VLDB 2026 Research / reviewers in the wild / expert
Yan-Ru Ju
dblp:334/4751
· DBLP profile ↗
2ranked-venue papers
2as 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 · 1 · 1 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 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
1 paper |
Planning, search and constraint satisfaction · 33% Reinforcement learning · 33% Deep learning architectures and training · 33% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning
board game playing |
0.9 | 1 | 2025 | Bridging Local and Global Knowledge via Transformer in Board Games · IJCAI 2025 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing |
0.9 | 1 | 2025 | Bridging Local and Global Knowledge via Transformer in Board Games · IJCAI 2025 |
Machine learning › Deep learning architectures and training
transformer |
0.9 | 1 | 2025 | Bridging Local and Global Knowledge via Transformer in Board Games · IJCAI 2025 |
Methods — techniques the papers use, named apart from their topics
transformer · 0.9residual network · 0.9alphazero · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Bridging Local and Global Knowledge via Transformer in Board GamesabstractAlthough AlphaZero has achieved superhuman performance in board games, recent studies reveal its limitations in handling scenarios requiring a comprehensive understanding of the entire board, such as recognizing long-sequence patterns in Go. To address this challenge, we propose ResTNet, a network that interleaves residual and Transformer blocks to bridge local and global knowledge. ResTNet improves playing strength across multiple board games, increasing win rate from 54.6% to 60.8% in 9x9 Go, 53.6% to 60.9% in 19x19 Go, and 50.4% to 58.0% in 19x19 Hex. In addition, ResTNet effectively processes global information and tackles two long-sequence patterns in 19x19 Go, including circular pattern and ladder pattern. It reduces the mean square error for circular pattern recognition from 2.58 to 1.07 and lowers the attack probability against an adversary program from 70.44% to 23.91%. ResTNet also improves ladder pattern recognition accuracy from 59.15% to 80.01%. By visualizing attention maps, we demonstrate that ResTNet captures critical game concepts in both Go and Hex, offering insights into AlphaZero's decision-making process. Overall, ResTNet shows a promising approach to integrating local and global knowledge, paving the way for more effective AlphaZero-based algorithms in board games. Our code is available at https://rlg.iis.sinica.edu.tw/papers/restnet. Yan-Ru Ju, Tai-Lin Wu, Chung-Chin Shih, Ti-Rong Wu |
IJCAI | 1 |
| 2025 | A More Efficient Dynamic Programming Algorithm for Designing a Coding Sequence by Jointly Optimizing Its Structural Stability and Codon UsageabstractCurrently, a dynamic programming (DP) algorithm CDSfold has been proposed to design a CDS by minimizing the minimum free energy (MFE) of its secondary structure. However, it has been questioned recently that such a DP algorithm is difficult to be modified to design a CDS when attempting to jointly optimize its secondary structure stability and codon adaptation index (CAI). In this study, we successfully modify the DP algorithm of CDSfold to exactly solve this kind of CDS design problem in $\mathcal {O}(L^{3})$ time and $\mathcal {O}(L^{2})$ space, where $L$ is the CDS length. We further accelerate this DP algorithm by beam search, enabling it to design a high-quality approximate CDS in $\mathcal {O}(L)$ time, and implement it as the program LinearCDSfold. Our experimental results show that when running with exact search, LinearCDSfold has comparable accuracy to two state-of-the-art CDS design tools LinearDesign and DERNA in terms of both MFE and CAI. In terms of running time, however, LinearCDSfold is slower than LinearDesign, but significantly faster than DERNA, even though they all run in $\mathcal {O}(L^{3})$ time and $\mathcal {O}(L^{2})$ space. Moreover, LinearCDSfold using beam search can design an approximate CDS in very short time with very high quality in terms of both MFE and CAI. Yan-Ru Ju, Long-Shang Cho, Chin Lung Lu |
IEEE Trans. Comput. Biol. Bioinform. | 1 |