Zichu Liu

dblp:253/5030 · DBLP profile ↗
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2ranked-venue papers
1as first author
2since 2021 · last 2025
—ORCID · none

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

Artificial intelligence and machine learning · 2 · 1 first-author · 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
2 papers
Reinforcement learning · 39% Generative modeling · 31% Optimization for machine learning · 30%
Theoretical computer science
1 paper
Algorithmic game theory and mechanism design · 100%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning › temporal difference learning
bellman residual minimization
0.912025
Solving hidden monotone variational inequalities with surrogate losses · ICLR 2025
Machine learning › Optimization for machine learning
variational inequality
0.912025
Solving hidden monotone variational inequalities with surrogate losses · ICLR 2025
Machine learning › Generative modeling › generative adversarial network › GAN training
GAN training stability
0.612022
Recursive Reasoning in Minimax Games: A Level $k$ Gradient Play Method · NeurIPS 2022
Machine learning › Generative modeling
generative adversarial network
0.612022
Recursive Reasoning in Minimax Games: A Level $k$ Gradient Play Method · NeurIPS 2022
Machine learning › Reinforcement learning › multi-agent reinforcement learning
recursive reasoning
0.612022
Recursive Reasoning in Minimax Games: A Level $k$ Gradient Play Method · NeurIPS 2022
Machine learning › Optimization for machine learning
minimax optimization
0.312025
Solving hidden monotone variational inequalities with surrogate losses · ICLR 2025
Algorithmic game theory and mechanism design
game dynamics
0.212022
Recursive Reasoning in Minimax Games: A Level $k$ Gradient Play Method · NeurIPS 2022

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

predictive update · 1.1level-k gradient play · 1.1adam optimizer · 1.1surrogate loss · 0.9adam · 0.9TD(0) · 0.9
YearPublicationVenuePosition
2025 Solving hidden monotone variational inequalities with surrogate losses
abstract
Deep learning has proven to be effective in a wide variety of loss minimization problems. However, many applications of interest, like minimizing projected Bellman error and min-max optimization, cannot be modelled as minimizing a scalar loss function but instead correspond to solving a variational inequality (VI) problem. This difference in setting has caused many practical challenges as naive gradient-based approaches from supervised learning tend to diverge and cycle in the VI case. In this work, we propose a principled surrogate-based approach compatible with deep learning to solve VIs. We show that our surrogate-based approach has three main benefits: (1) under assumptions that are realistic in practice (when hidden monotone structure is present, interpolation, and sufficient optimization of the surrogates), it guarantees convergence, (2) it provides a unifying perspective of existing methods, and (3) is amenable to existing deep learning optimizers like ADAM. Experimentally, we demonstrate our surrogate-based approach is effective in min-max optimization and minimizing projected Bellman error. Furthermore, in the deep reinforcement learning case, we propose a novel variant of TD(0) which is more compute and sample efficient.
Ryan D'Orazio, Danilo Vucetic, Zichu Liu, Junhyung Lyle Kim, Ioannis Mitliagkas, Gauthier Gidel
ICLR3
2022 Recursive Reasoning in Minimax Games: A Level $k$ Gradient Play Method
abstract
Despite the success of generative adversarial networks (GANs) in generating visually appealing images, they are notoriously challenging to train. In order to stabilize the learning dynamics in minimax games, we propose a novel recursive reasoning algorithm: Level $k$ Gradient Play (Lv.$k$ GP) algorithm. Our algorithm does not require sophisticated heuristics or second-order information, as do existing algorithms based on predictive updates. We show that as k increases, Lv.$k$ GP converges asymptotically towards an accurate estimation of players' future strategy.Moreover, we justify that Lv.$\infty$ GP naturally generalizes a line of provably convergent game dynamics which rely on predictive updates. Furthermore, we provide its local convergence property in nonconvex-nonconcave zero-sum games and global convergence in bilinear and quadratic games. By combining Lv.$k$ GP with Adam optimizer, our algorithm shows a clear advantage in terms of performance and computational overhead compared to other methods. Using a single Nvidia RTX3090 GPU and 30 times fewer parameters than BigGAN on CIFAR-10, we achieve an FID of 10.17 for unconditional image generation within 30 hours, allowing GAN training on common computational resources to reach state-of-the-art performance.
Zichu Liu, Lacra Pavel
NeurIPS1