Demo Data from VLDB 2026 / reviewers in the wild / expert
Jean Seong Bjorn Choe
dblp:249/7916
· DBLP profile ↗
4ranked-venue papers
3as first author
3since 2021 · last 2025
—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 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 1 since 2021Systems, architecture and hardware · 1 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 1 first-author
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
2 papers |
Reinforcement learning · 95% Motion planning and robot control · 5% |
Topics — the 6 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning
maximum entropy reinforcement learning |
1.7 | 2 | 2025 | Maximum Entropy Softmax Policy Gradient via Entropy Advantage Estimation · IJCAI 2025 Simplifying Reward Design in Complex Robotics: Average-Reward Maximum Entropy Reinforcement Learning · ICRA 2025 |
Machine learning › Reinforcement learning › markov decision process
average-reward reinforcement learning |
0.9 | 1 | 2025 | Simplifying Reward Design in Complex Robotics: Average-Reward Maximum Entropy Reinforcement Learning · ICRA 2025 |
Machine learning › Reinforcement learning › regularization for reinforcement learning
entropy regularization |
0.9 | 1 | 2025 | Maximum Entropy Softmax Policy Gradient via Entropy Advantage Estimation · IJCAI 2025 |
Machine learning › Reinforcement learning › policy optimization
policy gradient |
0.9 | 1 | 2025 | Maximum Entropy Softmax Policy Gradient via Entropy Advantage Estimation · IJCAI 2025 |
Machine learning › Reinforcement learning
policy optimization |
0.9 | 1 | 2025 | Maximum Entropy Softmax Policy Gradient via Entropy Advantage Estimation · IJCAI 2025 |
Robotics › Motion planning and robot control › robot control
underactuated systems |
0.3 | 1 | 2025 | Simplifying Reward Design in Complex Robotics: Average-Reward Maximum Entropy Reinforcement Learning · ICRA 2025 |
Methods — techniques the papers use, named apart from their topics
policy optimization · 0.9model-free reinforcement learning · 0.9entropy advantage estimation · 0.9TRPO · 0.9PPO · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Simplifying Reward Design in Complex Robotics: Average-Reward Maximum Entropy Reinforcement LearningabstractThis paper presents a novel approach to addressing the control challenges of underactuated systems, focusing on the swing-up and stabilisation tasks on the double pendulum system. We propose the Average-Reward Entropy Advantage Policy Optimisation (AR-EAPO), a model-free reinforcement learning (RL) algorithm that integrates the strengths of the average-reward RL and the maximum entropy RL (MaxEnt RL). The average reward criterion allows the use of a simple reward function by naturally promoting the longterm goals, at the same time MaxEnt RL encourages the robustness of the policy. We validate our approach through simulations, consistently outperforming standard RL baselines and traditional control methods. Also, we provide preliminary test results on real double pendulum hardware. Additional experiments on MuJoCo environments further demonstrate AR-EAPO's efficacy on general continuous control tasks. This work underscores the potential of the average-reward criterion in simplifying control design while achieving superior results. Jean Seong Bjorn Choe, BumKyu Choi, Jong-Kook Kim |
ICRA | 1 |
| 2025 | Maximum Entropy Softmax Policy Gradient via Entropy Advantage EstimationabstractEntropy Regularisation is a widely adopted technique that enhances policy optimisation performance and stability. Maximum entropy reinforcement learning (MaxEnt RL) regularises policy evaluation by augmenting the objective with an entropy term, showing theoretical benefits in policy optimisation. However, its practical application in straightforward direct policy gradient settings remains surprisingly underexplored. We hypothesise that this is due to the difficulty of managing the entropy reward in practice. This paper proposes Entropy Advantage Policy Optimisation (EAPO), a simple method that facilitates MaxEnt RL implementation by separately estimating task and entropy objectives. Our empirical evaluations demonstrate that extending Proximal Policy Optimisation (PPO) and Trust Region Policy Optimisation (TRPO) within the MaxEnt framework improves optimisation performance, generalisation, and exploration in various environments. Moreover, our method provides a stable and performant MaxEnt RL algorithm for discrete action spaces. Jean Seong Bjorn Choe, Jong-Kook Kim |
IJCAI | 1 |
| 2022 | Micro Junction Agent: A Scalable Multi-agent Reinforcement Learning Method for Traffic Control
BumKyu Choi, Jean Seong Bjorn Choe, Jong-Kook Kim |
ICAART (3) | 2 |
| 2019 | Enhancing Monte Carlo Tree Search for Playing HearthstoneabstractHearthstone is a popular online collectible card game (CCG). Hearthstone imposes interesting challenges in developing a search algorithm for the game AI. As a CCG, it has a considerable amount of hidden information from each player’s private hand and deck. Moreover, the action space is full of stochastic actions compared to other similar games. That is, instead of a single move, each player is allowed to build a move sequence via various combinations of atomic actions. Therefore, when applying any heuristic search algorithm, the branching factor of the search space is extremely large. In this paper, we explore the use of Monte Carlo Tree Search (MCTS) with approaches to reduce the complexity of the search space and decide on the best strategy. First, we utilise state abstraction to present the search space as a Directed Acyclic Graph (DAG) and introduce a variant of Upper Confidence Bound for Trees (UCT) algorithm for the DAG. Next, we apply the sparse sampling algorithm to handle imperfect information and randomness and reduce the stochastic branching factor. This paper presents empirical evaluations of the proposed framework for Hearthstone and the experimental results suggest that our approach is well suited for developing a better AI agent. Jean Seong Bjorn Choe, Jong-Kook Kim |
CoG | 1 |