Demo Data from VLDB 2026 / reviewers in the wild / expert
Zhenjie Lian
dblp:279/6569
· DBLP profile ↗
4ranked-venue papers
0as first author
4since 2021 · last 2024
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 4 · 4 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 |
Multi-agent systems · 49% Reinforcement learning · 48% Planning, search and constraint satisfaction · 3% | |
| Human-computer interaction and pervasive computing
2 papers |
Games and playful interaction · 68% Human-AI interaction · 32% |
Topics — the 9 heaviest of 9, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Knowledge, reasoning and agents › Multi-agent systems › human-agent interaction
human-agent collaboration |
1.4 | 2 | 2024 | Enhancing Human Experience in Human-Agent Collaboration: A Human-Centered Modeling Approach Based on Positive Human Gain · ICLR 2024 Towards Effective and Interpretable Human-Agent Collaboration in MOBA Games: A Communication Perspective · ICLR 2023 |
Knowledge, reasoning and agents › Multi-agent systems › multi-agent collaboration
collaborative agents |
0.9 | 2 | 2024 | Towards Effective and Interpretable Human-Agent Collaboration in MOBA Games: A Communication Perspective · ICLR 2023 Enhancing Human Experience in Human-Agent Collaboration: A Human-Centered Modeling Approach Based on Positive Human Gain · ICLR 2024 |
Machine learning › Reinforcement learning
reinforcement learning from human feedback |
0.8 | 1 | 2024 | Enhancing Human Experience in Human-Agent Collaboration: A Human-Centered Modeling Approach Based on Positive Human Gain · ICLR 2024 |
Machine learning › Reinforcement learning
hierarchical reinforcement learning |
0.5 | 1 | 2021 | Learning Diverse Policies in MOBA Games via Macro-Goals · NeurIPS 2021 |
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
0.5 | 1 | 2021 | Learning Diverse Policies in MOBA Games via Macro-Goals · NeurIPS 2021 |
Machine learning › Reinforcement learning
policy diversity |
0.5 | 1 | 2021 | Learning Diverse Policies in MOBA Games via Macro-Goals · NeurIPS 2021 |
Games and playful interaction
game AI |
0.4 | 2 | 2024 | Enhancing Human Experience in Human-Agent Collaboration: A Human-Centered Modeling Approach Based on Positive Human Gain · ICLR 2024 Towards Effective and Interpretable Human-Agent Collaboration in MOBA Games: A Communication Perspective · ICLR 2023 |
Human-AI interaction
human-AI collaboration |
0.2 | 1 | 2023 | Towards Effective and Interpretable Human-Agent Collaboration in MOBA Games: A Communication Perspective · ICLR 2023 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing |
0.1 | 1 | 2021 | Learning Diverse Policies in MOBA Games via Macro-Goals · NeurIPS 2021 |
Methods — techniques the papers use, named apart from their topics
reinforcement learning · 2.8communication protocols · 0.7communication protocol · 0.7meta-controller · 0.5imitation learning · 0.5deep reinforcement learning · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Enhancing Human Experience in Human-Agent Collaboration: A Human-Centered Modeling Approach Based on Positive Human GainabstractExisting game AI research mainly focuses on enhancing agents' abilities to win games, but this does not inherently make humans have a better experience when collaborating with these agents. For example, agents may dominate the collaboration and exhibit unintended or detrimental behaviors, leading to poor experiences for their human partners. In other words, most game AI agents are modeled in a "self-centered" manner. In this paper, we propose a "human-centered" modeling scheme for collaborative agents that aims to enhance the experience of humans. Specifically, we model the experience of humans as the goals they expect to achieve during the task. We expect that agents should learn to enhance the extent to which humans achieve these goals while maintaining agents' original abilities (e.g., winning games). To achieve this, we propose the Reinforcement Learning from Human Gain (RLHG) approach. The RLHG approach introduces a "baseline", which corresponds to the extent to which humans primitively achieve their goals, and encourages agents to learn behaviors that can effectively enhance humans in achieving their goals better. We evaluate the RLHG agent in the popular Multi-player Online Battle Arena (MOBA) game, Honor of Kings, by conducting real-world human-agent tests. Both objective performance and subjective preference results show that the RLHG agent provides participants better gaming experience. Yiming Gao 0007, Feiyu Liu, Liang Wang 0015, Dehua Zheng, Zhenjie Lian, Siqin Li, Xianliang Wang, Qiang Fu 0016, Wei Yang 0032, Lanxiao Huang, Wei Liu 0005 |
ICLR | 5 |
| 2023 | Towards Effective and Interpretable Human-Agent Collaboration in MOBA Games: A Communication Perspective
Yiming Gao 0007, Feiyu Liu, Liang Wang 0015, Zhenjie Lian, Siqin Li, Xianliang Wang, Xianhan Zeng, Qiang Fu 0016, Wei Yang 0032, Lanxiao Huang, Wei Liu 0005 |
ICLR | 4 |
| 2022 | Supervised Learning Achieves Human-Level Performance in MOBA Games: A Case Study of Honor of KingsabstractWe present JueWu-SL, the first supervised-learning-based artificial intelligence (AI) program that achieves human-level performance in playing multiplayer online battle arena (MOBA) games. Unlike prior attempts, we integrate the macro-strategy and the micromanagement of MOBA-game-playing into neural networks in a supervised and end-to-end manner. Tested on Honor of Kings, the most popular MOBA at present, our AI performs competitively at the level of High King players in standard 5v5 games. Deheng Ye, Peilin Zhao, Fuhao Qiu, Bo Yuan 0008, Mingfei Sun 0001, Siqin Li, Zhenjie Lian, Bei Shi, Liang Wang 0015, Tengfei Shi, Qiang Fu 0016, Wei Yang 0032, Lanxiao Huang |
IEEE Trans. Neural Networks Learn. Syst. | 12 |
| 2021 | Learning Diverse Policies in MOBA Games via Macro-GoalsabstractRecently, many researchers have made successful progress in building the AI systems for MOBA-game-playing with deep reinforcement learning, such as on Dota 2 and Honor of Kings. Even though these AI systems have achieved or even exceeded human-level performance, they still suffer from the lack of policy diversity. In this paper, we propose a novel Macro-Goals Guided framework, called MGG, to learn diverse policies in MOBA games. MGG abstracts strategies as macro-goals from human demonstrations and trains a Meta-Controller to predict these macro-goals. To enhance policy diversity, MGG samples macro-goals from the Meta-Controller prediction and guides the training process towards these goals. Experimental results on the typical MOBA game Honor of Kings demonstrate that MGG can execute diverse policies in different matches and lineups, and also outperform the state-of-the-art methods over 102 heroes. Yiming Gao 0007, Bei Shi, Xueying Du, Liang Wang 0015, Guangwei Chen, Zhenjie Lian, Fuhao Qiu, Guoan Han, Deheng Ye, Qiang Fu 0016, Wei Yang 0032, Lanxiao Huang |
NeurIPS | 6 |