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Yihuan Mao

dblp:232/2328 · DBLP profile ↗
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6ranked-venue papers
4as first author
4since 2021 · last 2025
0000-0001-5748-2109ORCID · corroborated

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

Artificial intelligence and machine learning · 6 · 4 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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
3 papers
Reinforcement learning · 67% Face, body and person analysis · 22% 3D vision · 7%

Topics — the 10 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
meta-reinforcement learning
0.912025
A Bayesian Fast-Slow Framework to Mitigate Interference in Non-Stationary Reinforcement Learning · NeurIPS 2025
Machine learning › Reinforcement learning
non-stationary reinforcement learning
0.912025
A Bayesian Fast-Slow Framework to Mitigate Interference in Non-Stationary Reinforcement Learning · NeurIPS 2025
Machine learning › Reinforcement learning
offline reinforcement learning
0.812024
Stylized Offline Reinforcement Learning: Extracting Diverse High-Quality Behaviors from Heterogeneous Datasets · ICLR 2024
Machine learning › Reinforcement learning
policy diversity
0.812024
Stylized Offline Reinforcement Learning: Extracting Diverse High-Quality Behaviors from Heterogeneous Datasets · ICLR 2024
Computer vision › Face, body and person analysis › human pose estimation › multi-person pose estimation
crowd pose estimation
0.412019
CrowdPose: Efficient Crowded Scenes Pose Estimation and a New Benchmark · CVPR 2019
Computer vision › Face, body and person analysis
human pose estimation
0.412019
CrowdPose: Efficient Crowded Scenes Pose Estimation and a New Benchmark · CVPR 2019
Computer vision › Face, body and person analysis › human pose estimation
multi-person pose estimation
0.412019
CrowdPose: Efficient Crowded Scenes Pose Estimation and a New Benchmark · CVPR 2019
Computer vision › 3D vision
pose estimation
0.412019
CrowdPose: Efficient Crowded Scenes Pose Estimation and a New Benchmark · CVPR 2019
Machine learning › Reinforcement learning › exploration
exploration-exploitation tradeoff
0.312025
A Bayesian Fast-Slow Framework to Mitigate Interference in Non-Stationary Reinforcement Learning · NeurIPS 2025
Computer vision › Video understanding and tracking › motion analysis › trajectory analysis
trajectory clustering
0.212024
Stylized Offline Reinforcement Learning: Extracting Diverse High-Quality Behaviors from Heterogeneous Datasets · ICLR 2024

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

dual-reset · 0.9data relabeling · 0.9bayesian estimation · 0.9expectation-maximization · 0.8advantage-weighted style learning · 0.8multi-peak prediction · 0.4graph model · 0.4
YearPublicationVenuePosition
2025 IBGP: Imperfect Byzantine Generals Problem for Zero-Shot Robustness in Communicative Multi-Agent Systems
Yihuan Mao, Yipeng Kang, Peilun Li, Wei Xu 0005, Chongjie Zhang
AAMAS1
2025 A Bayesian Fast-Slow Framework to Mitigate Interference in Non-Stationary Reinforcement Learning
abstract
Given the ever-changing nature of the world and its inhabitants, agents must possess the ability to adapt and evolve over time. Recent research in Given the ever-changing nature of the world and its inhabitants, agents must possess the ability to adapt and evolve over time. Recent research in non-stationary MDPs has focused on addressing this challenge, providing algorithms inspired by task inference techniques. However, these methods ignore the detrimental effects of interference, which particularly harm performance in contradictory tasks, leading to low efficiency in some environments. To address this issue, we propose a Bayesian Fast-Slow Framework (BFSF) that tackles both cross-task generalization and resistance to cross-task interference. Our framework consists of two components: a 'fast' policy, learned from recent data, and a 'slow' policy, learned through meta-reinforcement learning (meta-RL) using data from all previous tasks. A Bayesian estimation mechanism determines the current choice of 'fast' or 'slow' policy, balancing exploration and exploitation. Additionally, in the 'fast' policy, we introduce a dual-reset mechanism and a data relabeling technique to further accelerate convergence when encountering new tasks. Experiments demonstrate that our algorithm effectively mitigates interference and outperforms baseline approaches.
Yihuan Mao, Chongjie Zhang
NeurIPS1
2024 Stylized Offline Reinforcement Learning: Extracting Diverse High-Quality Behaviors from Heterogeneous Datasets
abstract
Previous literature on policy diversity in reinforcement learning (RL) either focuses on the online setting or ignores the policy performance. In contrast, offline RL, which aims to learn high-quality policies from batched data, has yet to fully leverage the intrinsic diversity of the offline dataset. Addressing this dichotomy and aiming to balance quality and diversity poses a significant challenge to extant methodologies. This paper introduces a novel approach, termed Stylized Offline RL (SORL), which is designed to extract high-performing, stylistically diverse policies from a dataset characterized by distinct behavioral patterns. Drawing inspiration from the venerable Expectation-Maximization (EM) algorithm, SORL innovatively alternates between policy learning and trajectory clustering, a mechanism that promotes policy diversification. To further augment policy performance, we introduce advantage-weighted style learning into the SORL framework. Experimental evaluations across multiple environments demonstrate the significant superiority of SORL over previous methods in extracting high-quality policies with diverse behaviors. A case in point is that SORL successfully learns strong policies with markedly distinct playing patterns from a real-world human dataset of a popular basketball video game "Dunk City Dynasty."
Yihuan Mao, Chengjie Wu, Hao Hu 0006, Ji Jiang, Tianze Zhou, Tangjie Lv, Changjie Fan, Zhipeng Hu, Yi Wu 0013, Yujing Hu, Chongjie Zhang
ICLR1
2021 SEIHAI: A Sample-Efficient Hierarchical AI for the MineRL Competition
Hangyu Mao, Xiaotian Hao, Yihuan Mao, Chengjie Wu, Jianye Hao, Dong Li 0016, Pingzhong Tang
DAI4
2020 LadaBERT: Lightweight Adaptation of BERT through Hybrid Model Compression
abstract
BERT is a cutting-edge language representation model pre-trained by a large corpus, which achieves superior performances on various natural language understanding tasks. However, a major blocking issue of applying BERT to online services is that it is memory-intensive and leads to unsatisfactory latency of user requests, raising the necessity of model compression. Existing solutions leverage the knowledge distillation framework to learn a smaller model that imitates the behaviors of BERT. However, the training procedure of knowledge distillation is expensive itself as it requires sufficient training data to imitate the teacher model. In this paper, we address this issue by proposing a tailored solution named LadaBERT (Lightweight adaptation of BERT through hybrid model compression), which combines the advantages of different model compression methods, including weight pruning, matrix factorization and knowledge distillation. LadaBERT achieves state-of-the-art accuracy on various public datasets while the training overheads can be reduced by an order of magnitude.
Yihuan Mao, Yujing Wang 0002, Chufan Wu, Chen Zhang 0001, Yang Wang 0053, Quanlu Zhang, Yaming Yang 0001, Yunhai Tong, Jing Bai 0010
COLING1
2019 CrowdPose: Efficient Crowded Scenes Pose Estimation and a New Benchmark
abstract
Multi-person pose estimation is fundamental to many computer vision tasks and has made significant progress in recent years. However, few previous methods explored the problem of pose estimation in crowded scenes while it remains challenging and inevitable in many scenarios. Moreover, current benchmarks cannot provide an appropriate evaluation for such cases. In this paper, we propose a novel and efficient method to tackle the problem of pose estimation in the crowd and a new dataset to better evaluate algorithms. Our model consists of two key components: joint-candidate single person pose estimation (SPPE) and global maximum joints association. With multi-peak prediction for each joint and global association using the graph model, our method is robust to inevitable interference in crowded scenes and very efficient in inference. The proposed method surpasses the state-of-the-art methods on CrowdPose dataset by 5.2 mAP and results on MSCOCO dataset demonstrate the generalization ability of our method.
Hao Zhu 0008, Yihuan Mao, Haoshu Fang, Cewu Lu
CVPR4