Demo Data from VLDB 2026 / reviewers in the wild / expert
Hongqi Yang
dblp:21/8662
· DBLP profile ↗
4ranked-venue papers
0as first author
3since 2021 · last 2026
0009-0008-9531-2619ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Computer networks · 2 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 2 since 2021
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
1 paper |
Reinforcement learning · 30% Transfer learning and domain adaptation · 30% Motion planning and robot control · 30% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning
deep reinforcement learning |
0.6 | 1 | 2022 | From Simulation to Reality: A Learning Framework for Fish-Like Robots to Perform Control Tasks · IEEE Trans. Robotics 2022 |
Robotics › Motion planning and robot control › robot control
motion control |
0.6 | 1 | 2022 | From Simulation to Reality: A Learning Framework for Fish-Like Robots to Perform Control Tasks · IEEE Trans. Robotics 2022 |
Machine learning › Transfer learning and domain adaptation
sim-to-real transfer |
0.6 | 1 | 2022 | From Simulation to Reality: A Learning Framework for Fish-Like Robots to Perform Control Tasks · IEEE Trans. Robotics 2022 |
Robotics › Legged, aerial and field robots
underwater robotics |
0.2 | 1 | 2022 | From Simulation to Reality: A Learning Framework for Fish-Like Robots to Perform Control Tasks · IEEE Trans. Robotics 2022 |
Methods — techniques the papers use, named apart from their topics
deep reinforcement learning · 0.6data-driven simulation · 0.6computational fluid dynamics · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Dictionary-Pruned Multiple Matching Pursuit with Correlation Statistics for Sparse Signal Recovery
Jinming Wen, Hongqi Yang, Xiao Ma 0001 |
ISIT | 3 |
| 2022 | Data-Aided MIMO Channel Estimation by Clustering and Reinforcement-LearningabstractIn this paper, we propose a data-aided channel estimator, which can improve the performance of the linear minimum-mean-squared-error (LMMSE) by clustering and reinforcement-learning for multiple-input multiple-output (MI-MO) systems. For clustering-based data detection, we develop a system constrained Gaussian mixture model (SCGMM), in which the a posteriori probabilities (APPs) can be calculated by the expectation-maximization (EM) algorithm. The initial centroids of the SCGMM are sensitive to the channel estimation. To obtain robust channel estimation, we design initial pilots that can reduce the estimated error of the LMMSE. To further improve the quality of channel estimation, we propose a data-aided channel estimation algorithm, which exploits the techniques of coding and reinforcement-learning to obtain soft symbol decisions. Numerical results show that the proposed method can approach the bit-error-rate (BER) performance with perfect channel state information (CSI) in the high signal-to-noise (SNR) region. Xing Li 0028, Qianfan Wang, Hongqi Yang, Xiao Ma 0001 |
WCNC | 3 |
| 2022 | From Simulation to Reality: A Learning Framework for Fish-Like Robots to Perform Control TasksabstractThe fish-like robot is one of the typical underwater robots, which has the advantage of high maneuverability with low noise due to its bioinspired structure and biomimetic locomotion. However, it is challenging to efficiently design motion controllers for such robots to achieve satisfactory performance on specific control tasks in the real underwater environment, since the complex fluid-structure interaction exists during their swimming and exact dynamic models are absent. In this article, we propose a learning framework, incorporating a simulation system and a training methodology, to autonomously and fast train in simulation to create control policies that are capable of directly applying to a type of physical fish-like robots to perform motion control tasks. First, we construct a simulation system combining a data-driven environment and a computational fluid dynamics (CFD)-based environment, thus well balancing the simulation accuracy and the calculation speed. Second, we design a training methodology to train deep reinforcement learning (DRL)-based policies for the robot in our constructed simulation system to perform a specific control task. Then, we use two typical motion control tasks to verify our proposed framework. One is the path-following control task, which is a one-objective problem with dense rewards, while the other is the pose control task which is a two-objective problem with sparse rewards. For each task, the DRL-based control policy trained by our learning framework is directly deployed on the physical fish-like robot to perform the task in the real world. Experimental results show that the policies trained in simulation still work well in the real world, and perform even better in terms of control accuracy and stability compared with the traditional control methods, thus demonstrating the effectiveness of our learning framework. Runyu Tian, Hongqi Yang, Chen Wang 0005, Jinan Sun, Shikun Zhang, Guangming Xie |
IEEE Trans. Robotics | 3 |
| 2019 | Rendering Scheduling Framework in Edge Computing: A Congestion Game-based ApproachabstractMobile gaming has experienced explosive growth in the past few years. Meanwhile, the gaming scenes become more complicated, but the mobile devices have limited computing resources and inadequate energy, which can not satisfy the increasing requirements of mobile games. In recent years, edge computing flourishes as a promising solver to offload computation-intensive tasks to edge devices. However, how to schedule the various rendering tasks to heterogeneous edge servers is challenging because of the variety and unknown workload of the rendering tasks. To overcome these challenges, we design a rendering scheduling framework in edge computing and formulate the rendering scheduling problem as a congestion game, whose objective is to minimize the maximal completion time. We also design a rendering scheduling algorithm based on our congestion game model and derive the Nash Equilibrium and convergence. In addition, we explore a case study called redundant object elimination in rendering scenarios and adopt machine learning tools for workload estimation. Finally, we conduct extensive simulations based on our algorithm, which show significant performance compared with alternative strategies. Hongqi Yang |
IPCCC | 2 |