Demo Data from VLDB 2026 / reviewers in the wild / expert
Ming Min
dblp:233/2131
· DBLP profile ↗
3ranked-venue papers
2as first author
3since 2021 · last 2023
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 3 · 2 first-author · 3 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
3 papers |
Reinforcement learning · 68% Generative modeling · 32% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Computational finance and economics · 100% | |
| Theoretical computer science
1 paper |
Mathematical optimization · 100% |
Topics — the 7 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Generative modeling
generative adversarial network |
0.7 | 1 | 2023 | Directed Chain Generative Adversarial Networks · ICML 2023 |
Machine learning › Generative modeling › diffusion model
time series generation |
0.7 | 1 | 2023 | Directed Chain Generative Adversarial Networks · ICML 2023 |
Machine learning › Reinforcement learning
exploration |
0.6 | 1 | 2022 | Sample-Efficient Reinforcement Learning with loglog(T) Switching Cost · ICML 2022 |
Machine learning › Reinforcement learning
regret minimization |
0.6 | 1 | 2022 | Sample-Efficient Reinforcement Learning with loglog(T) Switching Cost · ICML 2022 |
Machine learning › Reinforcement learning › exploration › exploration in markov decision processes
reward-free exploration |
0.6 | 1 | 2022 | Sample-Efficient Reinforcement Learning with loglog(T) Switching Cost · ICML 2022 |
Machine learning › Reinforcement learning
switching costs |
0.6 | 1 | 2022 | Sample-Efficient Reinforcement Learning with loglog(T) Switching Cost · ICML 2022 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
mean field games |
0.5 | 1 | 2021 | Signatured Deep Fictitious Play for Mean Field Games with Common Noise · ICML 2021 |
Methods — techniques the papers use, named apart from their topics
rough path theory · 1.5neural network · 1.5deep fictitious play · 1.5stochastic differential equation · 0.7neural SDE · 0.7adversarial training · 0.7stage-wise exploration · 0.6adaptive policy elimination · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Directed Chain Generative Adversarial NetworksabstractReal-world data can be multimodal distributed, e.g., data describing the opinion divergence in a community, the interspike interval distribution of neurons, and the oscillators natural frequencies. Generating multimodal distributed real-world data has become a challenge to existing generative adversarial networks (GANs). For example, it is often observed that Neural SDEs have only demonstrated successfully performance mainly in generating unimodal time series datasets. In this paper, we propose a novel time series generator, named directed chain GANs (DC-GANs), which inserts a time series dataset (called a neighborhood process of the directed chain or input) into the drift and diffusion coefficients of the directed chain SDEs with distributional constraints. DC-GANs can generate new time series of the same distribution as the neighborhood process, and the neighborhood process will provide the key step in learning and generating multimodal distributed time series. The proposed DC-GANs are examined on four datasets, including two stochastic models from social sciences and computational neuroscience, and two real-world datasets on stock prices and energy consumption. To our best knowledge, DC-GANs are the first work that can generate multimodal time series data and consistently outperforms state-of-the-art benchmarks with respect to measures of distribution, data similarity, and predictive ability. Ming Min, Ruimeng Hu, Tomoyuki Ichiba |
ICML | 1 |
| 2022 | Sample-Efficient Reinforcement Learning with loglog(T) Switching CostabstractWe study the problem of reinforcement learning (RL) with low (policy) switching cost {—} a problem well-motivated by real-life RL applications in which deployments of new policies are costly and the number of policy updates must be low. In this paper, we propose a new algorithm based on stage-wise exploration and adaptive policy elimination that achieves a regret of $\widetilde{O}(\sqrt{H^4S^2AT})$ while requiring a switching cost of $O(HSA \log\log T)$. This is an exponential improvement over the best-known switching cost $O(H^2SA\log T)$ among existing methods with $\widetilde{O}(\mathrm{poly}(H,S,A)\sqrt{T})$ regret. In the above, $S,A$ denotes the number of states and actions in an $H$-horizon episodic Markov Decision Process model with unknown transitions, and $T$ is the number of steps. As a byproduct of our new techniques, we also derive a reward-free exploration algorithm with a switching cost of $O(HSA)$. Furthermore, we prove a pair of information-theoretical lower bounds which say that (1) Any no-regret algorithm must have a switching cost of $\Omega(HSA)$; (2) Any $\widetilde{O}(\sqrt{T})$ regret algorithm must incur a switching cost of $\Omega(HSA\log\log T)$. Both our algorithms are thus optimal in their switching costs. Dan Qiao 0002, Ming Yin 0003, Ming Min, Yu-Xiang Wang 0003 |
ICML | 3 |
| 2021 | Signatured Deep Fictitious Play for Mean Field Games with Common NoiseabstractExisting deep learning methods for solving mean-field games (MFGs) with common noise fix the sampling common noise paths and then solve the corresponding MFGs. This leads to a nested loop structure with millions of simulations of common noise paths in order to produce accurate solutions, which results in prohibitive computational cost and limits the applications to a large extent. In this paper, based on the rough path theory, we propose a novel single-loop algorithm, named signatured deep fictitious play (Sig-DFP), by which we can work with the unfixed common noise setup to avoid the nested loop structure and reduce the computational complexity significantly. The proposed algorithm can accurately capture the effect of common uncertainty changes on mean-field equilibria without further training of neural networks, as previously needed in the existing machine learning algorithms. The efficiency is supported by three applications, including linear-quadratic MFGs, mean-field portfolio game, and mean-field game of optimal consumption and investment. Overall, we provide a new point of view from the rough path theory to solve MFGs with common noise with significantly improved efficiency and an extensive range of applications. In addition, we report the first deep learning work to deal with extended MFGs (a mean-field interaction via both the states and controls) with common noise. Ming Min, Ruimeng Hu |
ICML | 1 |