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Yiming Gao 0007

dblp:304/8689 · DBLP profile ↗
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6ranked-venue papers
4as first author
6since 2021 · last 2024
—ORCID · conflict

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

Artificial intelligence and machine learning · 6 · 4 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 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
5 papers
Multi-agent systems · 28% Reinforcement learning · 27% Video understanding and tracking · 18%
Human-computer interaction and pervasive computing
2 papers
Games and playful interaction · 68% Human-AI interaction · 32%

Topics — the 15 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Multi-agent systems › human-agent interaction
human-agent collaboration
1.422024
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
0.922024
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
0.812024
Enhancing Human Experience in Human-Agent Collaboration: A Human-Centered Modeling Approach Based on Positive Human Gain · ICLR 2024
Computer vision › Video understanding and tracking › temporal modeling
temporal consistency
0.812024
MiraData: A Large-Scale Video Dataset with Long Durations and Structured Captions · NeurIPS 2024
Computer vision › Video understanding and tracking
video dataset
0.812024
MiraData: A Large-Scale Video Dataset with Long Durations and Structured Captions · NeurIPS 2024
Machine learning › Generative modeling
video generation
0.812024
MiraData: A Large-Scale Video Dataset with Long Durations and Structured Captions · NeurIPS 2024
Computer vision › 3D vision
3d reconstruction
0.712023
SurfelNeRF: Neural Surfel Radiance Fields for Online Photorealistic Reconstruction of Indoor Scenes · CVPR 2023
Computer vision › 3D vision
neural radiance field
0.712023
SurfelNeRF: Neural Surfel Radiance Fields for Online Photorealistic Reconstruction of Indoor Scenes · CVPR 2023
Machine learning › Reinforcement learning
hierarchical reinforcement learning
0.512021
Learning Diverse Policies in MOBA Games via Macro-Goals · NeurIPS 2021
Machine learning › Reinforcement learning
multi-agent reinforcement learning
0.512021
Learning Diverse Policies in MOBA Games via Macro-Goals · NeurIPS 2021
Machine learning › Reinforcement learning
policy diversity
0.512021
Learning Diverse Policies in MOBA Games via Macro-Goals · NeurIPS 2021
Games and playful interaction
game AI
0.422024
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
Rendering
differentiable rendering
0.212023
SurfelNeRF: Neural Surfel Radiance Fields for Online Photorealistic Reconstruction of Indoor Scenes · CVPR 2023
Human-AI interaction
human-AI collaboration
0.212023
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
0.112021
Learning Diverse Policies in MOBA Games via Macro-Goals · NeurIPS 2021

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

reinforcement learning · 2.8surfel-based fusion · 1.3differentiable rasterization · 1.3structured captioning · 0.83d consistency metrics · 0.8communication protocols · 0.7communication protocol · 0.7meta-controller · 0.5imitation learning · 0.5deep reinforcement learning · 0.5
YearPublicationVenuePosition
2024 Multi-agent Multi-game Entity Transformer: Towards Generalist Models in MARL
abstract
Building large-scale generalist pre-trained models for many tasks is becoming an emerging and potential direction in reinforcement learning (RL).Research such as Gato and Multi-Game Decision Transformer have displayed outstanding performance and generalization capabilities on many games and domains.However, there exists a research blank about developing highly capable and generalist models in multi-agent RL (MARL), which can substantially accelerate progress toward general AI.To fill this gap, we propose Multi-Agent multi-Game ENtity TrAnsformer (MA-GENTA) from the entity perspective as orthogonal research to previous time-sequential modeling.Specifically, to deal with different state/observation spaces in different games, we analogize games as languages by aligning one single game to one single language, thus training different "tokenizers" and a shared transformer for various games.The feature inputs are split according to different entities and tokenized in the same continuous space.Then, two types of transformer-based models are proposed as permutationinvariant architectures to deal with various numbers of entities and capture the attention of different entities.MAGENTA is trained on
Xianhan Zeng, Liang Wang 0015, Zhengjie Liang, Yiming Gao 0007, Feiyu Liu, Siqin Li, Xianliang Wang, Qiang Fu 0016, Wei Yang 0032, Lanxiao Huang, Longtao Zheng, Zinovi Rabinovich, Bo An 0001
DAI6
2024 Enhancing Human Experience in Human-Agent Collaboration: A Human-Centered Modeling Approach Based on Positive Human Gain
abstract
Existing 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
ICLR1
2024 MiraData: A Large-Scale Video Dataset with Long Durations and Structured Captions
abstract
Sora's high-motion intensity and long consistent videos have significantly impacted the field of video generation, attracting unprecedented attention. However, existing publicly available datasets are inadequate for generating Sora-like videos, as they mainly contain short videos with low motion intensity and brief captions. To address these issues, we propose MiraData, a high-quality video dataset that surpasses previous ones in video duration, caption detail, motion strength, and visual quality. We curate MiraData from diverse, manually selected sources and meticulously process the data to obtain semantically consistent clips. GPT-4V is employed to annotate structured captions, providing detailed descriptions from four different perspectives along with a summarized dense caption. To better assess temporal consistency and motion intensity in video generation, we introduce MiraBench, which enhances existing benchmarks by adding 3D consistency and tracking-based motion strength metrics. MiraBench includes 150 evaluation prompts and 17 metrics covering temporal consistency, motion strength, 3D consistency, visual quality, text-video alignment, and distribution similarity. To demonstrate the utility and effectiveness of MiraData, we conduct experiments using our DiT-based video generation model, MiraDiT. The experimental results on MiraBench demonstrate the superiority of MiraData, especially in motion strength.
Xuan Ju, Yiming Gao 0007, Zhaoyang Zhang 0004, Ziyang Yuan, Xintao Wang 0002, Ailing Zeng, Qiang Xu 0001, Ying Shan
NeurIPS2
2023 SurfelNeRF: Neural Surfel Radiance Fields for Online Photorealistic Reconstruction of Indoor Scenes
abstract
Online reconstructing and rendering of large-scale indoor scenes is a long-standing challenge. SLAM-based methods can reconstruct 3D scene geometry progressively in real time but can not render photorealistic results. While NeRF-based methods produce promising novel view synthesis results, their long offline optimization time and lack of geometric constraints pose challenges to efficiently handling online input. Inspired by the complementary advantages of classical 3D reconstruction and NeRF, we thus investigate marrying explicit geometric representation with NeRF rendering to achieve efficient online reconstruction and high-quality rendering. We introduce SurfelNeRF, a variant of neural radiance field which employs a flexible and scalable neural surfel representation to store geometric attributes and extracted appearance features from input images. We further extend the conventional surfel-based fusion scheme to progressively integrate incoming input frames into the reconstructed global neural scene representation. In addition, we propose a highly-efficient differentiable rasterization scheme for rendering neural surfel radiance fields, which helps SurfelNeRF achieve 10× speedups in training and inference time, respectively. Experimental results show that our method achieves the state-of-the-art 23.82 PSNR and 29.58 PSNR on ScanNet in feedforward inference and perscene optimization settings, respectively.11Project website: https://gymat.github.io/SurfelNeRF-web
Yiming Gao 0007, Yan-Pei Cao 0001, Ying Shan
CVPR1
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
ICLR1
2021 Learning Diverse Policies in MOBA Games via Macro-Goals
abstract
Recently, 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
NeurIPS1