Albert Wang 0005

dblp:38/580-5 · DBLP profile ↗
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7ranked-venue papers
1as first author
2since 2021 · last 2025
0000-0002-0581-5765ORCID · corroborated

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

Graphics, computer vision, multimedia, augmented reality and games · 6 · 1 first-author · 1 since 2021Databases, data management, data science and information retrieval · 3 · 1 first-authorArtificial intelligence and machine learning · 2 · 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.

Theoretical computer science
1 paper
Algorithmic game theory and mechanism design · 100%
Artificial intelligence
1 paper
Reinforcement learning · 100%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Algorithmic game theory and mechanism design › learning in games
fictitious play
0.712023
Anticipatory Fictitious Play · IJCAI 2023
Algorithmic game theory and mechanism design › equilibrium computation
nash equilibrium computation
0.712023
Anticipatory Fictitious Play · IJCAI 2023
Machine learning › Reinforcement learning
multi-agent reinforcement learning
0.212023
Anticipatory Fictitious Play · IJCAI 2023
Content delivery and video streaming › multirate multicast
receiver-driven layered multicast
0.012001
Error control for receiver-driven layered multicast of audio and video · IEEE Trans. Multim. 2001

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

fictitious play · 1.3deep multiagent reinforcement learning · 0.7deep multi-agent reinforcement learning · 0.7markov decision process · 0.0forward error correction · 0.0
YearPublicationVenuePosition
2025 Human-Like Bots for Tactical Shooters Using Compute-Efficient Sensors
abstract
Artificial intelligence (AI) has enabled agents to master complex video games, from first-person shooters likeCounter-Striketo real-time strategy games such asStarCraft IIand racing games likeGran Turismo. While these achievements are notable, applying these AI methods in commercial video game production remains challenging due to computational constraints. In commercial scenarios, the majority of computational resources are allocated to 3D rendering, leaving limited capacity for AI methods, which often demand high computational power, particularly those relying on pixel-based sensors. Moreover, the gaming industry prioritizes creating human-like behavior in AI agents to enhance player experience, unlike academic models that focus on maximizing game performance. This paper introduces a novel methodology for training neural networks via imitation learning to play a complex, commercial-standard, VALORANT-like 2v2 tactical shooter game, requiring only modest CPU hardware during inference. Our approach leverages an innovative, pixel-free perception architecture using a small set of ray-cast sensors, which capture essential spatial information efficiently. These sensors allow AI to perform competently without the computational overhead of traditional methods. Models are trained to mimic human behavior using supervised learning on human trajectory data, resulting in realistic and engaging AI agents. Human evaluation tests confirm that our AI agents provide human-like gameplay experiences while operating efficiently under computational constraints. This offers a significant advancement in AI model development for tactical shooter games and possibly other genres.
Niels Justesen, Maria Kaselimi, Sam Snodgrass, Miruna Vozaru, Matthew Schlegel, Jonas Wingren, Gabriella A. B. Barros, Tobias Mahlmann, Shyam Sudhakaran, Wesley Kerr, Albert Wang 0005, Christoffer Holmgård, Georgios N. Yannakakis, Sebastian Risi, Julian Togelius
IEEE Trans. Games11
2023 Anticipatory Fictitious Play
abstract
Fictitious play is an algorithm for computing Nash equilibria of matrix games. Recently, machine learning variants of fictitious play have been successfully applied to complicated real-world games. This paper presents a simple modification of fictitious play which is a strict improvement over the original: it has the same theoretical worst-case convergence rate, is equally applicable in a machine learning context, and enjoys superior empirical performance. We conduct an extensive comparison of our algorithm with fictitious play, proving an optimal O(1/t) convergence rate for certain classes of games, demonstrating superior performance numerically across a variety of games, and concluding with experiments that extend these algorithms to the setting of deep multiagent reinforcement learning.
Alex Cloud, Albert Wang 0005, Wesley Kerr
IJCAI2
2001 3-D wavelet coding of video with arbitrary regions of support
abstract
We examine 3-D wavelet coding of video with arbitrary regions of support (AROS). A critically sampled wavelet transform is applied to the AROS and a modified 3-D set partitioning in hierarchical trees (SPIHT) algorithm is used to quantize and code the wavelet coefficients in the AROS only. Experiments show that, for typical MPEG-4 pre-segmented sequences, our proposed method can achieve a gain of up to 5.6 dB in average PSNR at the same rate over 3-D SPIHT coding of regular volumes that embed the AROS of the given video sequences.
Gavin Minami, Zixiang Xiong, Albert Wang 0005, Sanjeev Mehrotra
IEEE Trans. Circuits Syst. Video Technol.3
2001 Error control for receiver-driven layered multicast of audio and video
abstract
We consider the problem of error control for receiver-driven layered multicast of audio and video over the Internet. The sender injects into the network multiple source layers and multiple channel coding (parity) layers, some of which are delayed relative to the source, Each receiver subscribes to the number of source layers and the number of parity layers that optimizes the receiver's quality for its available bandwidth and packet loss probability. We augment this layered FEC system with layered pseudo-ARQ. Although feedback is normally problematic in broadcast situations, ARQ can be simulated by having the receivers subscribe and unsubscribe to the delayed parity layers to receive missing information. This pseudo-ARQ scheme avoids an implosion of repeat requests at the sender and is scalable to an unlimited number of receivers, We show gains of 4-18 dB on channels with 20% loss over systems without error control and additional gains of 1-13 dB when FEC is augmented by pseudo-ARQ in a hybrid system, Optimal error control in the hybrid system is achieved by an optimal policy for a Markov decision process.
Philip A. Chou, Alexander E. Mohr, Albert Wang 0005, Sanjeev Mehrotra
IEEE Trans. Multim.3
2000 FEC and Pseudo-ARQ for Receiver-Driven Layered Multicast of Audio and Video
abstract
We consider the problem of joint source/channel coding of real-time sources, such as audio and video, for the purpose of multicasting over the Internet. The sender injects into the network multiple source layers and multiple channel (parity) layers, some of which are delayed relative to the source. Each receiver subscribes to the number of source layers and the number of channel layers that optimizes the source-channel rate allocation for that receiver's available bandwidth and packet loss probability. We augment this layered FEC system with layered ARQ. Although feedback is normally problematic in broadcast situations, ARQ is simulated by having the receivers subscribe and unsubscribe to the delayed channel coding layers to receive missing information. This pseudo-ARQ scheme avoids an implosion of repeat requests at the sender, and is scalable to an unlimited number of receivers. We show gains of up to 18 dB on channels with 20% loss over systems without error control, and additional gains of up to 13 dB when FEC is augmented by pseudo-ARQ in a hybrid system. The hybrid system is controlled by an optimal policy for a Markov decision process.
Philip A. Chou, Alexander E. Mohr, Albert Wang 0005, Sanjeev Mehrotra
Data Compression Conference3
1999 Multiple Description Decoding of Overcomplete Expansions Using Projections onto Convex Sets
abstract
This paper presents a POCS-based algorithm for consistent reconstruction of a signal x/spl isin/R/sup K/ from any subset of quantized coefficients y/spl epsiv/R/sup N/ in an N/spl times/K overcomplete frame expansion y=Fx, N=2K. By choosing the frame operator F to be the concatenation of two K/spl times/K invertible transforms, the projections may be computed in R/sup K/ using only the transforms and their inverses, rather than in the larger space R/sup N/ using the pseudo-inverse as proposed in earlier work. This enables practical reconstructions from overcomplete frame expansions based on wavelet, subband, or lapped transforms of an entire image, which has heretofore not been possible.
Philip A. Chou, Sanjeev Mehrotra, Albert Wang 0005
Data Compression Conference3
1999 Three-Dimensional Wavelet Coding of Video with Global Motion Compensation
abstract
Three-dimensional (2D+T) wavelet coding of video using SPIHT has been shown to outperform standard predictive video coders on complex high-motion sequences, and is competitive with standard predictive video coders on simple low-motion sequences. However, on a number of typical moderate-motion sequences characterized by largely rigid motions, 3D SPIHT performs several dB worse than motion-compensated predictive coders, because it is does not take advantage of the real physical motion underlying the scene. We introduce global motion compensation for 3D subband video coders, and find 0.5 to 2 dB gain on sequences with dominant background motion. Our approach is a hybrid of video coding based on sprites, or mosaics, and subband coding.
Albert Wang 0005, Zixiang Xiong, Philip A. Chou, Sanjeev Mehrotra
Data Compression Conference1