VLDB 2026 Research / reviewers in the wild / expert
Fang Kong 0002
dblp:48/7676-2
· DBLP profile ↗
15ranked-venue papers
10as first author
14since 2021 · last 2026
0000-0002-8148-8911ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 12 · 8 first-author · 11 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author · 3 since 2021Databases, data management, data science and information retrieval · 2 · 1 first-author · 2 since 2021Theory of computation · 2 · 2 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Online Multi-LLM Selection via Contextual Bandits Under Unstructured Context EvolutionabstractLarge language models (LLMs) exhibit diverse response behaviors, costs, and strengths, making it challenging to select the most suitable LLM for a given user query. We study the problem of adaptive multi-LLM selection in an online setting, where the learner interacts with users through multi-step query refinement and must choose LLMs sequentially without access to offline datasets or model internals. A key challenge arises from unstructured context evolution: the prompt dynamically changes in response to previous model outputs via a black-box process, which cannot be simulated, modeled, or learned. To address this, we propose the first contextual bandit framework for sequential LLM selection under unstructured prompt dynamics. We formalize a notion of myopic regret and develop a LinUCB-based algorithm that provably achieves sublinear regret without relying on future context prediction. We further introduce budget-aware and positionally-aware (favoring early-stage satisfaction) extensions to accommodate variable query costs and user preferences for early high-quality responses. Our algorithms are theoretically grounded and require no offline fine-tuning or dataset-specific training. Experiments on diverse benchmarks demonstrate that our methods outperform existing LLM routing strategies in both accuracy and cost-efficiency, validating the power of contextual bandits for real-time, adaptive LLM selection. Manhin Poon, Xiangxiang Dai, Xutong Liu 0002, Fang Kong 0002, John C. S. Lui, Jinhang Zuo |
AAAI | 4 |
| 2026 | Bandit learning in matching markets with relative feedback
Fang Kong 0002, Shuai Li 0010 |
Theor. Comput. Sci. | 1 |
| 2025 | Bandit Learning in Matching Markets with IndifferenceabstractA rich line of recent works studies how participants in matching markets learn their unknown preferences through iterative interactions with each other. The two sides of participants in the market can be respectively formulated as players and arms in the bandit problem. To ensure market stability, the objective is to minimize the stable regret of each player. Though existing works provide significant theoretical upper bounds for players' stable regret, the results heavily rely on the assumption that each participant has a strict preference ranking. However, in real applications, multiple candidates (e.g., workers in the labor market and students in school admission) usually demonstrate comparable performance levels, making it challenging for participants (e.g., employers and schools) to differentiate and rank their preferences. To deal with the potential indifferent preferences, we propose an adaptive exploration algorithm based on arm-guided Gale-Shapley (AE-AGS). We show that its stable regret is of order $O(NK \log T / \Delta^2)$, where $N$ is the number of players, $K$ the number of arms, $T$ the total time horizon, and $\Delta$ the minimum non-zero preference gap. Extensive experiments demonstrate the algorithm's effectiveness in handling such complex situations and its consistent superiority over baselines. Fang Kong 0002, Jingqi Tang, Mingzhu Li, Pinyan Lu, John C. S. Lui, Shuai Li 0010 |
ICLR | 1 |
| 2025 | Learning Across the Gap: Hybrid Multi-armed Bandits with Heterogeneous Offline and Online DataabstractThe multi-armed bandit (MAB) is a fundamental online decision-making framework that has been extensively studied over the past two decades. To mitigate the high cost and slow convergence of purely online learning, modern MAB approaches have explored _hybrid_ paradigms that leverage offline data to warm-start online learning. However, existing approaches face a significant limitation by assuming that the offline and online data are homogeneous—they share the same feedback structure and are drawn from the same underlying distribution. This assumption is often violated in practice, where offline data often originate from diverse sources and evolving environments, resulting in feedback heterogeneity and distributional shifts. In this work, we tackle the challenge of learning across this offline-online gap by developing a general hybrid bandit framework that incorporates heterogeneous offline data to improve online performance. We study two hybrid settings: (1) using reward-based offline data to accelerate online learning in preference-based bandits (i.e., dueling bandits), and (2) using preference-based offline data to improve online standard MAB algorithms. For both settings, we design novel algorithms and derive tight regret bounds that match or improve upon existing benchmarks despite heterogeneity. Empirical evaluations on both synthetic and real-world datasets show that our proposed methods significantly outperform baseline algorithms. Qijia He, Minghan Wang, Xutong Liu 0002, Fang Kong 0002 |
NeurIPS | 5 |
| 2024 | Improved Bandits in Many-to-One Matching Markets with Incentive CompatibilityabstractTwo-sided matching markets have been widely studied in the literature due to their rich applications. Since participants are usually uncertain about their preferences, online algorithms have recently been adopted to learn them through iterative interactions. An existing work initiates the study of this problem in a many-to-one setting with responsiveness. However, their results are far from optimal and lack guarantees of incentive compatibility. We first extend an existing algorithm for the one-to-one setting to this more general setting and show it achieves a near-optimal bound for player-optimal regret. Nevertheless, due to the substantial requirement for collaboration, a single player's deviation could lead to a huge increase in its own cumulative rewards and a linear regret for others. In this paper, we aim to enhance the regret bound in many-to-one markets while ensuring incentive compatibility. We first propose the adaptively explore-then-deferred-acceptance (AETDA) algorithm for responsiveness setting and derive an upper bound for player-optimal stable regret while demonstrating its guarantee of incentive compatibility. This result is a significant improvement over existing works. And to the best of our knowledge, it constitutes the first player-optimal guarantee in matching markets that offers such robust assurances. We also consider broader substitutable preferences, one of the most general conditions to ensure the existence of a stable matching and cover responsiveness. We devise an online DA (ODA) algorithm and establish an upper bound for the player-pessimal stable regret for this setting. Fang Kong 0002, Shuai Li 0010 |
AAAI | 1 |
| 2024 | Sequential Optimum Test with Multi-armed Bandits for Online ExperimentationabstractIn large-scale online experimentation platforms, experimenters aim to discover the best treatment (arm) among multiple candidates. Traditional A/B testing and multi-armed bandits (MAB) algorithms are two popular designs. The former usually achieves a higher power but may hurt the customers' satisfaction when always recommending a poor arm, while the latter aims at improving the customers' experience (collecting more rewards) but faces the loss of testing power. Recently, [26] combine the advantage of A/B testing and MAB algorithms to maximize the testing power while maintaining more rewards for experiments with two-arm and Bernoulli rewards. However, in practice, the number of arms is usually larger than two and the reward type also varies. In multi-arm experiments, the required sample size to find the optimal arm blows up to guarantee a false discovery rate with the increase of arm numbers, bringing high opportunity costs to experimenters. To save the cost during the long experimental process, we propose a more efficient sequential test framework named Soptima that can work with general reward types. Inspired by the design of traditional MAB algorithms in chasing rewards and A/B testing in maximizing power, we propose an Elimination-type strategy adapted to this framework to dynamically adjust the traffic split on arms. This strategy cooperating with Soptima simultaneously maintains the advantage of the A/B testing in maximizing the testing power, the sequential test methods in saving the sample size, and the MAB algorithms in collecting rewards. The theoretical analysis gives guarantees on the Type-I, Type-II, and optimality error rates of the proposed approach. A series of experiments from both simulation and industrial historical data sets are conducted to verify the superiority of our approach compared with available baselines. Fang Kong 0002, Penglei Zhao, Shichao Han, Shuai Li 0010 |
CIKM | 1 |
| 2024 | Improved Analysis for Bandit Learning in Matching MarketsabstractA rich line of works study the bandit learning problem in two-sided matching markets, where one side of market participants (players) are uncertain about their preferences and hope to find a stable matching during iterative matchings with the other side (arms). The state-of-the-art analysis shows that the player-optimal stable regret is of order $O(K\log T/\Delta^2)$ where $K$ is the number of arms, $T$ is the horizon and $\Delta$ is the players' minimum preference gap. However, this result may be far from the lower bound $\Omega(\max\{N\log T/\Delta^2, K\log T/\Delta\})$ since the number $K$ of arms (workers, publisher slots) may be much larger than that $N$ of players (employers in labor markets, advertisers in online advertising, respectively). In this paper, we propose a new algorithm and show that the regret can be upper bounded by $O(N^2\log T/\Delta^2 + K \log T/\Delta)$. This result removes the dependence on $K$ in the main order term and improves the state-of-the-art guarantee in common cases where $N$ is much smaller than $K$. Such an advantage is also verified in experiments. In addition, we provide a refined analysis for the existing centralized UCB algorithm and show that, under $\alpha$-condition, it achieves an improved $O(N \log T/\Delta^2 + K \log T / \Delta)$ regret. Fang Kong 0002, Zilong Wang 0010, Shuai Li 0010 |
NeurIPS | 1 |
| 2024 | Which LLM to Play? Convergence-Aware Online Model Selection with Time-Increasing BanditsabstractWeb-based applications such as chatbots, search engines and news recommendations continue to grow in scale and complexity with the recent surge in the adoption of large language models (LLMs). Online model selection has thus garnered increasing attention due to the need to choose the best model among a diverse set while balancing task reward and exploration cost. Organizations faces decisions like whether to employ a costly API-based LLM or a locally finetuned small LLM, weighing cost against performance. Traditional selection methods often evaluate every candidate model before choosing one, which are becoming impractical given the rising costs of training and finetuning LLMs. Moreover, it is undesirable to allocate excessive resources towards exploring poor-performing models. While some recent works leverage online bandit algorithm to manage such exploration-exploitation trade-off in model selection, they tend to overlook the increasing-then-converging trend in model performances as the model is iteratively finetuned, leading to less accurate predictions and suboptimal model selections. Yu Xia 0007, Fang Kong 0002, Tong Yu 0001, Liya Guo, Ryan Rossi, Sungchul Kim, Shuai Li 0010 |
WWW | 2 |
| 2023 | Best-of-three-worlds Analysis for Linear Bandits with Follow-the-regularized-leader AlgorithmabstractThe linear bandit problem has been studied for many years in both stochastic and adversarial settings. Designing an algorithm that can optimize the environment without knowing the loss type attracts lots of interest. \citet{LeeLWZ021} propose an algorithm that actively detects the loss type and then switches between different algorithms specially designed for specific settings. However, such an approach requires meticulous designs to perform well in all environments. Follow-the-regularized-leader (FTRL) is another type of popular algorithm that can adapt to different environments. This algorithm is of simple design and the regret bounds are shown to be optimal in traditional multi-armed bandit problems compared with the detect-switch type. Designing an FTRL-type algorithm for linear bandits is an important question that has been open for a long time. In this paper, we prove that the FTRL algorithm with a negative entropy regularizer can achieve the best-of-three-world results for the linear bandit problem. Our regret bounds achieve the same or nearly the same order as the previous detect-switch type algorithm but with a much simpler algorithmic design. Fang Kong 0002, Canzhe Zhao, Shuai Li 0010 |
COLT | 1 |
| 2023 | Stochastic No-regret Learning for General Games with Variance Reduction
Yichi Zhou, Fang Kong 0002, Shuai Li 0010 |
ICLR | 2 |
| 2023 | Player-optimal Stable Regret for Bandit Learning in Matching MarketsabstractThe problem of matching markets has been studied for a long time in the literature due to its wide range of applications. Finding a stable matching is a common equilibrium objective in this problem. Since market participants are usually uncertain of their preferences, a rich line of recent works study the online setting where one-side participants (players) learn their unknown preferences from iterative interactions with the other side (arms). Most previous works in this line are only able to derive theoretical guarantees for player-pessimal stable regret, which is defined compared with the players' least-preferred stable matching. However, under the pessimal stable matching, players only obtain the least reward among all stable matchings. To maximize players' profits, player-optimal stable matching would be the most desirable. Though Basu et al. [2021] successfully bring an upper bound for player-optimal stable regret, their result can be exponentially large if players' preference gap is small. Whether a polynomial guarantee for this regret exists is a significant but still open problem. In this work, we provide a new algorithm named explore-then-Gale-Shapley (ETGS) and show that the optimal stable regret of each player can be upper bounded by O(K log T/Δ2) where K is the number of arms, T is the horizon and Δ is the players' minimum preference gap. This result significantly improves previous works which either have a weaker player-pessimal stable matching objective or apply only to markets with special assumptions. When the preferences of participants satisfy some special conditions, our regret upper bound also matches the previously derived lower bound. Fang Kong 0002, Shuai Li 0010 |
SODA | 1 |
| 2022 | Simultaneously Learning Stochastic and Adversarial Bandits with General Graph FeedbackabstractThe problem of online learning with graph feedback has been extensively studied in the literature due to its generality and potential to model various learning tasks. Existing works mainly study the adversarial and stochastic feedback separately. If the prior knowledge of the feedback mechanism is unavailable or wrong, such specially designed algorithms could suffer great loss. To avoid this problem, \citet{erez2021towards} try to optimize for both environments. However, they assume the feedback graphs are undirected and each vertex has a self-loop, which compromises the generality of the framework and may not be satisfied in applications. With a general feedback graph, the observation of an arm may not be available when this arm is pulled, which makes the exploration more expensive and the algorithms more challenging to perform optimally in both environments. In this work, we overcome this difficulty by a new trade-off mechanism with a carefully-designed proportion for exploration and exploitation. We prove the proposed algorithm simultaneously achieves $\mathrm{poly} \log T$ regret in the stochastic setting and minimax-optimal regret of $\tilde{O}(T^{2/3})$ in the adversarial setting where $T$ is the horizon and $\tilde{O}$ hides parameters independent of $T$ as well as logarithmic terms. To our knowledge, this is the first best-of-both-worlds result for general feedback graphs. Fang Kong 0002, Yichi Zhou, Shuai Li 0010 |
ICML | 1 |
| 2022 | Thompson Sampling for Bandit Learning in Matching MarketsabstractThe problem of two-sided matching markets has a wide range of real-world applications and has been extensively studied in the literature. A line of recent works have focused on the problem setting where the preferences of one-side market participants are unknown a priori and are learned by iteratively interacting with the other side of participants. All these works are based on explore-then-commit (ETC) and upper confidence bound (UCB) algorithms, two common strategies in multi-armed bandits (MAB). Thompson sampling (TS) is another popular approach, which attracts lots of attention due to its easier implementation and better empirical performances. In many problems, even when UCB and ETC-type algorithms have already been analyzed, researchers are still trying to study TS for its benefits. However, the convergence analysis of TS is much more challenging and remains open in many problem settings. In this paper, we provide the first regret analysis for TS in the new setting of iterative matching markets. Extensive experiments demonstrate the practical advantages of the TS-type algorithm over the ETC and UCB-type baselines. Fang Kong 0002, Junming Yin, Shuai Li 0010 |
IJCAI | 1 |
| 2021 | The Hardness Analysis of Thompson Sampling for Combinatorial Semi-bandits with Greedy OracleabstractThompson sampling (TS) has attracted a lot of interest in the bandit area. It was introduced in the 1930s but has not been theoretically proven until recent years. All of its analysis in the combinatorial multi-armed bandit (CMAB) setting requires an exact oracle to provide optimal solutions with any input. However, such an oracle is usually not feasible since many combinatorial optimization problems are NP-hard and only approximation oracles are available. An example \cite{WangC18} has shown the failure of TS to learn with an approximation oracle. However, this oracle is uncommon and is designed only for a specific problem instance. It is still an open question whether the convergence analysis of TS can be extended beyond the exact oracle in CMAB. In this paper, we study this question under the greedy oracle, which is a common (approximation) oracle with theoretical guarantees to solve many (offline) combinatorial optimization problems. We provide a problem-dependent regret lower bound of order $\Omega(\log T/\Delta^2)$ to quantify the hardness of TS to solve CMAB problems with greedy oracle, where $T$ is the time horizon and $\Delta$ is some reward gap. We also provide an almost matching regret upper bound. These are the first theoretical results for TS to solve CMAB with a common approximation oracle and break the misconception that TS cannot work with approximation oracles. Fang Kong 0002, Yueran Yang, Wei Chen 0013, Shuai Li 0010 |
NeurIPS | 1 |
| 2020 | Online Influence Maximization under Linear Threshold ModelabstractOnline influence maximization (OIM) is a popular problem in social networks to learn influence propagation model parameters and maximize the influence spread at the same time. Most previous studies focus on the independent cascade (IC) model under the edge-level feedback. In this paper, we address OIM in the linear threshold (LT) model. Because node activations in the LT model are due to the aggregated effect of all active neighbors, it is more natural to model OIM with the nodel-level feedback. And this brings new challenge in online learning since we only observe aggregated effect from groups of nodes and the groups are also random. Based on the linear structure in node activations, we incorporate ideas from linear bandits and design an algorithm $\ltlinucb$ that is consistent with the observed feedback. By proving group observation modulated (GOM) bounded smoothness property, a novel result of the influence difference in terms of the random observations, we provide a regret of order $\tilde{O}(\mathrm{poly}(m)\sqrt{T})$, where $m$ is the number of edges and $T$ is the number of rounds. This is the first theoretical result in such order for OIM under the LT model. In the end, we also provide an algorithm $\oimetc$ with regret bound $O(\mathrm{poly}(m)\ T^{2/3})$, which is model-independent, simple and has less requirement on online feedback and offline computation. Shuai Li 0010, Fang Kong 0002, Kejie Tang, Qizhi Li, Wei Chen 0013 |
NeurIPS | 2 |