Demo Data from VLDB 2026 / reviewers in the wild / expert
Dingwen Kong
dblp:295/0012
· DBLP profile ↗
2ranked-venue papers
1as first author
2since 2021 · last 2023
—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 · 80% Learning theory · 20% | |
| Theoretical computer science
1 paper |
Algorithmic game theory and mechanism design · 67% Computational complexity · 33% |
Topics — the 10 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Algorithmic game theory and mechanism design
equilibrium computation |
0.7 | 1 | 2023 | Learning Rationalizable Equilibria in Multiplayer Games · ICLR 2023 |
Computational complexity › learning theory
exact learning |
0.7 | 1 | 2023 | Learning Rationalizable Equilibria in Multiplayer Games · ICLR 2023 |
Algorithmic game theory and mechanism design
multi-player games |
0.7 | 1 | 2023 | Learning Rationalizable Equilibria in Multiplayer Games · ICLR 2023 |
Machine learning › Reinforcement learning
human-in-the-loop reinforcement learning |
0.6 | 1 | 2022 | Provably Feedback-Efficient Reinforcement Learning via Active Reward Learning · NeurIPS 2022 |
Machine learning › Reinforcement learning
reinforcement learning theory |
0.6 | 1 | 2022 | Provably Feedback-Efficient Reinforcement Learning via Active Reward Learning · NeurIPS 2022 |
Machine learning › Reinforcement learning
reward learning |
0.6 | 1 | 2022 | Provably Feedback-Efficient Reinforcement Learning via Active Reward Learning · NeurIPS 2022 |
Machine learning › Learning theory
sample complexity |
0.6 | 1 | 2022 | Provably Feedback-Efficient Reinforcement Learning via Active Reward Learning · NeurIPS 2022 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
equilibrium learning |
0.2 | 1 | 2023 | Learning Rationalizable Equilibria in Multiplayer Games · ICLR 2023 |
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
0.2 | 1 | 2023 | Learning Rationalizable Equilibria in Multiplayer Games · ICLR 2023 |
Machine learning › Reinforcement learning › imitation learning
inverse reinforcement learning |
0.2 | 1 | 2022 | Provably Feedback-Efficient Reinforcement Learning via Active Reward Learning · NeurIPS 2022 |
Methods — techniques the papers use, named apart from their topics
game theory · 1.3equilibrium computation · 1.3reward function queries · 0.6active learning · 0.6PAC learning · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Learning Rationalizable Equilibria in Multiplayer Games
Yuanhao Wang 0001, Dingwen Kong, Yu Bai 0017, Chi Jin 0001 |
ICLR | 2 |
| 2022 | Provably Feedback-Efficient Reinforcement Learning via Active Reward LearningabstractAn appropriate reward function is of paramount importance in specifying a task in reinforcement learning (RL). Yet, it is known to be extremely challenging in practice to design a correct reward function for even simple tasks. Human-in-the-loop (HiL) RL allows humans to communicate complex goals to the RL agent by providing various types of feedback. However, despite achieving great empirical successes, HiL RL usually requires \emph{too much} feedback from a human teacher and also suffers from insufficient theoretical understanding. In this paper, we focus on addressing this issue from a theoretical perspective, aiming to provide provably feedback-efficient algorithmic frameworks that take human-in-the-loop to specify rewards of given tasks. We provide an \emph{active-learning}-based RL algorithm that first explores the environment without specifying a reward function and then asks a human teacher for only a few queries about the rewards of a task at some state-action pairs. After that, the algorithm guarantees to provide a nearly optimal policy for the task with high probability. We show that, even with the presence of random noise in the feedback, the algorithm only takes $\tilde{O}(H{\dim_{R}^2})$ queries on the reward function to provide an $\epsilon$-optimal policy for any $\epsilon > 0$. Here $H$ is the horizon of the RL environment, and $\dim_{R}$ specifies the complexity of the function class representing the reward function. In contrast, standard RL algorithms require to query the reward function for at least $\Omega(\operatorname{poly}(d, 1/\epsilon))$ state-action pairs where $d$ depends on the complexity of the environmental transition. Dingwen Kong, Lin Yang 0011 |
NeurIPS | 1 |