualitative Spatial Object Relation Chains · AAAI 2022 |
Robotics › Robot manipulation › physical interaction
physical interaction reasoning |
0.1 | 1 | 2016 | Angry Birds as a Challenge for Artificial Intelligence · AAAI 2016 |
Knowledge, reasoning and agents › Knowledge representation and reasoning
spatial reasoning |
0.1 | 1 | 2014 | Qualitative Spatial Representation and Reasoning in Angry Birds: The Extended Rectangle Algebra · KR 2014 |
Methods — techniques the papers use, named apart from their topics
learning agents · 0.8heuristic agents · 0.8qualitative spatial reasoning · 0.6neural saliency estimation · 0.6physics prediction · 0.2computer vision · 0.2qualitative spatial representation · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | NovPhy: A Physical Reasoning Benchmark for Open-World AI Systems Author Links Open Overlay Panel (Abstract Reprint)abstractDue to the emergence of AI systems that interact with the physical environment, there is an increased interest in incorporating physical reasoning capabilities into those AI systems. But is it enough to only have physical reasoning capabilities to operate in a real physical environment? In the real world, we constantly face novel situations we have not encountered before. As humans, we are competent at successfully adapting to those situations. Similarly, an agent needs to have the ability to function under the impact of novelties in order to properly operate in an open-world physical environment. To facilitate the development of such AI systems, we propose a new benchmark, NovPhy, that requires an agent to reason about physical scenarios in the presence of novelties and take actions accordingly. The benchmark consists of tasks that require agents to detect and adapt to novelties in physical scenarios. To create tasks in the benchmark, we develop eight novelties representing a diverse novelty space and apply them to five commonly encountered scenarios in a physical environment, related to applying forces and motions such as rolling, falling, and sliding of objects. According to our benchmark design, we evaluate two capabilities of an agent: the performance on a novelty when it is applied to different physical scenarios and the performance on a physical scenario when different novelties are applied to it. We conduct a thorough evaluation with human players, learning agents, and heuristic agents. Our evaluation shows that humans' performance is far beyond the agents' performance. Some agents, even with good normal task performance, perform significantly worse when there is a novelty, and the agents that can adapt to novelties typically adapt slower than humans. We promote the development of intelligent agents capable of performing at the human level or above when operating in open-world physical environments. Benchmark website: https://github.com/phy-q/novphy Vimukthini Pinto, Chathura Nagoda Gamage, Cheng Xue 0008, Peng Zhang 0021, Ekaterina Nikonova, Matthew Stephenson 0001, Jochen Renz |
IJCAI | 4 |
| 2024 | NovPhy: A physical reasoning benchmark for open-world AI systemsabstractDue to the emergence of AI systems that interact with the physical environment, there is an increased interest in incorporating physical reasoning capabilities into those AI systems. But is it enough to only have physical reasoning capabilities to operate in a real physical environment? In the real world, we constantly face novel situations we have not encountered before. As humans, we are competent at successfully adapting to those situations. Similarly, an agent needs to have the ability to function under the impact of novelties in order to properly operate in an open-world physical environment. To facilitate the development of such AI systems, we propose a new benchmark, NovPhy, that requires an agent to reason about physical scenarios in the presence of novelties and take actions accordingly. The benchmark consists of tasks that require agents to detect and adapt to novelties in physical scenarios. To create tasks in the benchmark, we develop eight novelties representing a diverse novelty space and apply them to five commonly encountered scenarios in a physical environment, related to applying forces and motions such as rolling, falling, and sliding of objects. According to our benchmark design, we evaluate two capabilities of an agent: the performance on a novelty when it is applied to different physical scenarios and the performance on a physical scenario when different novelties are applied to it. We conduct a thorough evaluation with human players, learning agents, and heuristic agents. Our evaluation shows that humans' performance is far beyond the agents' performance. Some agents, even with good normal task performance, perform significantly worse when there is a novelty, and the agents that can adapt to novelties typically adapt slower than humans. We promote the development of intelligent agents capable of performing at the human level or above when operating in open-world physical environments. Benchmark website: https://github.com/phy-q/novphy. Vimukthini Pinto, Chathura Nagoda Gamage, Cheng Xue 0008, Peng Zhang 0021, Ekaterina Nikonova, Matthew Stephenson 0001, Jochen Renz |
Artif. Intell. | 4 |
| 2022 | Towards Explainable Action Recognition by Salient Qualitative Spatial Object Relation ChainsabstractIn order to be trusted by humans, Artificial Intelligence agents should be able to describe rationales behind their decisions. One such application is human action recognition in critical or sensitive scenarios, where trustworthy and explainable action recognizers are expected. For example, reliable pedestrian action recognition is essential for self-driving cars and explanations for real-time decision making are critical for investigations if an accident happens. In this regard, learning-based approaches, despite their popularity and accuracy, are disadvantageous due to their limited interpretability. This paper presents a novel neuro-symbolic approach that recognizes actions from videos with human-understandable explanations. Specifically, we first propose to represent videos symbolically by qualitative spatial relations between objects called qualitative spatial object relation chains. We further develop a neural saliency estimator to capture the correlation between such object relation chains and the occurrence of actions. Given an unseen video, this neural saliency estimator is able to tell which object relation chains are more important for the action recognized. We evaluate our approach on two real-life video datasets, with respect to recognition accuracy and the quality of generated action explanations. Experiments show that our approach achieves superior performance on both aspects to previous symbolic approaches, thus facilitating trustworthy intelligent decision making. Our approach can be used to augment state-of-the-art learning approaches with explainabilities. Hua Hua, Ruiqi Li 0005, Peng Zhang 0021, Jochen Renz, Anthony G. Cohn 0001 |
AAAI | 4 |
| 2021 | Novelty Generation Framework for AI Agents in Angry Birds Style Physics GamesabstractHandling novel situations is a critical capability of Artificial Intelligence (AI) agents when working in open-world physical environments. To develop and evaluate these agents, we need realistic and meaningful novelties, that is, novelties that are detectable and learnable. However, there is a lack of research in the area of creating novelties for AI agents in physical environments. Physics-based video games are popular among AI researchers due to the ability to create realistic and controllable physical environments. In this paper, we present a systematic novelty generation framework for physics-based video games. This framework allows the user to define a specific objective when generating novel content that ensures detectability. We instantiate the proposed framework for the video game Angry Birds and conduct experiments to show that the generated novel content is consistent with the user-defined objectives. Furthermore, we use a reinforcement learning agent to experiment with the learnability of the generated novel content. Chathura Nagoda Gamage, Vimukthini Pinto, Cheng Xue 0008, Matthew Stephenson 0001, Peng Zhang 0021, Jochen Renz |
CoG | 5 |
| 2021 | Generating Stable Building Block Structures From SketchesabstractThis paper presents a structure generation algorithm, which converts rough human drawings into stable structures comprising rectangular blocks, suitable for physics-based 2-D environments. Generating viable structures for a physics-based environment imposes many additional requirements above those of most traditional sketch-based domains. Our method is sophisticated enough to deal with these requirements, while still ensuring that the generated structure accurately represents the original sketch. We describe and implement a framework for this process, allowing inexperienced users to create complex structures with ease. Multiple structure possibilities are identified for a single drawing and are then compared based on their similarity to the original sketch using a heuristic value. We evaluate our approach by investigating its ability to replicate structures for the video game Angry Birds, based on human drawn sketches of the original levels. Matthew Stephenson 0001, Jochen Renz, Xiaoyu Ge, Peng Zhang 0021 |
IEEE Trans. Games | 4 |
| 2019 | Using Restart Heuristics to Improve Agent Performance in Angry BirdsabstractOver the past few years the Angry Birds AI competition has been held in an attempt to develop intelligent agents that can successfully and efficiently solve levels for the video game Angry Birds. Many different agents and strategies have been developed to solve the complex and challenging physical reasoning problems associated with such a game. However none of these agents attempt one of the key strategies which humans employ to solve Angry Birds levels, which is restarting levels. Restarting is important in Angry Birds because sometimes the level is no longer solvable or some given shot made has little to no benefit towards the ultimate goal of the game. This paper proposes a framework and experimental evaluation for when to restart levels in Angry Birds. We demonstrate that restarting is a viable strategy to improve agent performance in many cases. Tommy Liu, Jochen Renz, Peng Zhang 0021, Matthew Stephenson 0001 |
CoG | 3 |
| 2019 | Qualitative Place Maps for Landmark-based Localization and Navigation in GPS-denied EnvironmentsabstractGPS-based services (e.g. Google Maps) are very popular in our daily life, while there are still many GPS-denied environments (e.g. indoor and underground scenarios) in which they cannot be used. In these situations, localization and navigation are still important, for example in emergency evacuation or indoor navigation. In this paper we aim to solve the problem of localizing and navigating humans or robots in GPS-denied environments based on landmarks. Our work is inspired by human daily communications about localization and navigation, for example someone who has been to a shopping mall many times can localize and guide another person to get to a certain shop via conversations over the cellphone. Our goal is to build a system with the same capability. We propose a system that relies on qualitative information of places (e.g. the direction relations between landmarks involved in route descriptions), where localization can be achieved in an interactive manner and by analyzing observations provided by users. Our system decides the "best" route from one place to another by three factors: the number of landmarks; the number of ambiguous turns; and the qualitative distance (e.g. near and far). According to the experimental results, the number of requeries in the interactive localization process is acceptable and our route planning algorithm outperforms previous methods in several cases. Hua Hua, Peng Zhang 0021, Jochen Renz |
SIGSPATIAL/GIS | 2 |
| 2019 | The 2017 AIBIRDS Level Generation CompetitionabstractThis paper presents an overview of the second AIBIRDS level generation competition, held jointly at the 2017 IEEE Conference on Computational Intelligence and Games and the 26th International Joint Conference on Artificial Intelligence. This competition tasked entrants with developing a level generator for the physics-based puzzle game Angry Birds. Submitted generators were required to deal with many physical reasoning constraints caused by the realistic nature of the game's environment, in addition to ensuring that the created levels were fun, challenging, and solvable. This year's competition was a significant improvement over the previous year, with a greater number of participants and more advanced generators. In this paper, we describe the framework, rules, submitted generators, and results for this competition. We also provide some background information on related research and other video game AI competitions and discuss what can be learned from this year's competition. There are several game and real-world applications for this type of research, and we provide some examples of the types of levels we would like future competition entries to generate. Matthew Stephenson 0001, Jochen Renz, Xiaoyu Ge, Lucas Ferreira, Julian Togelius, Peng Zhang 0021 |
IEEE Trans. Games | 6 |
| 2016 | Angry Birds as a Challenge for Artificial IntelligenceabstractThe Angry Birds AI Competition (aibirds.org) has been held annually since 2012 in conjunction with some of the major AI conferences, most recently with IJCAI 2015. The goal of the competition is to build AI agents that can play new Angry Birds levels as good as or better than the best human players. Successful agents should be able to quickly analyze new levels and to predict physical consequences of possible actions in order to select actions that solve a given level with a high score. Agents have no access to the game internal physics, but only receive screenshots of the live game. In this paper we describe why this problem is a challenge for AI, and why it is an important step towards building AI that can successfully interact with the real world. We also summarise some highlights of past competitions, including a new competition track we introduced recently. Jochen Renz, Xiaoyu Ge, Rohan Verma, Peng Zhang 0021 |
AAAI | 4 |
| 2016 | Hole in One: Using Qualitative Reasoning for Solving Hard Physical Puzzle ProblemsabstractThe capability of determining the right sequence of physical actions to achieve a given task is essential for AI that interacts with the physical world. The great difficulty in developing this capability has two main causes: (1) the world is continuous and therefore the action space is infinite, (2) due to noisy perception, we do not know the exact physical properties of our environment and therefore cannot precisely simulate the consequences of a physical action. Xiaoyu Ge, Jae Hee Lee 0001, Jochen Renz, Peng Zhang 0021 |
ECAI | 4 |
| 2016 | Trend-Based Prediction of Spatial Change
Xiaoyu Ge, Jae Hee Lee 0001, Jochen Renz, Peng Zhang 0021 |
IJCAI | 4 |
| 2016 | Visual Detection of Unknown Objects in Video Games Using Qualitative Stability AnalysisabstractMany current computer vision approaches for object detection can only detect objects that have been learned in advance. In this paper, we present a method that uses qualitative stability analysis to infer the existence of unknown objects in certain areas of the images based on gravity and stability of already detected objects. Our method recursively searches these areas for unknown objects until all detected objects form a stable structure or no new objects can be identified anymore. We evaluate our method using the popular video game Angry Birds. We only start with detecting the green pigs and are able to automatically identify and detect all essential game objects in all 400+ available levels. All objects can be accurately and reliably detected. Our method can be applied to other video games where objects obey gravity and are bound by polygons. Xiaoyu Ge, Jochen Renz, Peng Zhang 0021 |
IEEE Trans. Comput. Intell. AI Games | 3 |
| 2015 | From Raw Sensor Data to Detailed Spatial Knowledge
Peng Zhang 0021, Jae Hee Lee 0001, Jochen Renz |
IJCAI | 1 |
| 2014 | Qualitative Spatial Representation and Reasoning in Angry Birds: The Extended Rectangle Algebra
Peng Zhang 0021, Jochen Renz |
KR | 1 |