Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Dingwen Kong

dblp:295/0012 · DBLP profile ↗
← Back
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

TopicWeightPapersLastEvidence papers
Algorithmic game theory and mechanism design
equilibrium computation
0.712023
Learning Rationalizable Equilibria in Multiplayer Games · ICLR 2023
Computational complexity › learning theory
exact learning
0.712023
Learning Rationalizable Equilibria in Multiplayer Games · ICLR 2023
Algorithmic game theory and mechanism design
multi-player games
0.712023
Learning Rationalizable Equilibria in Multiplayer Games · ICLR 2023
Machine learning › Reinforcement learning
human-in-the-loop reinforcement learning
0.612022
Provably Feedback-Efficient Reinforcement Learning via Active Reward Learning · NeurIPS 2022
Machine learning › Reinforcement learning
reinforcement learning theory
0.612022
Provably Feedback-Efficient Reinforcement Learning via Active Reward Learning · NeurIPS 2022
Machine learning › Reinforcement learning
reward learning
0.612022
Provably Feedback-Efficient Reinforcement Learning via Active Reward Learning · NeurIPS 2022
Machine learning › Learning theory
sample complexity
0.612022
Provably Feedback-Efficient Reinforcement Learning via Active Reward Learning · NeurIPS 2022
Machine learning › Reinforcement learning › multi-agent reinforcement learning
equilibrium learning
0.212023
Learning Rationalizable Equilibria in Multiplayer Games · ICLR 2023
Machine learning › Reinforcement learning
multi-agent reinforcement learning
0.212023
Learning Rationalizable Equilibria in Multiplayer Games · ICLR 2023
Machine learning › Reinforcement learning › imitation learning
inverse reinforcement learning
0.212022
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
YearPublicationVenuePosition
2023 Learning Rationalizable Equilibria in Multiplayer Games
Yuanhao Wang 0001, Dingwen Kong, Yu Bai 0017, Chi Jin 0001
ICLR2
2022 Provably Feedback-Efficient Reinforcement Learning via Active Reward Learning
abstract
An 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
NeurIPS1