Demo Data from VLDB 2026 / reviewers in the wild / expert
Jingxiao Chen
dblp:239/4404
· DBLP profile ↗
7ranked-venue papers
2as first author
6since 2021 · last 2026
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 6 · 2 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021Databases, data management, data science and information retrieval · 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 |
Reinforcement learning · 48% 3D vision · 21% Multi-agent systems · 13% | |
| Human-computer interaction and pervasive computing
1 paper |
Games and playful interaction · 100% |
Topics — the 15 heaviest of 18, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
2.3 | 3 | 2026 | Offline Fictitious Self-Play for Competitive Games · AAAI 2026 ZSC-Eval: An Evaluation Toolkit and Benchmark for Multi-agent Zero-shot Coordination · NeurIPS 2024 Honor of Kings Arena: an Environment for Generalization in Competitive Reinforcement Learning · NeurIPS 2022 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
self-play |
1.2 | 2 | 2026 | Offline Fictitious Self-Play for Competitive Games · AAAI 2026 Honor of Kings Arena: an Environment for Generalization in Competitive Reinforcement Learning · NeurIPS 2022 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning › self-play
fictitious self-play |
1.0 | 1 | 2026 | Offline Fictitious Self-Play for Competitive Games · AAAI 2026 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
offline multi-agent reinforcement learning |
1.0 | 1 | 2026 | Offline Fictitious Self-Play for Competitive Games · AAAI 2026 |
Computer vision › 3D vision
depth estimation |
0.9 | 1 | 2025 | Prompting Depth Anything for 4K Resolution Accurate Metric Depth Estimation · CVPR 2025 |
Computer vision › 3D vision › depth estimation › deep depth estimation
depth foundation model |
0.9 | 1 | 2025 | Prompting Depth Anything for 4K Resolution Accurate Metric Depth Estimation · CVPR 2025 |
Computer vision › Segmentation and scene understanding
foundation model prompting |
0.9 | 1 | 2025 | Prompting Depth Anything for 4K Resolution Accurate Metric Depth Estimation · CVPR 2025 |
Computer vision › 3D vision › depth estimation › monocular depth estimation
metric depth estimation |
0.9 | 1 | 2025 | Prompting Depth Anything for 4K Resolution Accurate Metric Depth Estimation · CVPR 2025 |
Knowledge, reasoning and agents › Multi-agent systems
multi-agent collaboration |
0.8 | 1 | 2024 | ZSC-Eval: An Evaluation Toolkit and Benchmark for Multi-agent Zero-shot Coordination · NeurIPS 2024 |
Knowledge, reasoning and agents › Multi-agent systems › multi-agent coordination
zero-shot coordination |
0.8 | 1 | 2024 | ZSC-Eval: An Evaluation Toolkit and Benchmark for Multi-agent Zero-shot Coordination · NeurIPS 2024 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
competitive reinforcement learning |
0.6 | 1 | 2022 | Honor of Kings Arena: an Environment for Generalization in Competitive Reinforcement Learning · NeurIPS 2022 |
Machine learning › Learning theory
generalization |
0.6 | 1 | 2022 | Honor of Kings Arena: an Environment for Generalization in Competitive Reinforcement Learning · NeurIPS 2022 |
Natural language and speech › Question answering and dialogue systems › task-oriented dialogue
negotiation dialogue system |
0.5 | 1 | 2021 | Improving Dialog Systems for Negotiation with Personality Modeling · ACL/IJCNLP (1) 2021 |
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
nash equilibrium |
0.3 | 1 | 2026 | Offline Fictitious Self-Play for Competitive Games · AAAI 2026 |
Robotics › Robot manipulation
grasping |
0.3 | 1 | 2025 | Prompting Depth Anything for 4K Resolution Accurate Metric Depth Estimation · CVPR 2025 |
Methods — techniques the papers use, named apart from their topics
importance sampling · 2.0best response learning · 2.0reinforcement learning · 1.6synthetic data simulation · 0.9pseudo ground truth generation · 0.9LiDAR prompt fusion · 0.9best-response proximity · 0.8best-response diversity · 0.8personality modeling · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Offline Fictitious Self-Play for Competitive GamesabstractOffline Reinforcement Learning (RL) enables policy improvement from fixed datasets without online interactions, making it highly suitable for real-world applications lacking efficient simulators. Despite its success in the single-agent setting, offline multi-agent RL remains a challenge, especially in competitive games. Firstly, unaware of the game structure, it is impossible to interact with the opponents and conduct a major learning paradigm, self-play, for competitive games. Secondly, real-world datasets cannot cover all the state and action space in the game, resulting in barriers to identifying Nash equilibrium (NE). To address these issues, this paper introduces Off-FSP, the first practical model-free offline RL algorithm for competitive games. We start by simulating interactions with various opponents by adjusting the weights of the fixed dataset with importance sampling. This technique allows us to learn the best responses to different opponents and employ the Offline Self-Play learning framework. To overcome the challenge of partial coverage, we combine the single-agent offline RL method with Fictitious Self-Play (FSP) to approximate NE by constraining the approximate best responses away from out-of-distribution actions. Experiments on matrix games, extensive-form poker, and board games demonstrate that Off-FSP achieves significantly lower exploitability than state-of-the-art baselines. Finally, we validate Off-FSP on a real-world human-robot competitive task, demonstrating its potential for solving complex, hard-to-simulate real-world problems. Jingxiao Chen, Weiji Xie, Weinan Zhang 0001, Yong Yu 0001, Ying Wen 0001 |
AAAI | 1 |
| 2025 | Prompting Depth Anything for 4K Resolution Accurate Metric Depth EstimationabstractPrompts play a critical role in unleashing the power of language and vision foundation models for specific tasks. For the first time, we introduce prompting into depth foundation models, creating a new paradigm for metric depth estimation termed Prompt Depth Anything. Specifically, we use a low-cost LiDAR as the prompt to guide the Depth Anything model for accurate metric depth output, achieving up to 4K resolution. Our approach centers on a concise prompt fusion design that integrates the LiDAR at multiple scales within the depth decoder. To address training challenges posed by limited datasets containing both LiDAR depth and precise GT depth, we propose a scalable data pipeline that includes synthetic data LiDAR simulation and real data pseudo GT depth generation. Our approach sets new state-of-the-arts on the ARKitScenes and ScanNet++ datasets and benefits downstream applications, including 3D reconstruction and generalized robotic grasping. Haotong Lin, Sida Peng, Jingxiao Chen, Songyou Peng, Jiaming Sun 0002, Minghuan Liu, Hujun Bao, Jiashi Feng, Xiaowei Zhou 0001, Bingyi Kang |
CVPR | 3 |
| 2024 | Looking Ahead to Avoid Being Late: Solving Hard-Constrained Traveling Salesman ProblemabstractMany real-world problems can be formulated as a constrained Traveling Salesman Problem (TSP).However, the constraints are always complex and numerous, making the TSPs challenging to solve.When the number of complicated constraints grows, it is timeconsuming for traditional heuristic algorithms to avoid illegitimate outcomes.Learning-based methods provide an alternative to solve TSPs in a soft manner, which also supports GPU acceleration to generate solutions quickly.Nevertheless, the soft manner inevitably results in difficulty solving hard-constrained problems with learning algorithms, and the conflicts between legality and optimality may substantially affect the optimality of the solution.To overcome this problem and to have an effective solution against hard constraints, we proposed a novel learning-based method, MUSLA, that uses multi-step looking-ahead information as the feature to improve the legality of TSP with Time Windows (TSPTW) solutions.Besides, we constructed TSPTW datasets with hard constraints in order to accurately evaluate and benchmark the statistical performance of various approaches, which can serve the community for future research.With comprehensive experiments on diverse datasets, MUSLA outperforms existing baselines and shows generalizability potential. Jingxiao Chen, Ziqin Gong, Lvda Chen, Minghuan Liu, Jun Wang 0012, Yong Yu 0001, Weinan Zhang 0001 |
DAI | 1 |
| 2024 | ZSC-Eval: An Evaluation Toolkit and Benchmark for Multi-agent Zero-shot CoordinationabstractZero-shot coordination (ZSC) is a new cooperative multi-agent reinforcement learning (MARL) challenge that aims to train an ego agent to work with diverse, unseen partners during deployment. The significant difference between the deployment-time partners' distribution and the training partners' distribution determined by the training algorithm makes ZSC a unique out-of-distribution (OOD) generalization challenge. The potential distribution gap between evaluation and deployment-time partners leads to inadequate evaluation, which is exacerbated by the lack of appropriate evaluation metrics. In this paper, we present ZSC-Eval, the first evaluation toolkit and benchmark for ZSC algorithms. ZSC-Eval consists of: 1) Generation of evaluation partner candidates through behavior-preferring rewards to approximate deployment-time partners' distribution; 2) Selection of evaluation partners by Best-Response Diversity (BR-Div); 3) Measurement of generalization performance with various evaluation partners via the Best-Response Proximity (BR-Prox) metric. We use ZSC-Eval to benchmark ZSC algorithms in Overcooked and Google Research Football environments and get novel empirical findings. We also conduct a human experiment of current ZSC algorithms to verify the ZSC-Eval's consistency with human evaluation. ZSC-Eval is now available at https://github.com/sjtu-marl/ZSC-Eval. Xihuai Wang, Shao Zhang, Jingxiao Chen, Ying Wen 0001, Weinan Zhang 0001 |
NeurIPS | 5 |
| 2022 | Honor of Kings Arena: an Environment for Generalization in Competitive Reinforcement LearningabstractThis paper introduces Honor of Kings Arena, a reinforcement learning (RL) environment based on the Honor of Kings, one of the world’s most popular games at present. Compared to other environments studied in most previous work, ours presents new generalization challenges for competitive reinforcement learning. It is a multi-agent problem with one agent competing against its opponent; and it requires the generalization ability as it has diverse targets to control and diverse opponents to compete with. We describe the observation, action, and reward specifications for the Honor of Kings domain and provide an open-source Python-based interface for communicating with the game engine. We provide twenty target heroes with a variety of tasks in Honor of Kings Arena and present initial baseline results for RL-based methods with feasible computing resources. Finally, we showcase the generalization challenges imposed by Honor of Kings Arena and possible remedies to the challenges. All of the software, including the environment-class, are publicly available. Hua Wei 0001, Jingxiao Chen, Xiyang Ji, Hongyang Qin, Minwen Deng, Siqin Li, Liang Wang 0015, Weinan Zhang 0001, Yong Yu 0001, Lanxiao Huang, Deheng Ye, Qiang Fu 0016, Wei Yang 0032 |
NeurIPS | 2 |
| 2021 | Improving Dialog Systems for Negotiation with Personality ModelingabstractRunzhe Yang, Jingxiao Chen, Karthik Narasimhan. Proceedings of the 59th Annual Meeting of the Association for Computational Linguistics and the 11th International Joint Conference on Natural Language Processing (Volume 1: Long Papers). 2021. Runzhe Yang, Jingxiao Chen, Karthik Narasimhan |
ACL/IJCNLP (1) | 2 |
| 2019 | Reinforced Reliable Worker Selection for Spatial Crowdsensing Networks
Yang Wang 0019, Jingxiao Chen, Xiaofeng Gao 0001, Guihai Chen |
DASFAA (1) | 3 |