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Bojun Huang

dblp:54/9376 · DBLP profile ↗
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9ranked-venue papers
5as first author
3since 2021 · last 2025
—ORCID · none

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

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

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
4 papers
Reinforcement learning · 58% Planning, search and constraint satisfaction · 19% Learning theory · 14%
Databases, data mining, and information retrieval
1 paper
Data mining · 75% Distributed and cloud data management · 25%

Topics — the 12 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
imitation learning
0.612022
Lagrangian Method for Q-Function Learning (with Applications to Machine Translation) · ICML 2022
Machine learning › Reinforcement learning › value function estimation
q-function learning
0.612022
Lagrangian Method for Q-Function Learning (with Applications to Machine Translation) · ICML 2022
Machine learning › Reinforcement learning
episodic reinforcement learning
0.412020
Steady State Analysis of Episodic Reinforcement Learning · NeurIPS 2020
Machine learning › Reinforcement learning › policy optimization
policy gradient
0.412020
Steady State Analysis of Episodic Reinforcement Learning · NeurIPS 2020
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game tree search
0.212015
Pruning Game Tree by Rollouts · AAAI 2015
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
minimax search
0.212015
Pruning Game Tree by Rollouts · AAAI 2015
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search
0.212015
Pruning Game Tree by Rollouts · AAAI 2015
Data mining
anomaly detection
0.212015
Distributed Outlier Detection using Compressive Sensing · SIGMOD Conference 2015
Distributed and cloud data management › distributed query processing
distributed aggregation
0.212015
Distributed Outlier Detection using Compressive Sensing · SIGMOD Conference 2015
Data mining › anomaly detection › outlier detection
distributed outlier detection
0.212015
Distributed Outlier Detection using Compressive Sensing · SIGMOD Conference 2015
Data mining › anomaly detection
outlier detection
0.212015
Distributed Outlier Detection using Compressive Sensing · SIGMOD Conference 2015
Algorithms and data structures
pruning
0.112015
Pruning Game Tree by Rollouts · AAAI 2015

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

saddle-point optimization · 0.6lagrangian duality · 0.6dice loss · 0.5cross-entropy loss · 0.5BLEU · 0.5alpha-beta pruning · 0.4MT-SSS · 0.4perturbation method · 0.4compressive sensing · 0.2
YearPublicationVenuePosition
2025 Learning Identifiable Structures Helps Avoid Bias in DNN-based Supervised Causal Learning
abstract
Causal discovery is a structured prediction task that aims to predict causal relations among variables based on their data samples. Supervised Causal Learning (SCL) is an emerging paradigm in this field. Existing Deep Neural Network (DNN)-based methods commonly adopt the “Node-Edge approach”, in which the model first computes an embedding vector for each variable-node, then uses these variable-wise representations to concurrently and independently predict for each directed causal-edge. In this paper, we first show that this architecture has some systematic bias that cannot be mitigated regardless of model size and data size. We then propose SiCL, a DNN-based SCL method that predicts a skeleton matrix together with a v-tensor (a third-order tensor representing the v-structures). According to the Markov Equivalence Class (MEC) theory, both the skeleton and the v-structures are \emph{identifiable} causal structures under the canonical MEC setting, so predictions about skeleton and v-structures do not suffer from the identifiability limit in causal discovery, thus SiCL can avoid the systematic bias in Node-Edge architecture, and enable consistent estimators for causal discovery. Moreover, SiCL is also equipped with a specially designed pairwise encoder module with a unidirectional attention layer to model both internal and external relationships of pairs of nodes. Experimental results on both synthetic and real-world benchmarks show that SiCL significantly outperforms other DNN-based SCL approaches.
Jiaru Zhang, Rui Ding 0001, Qiang Fu 0015, Bojun Huang, Zizhen Deng, Yang Hua 0001, Haibing Guan, Shi Han, Dongmei Zhang 0001
AISTATS4
2022 Lagrangian Method for Q-Function Learning (with Applications to Machine Translation)
abstract
This paper discusses a new approach to the fundamental problem of learning optimal Q-functions. In this approach, optimal Q-functions are formulated as saddle points of a nonlinear Lagrangian function derived from the classic Bellman optimality equation. The paper shows that the Lagrangian enjoys strong duality, in spite of its nonlinearity, which paves the way to a general Lagrangian method to Q-function learning. As a demonstration, the paper develops an imitation learning algorithm based on the duality theory, and applies the algorithm to a state-of-the-art machine translation benchmark. The paper then turns to demonstrate a symmetry breaking phenomenon regarding the optimality of the Lagrangian saddle points, which justifies a largely overlooked direction in developing the Lagrangian method.
Bojun Huang
ICML1
2021 Simpson's Bias in NLP Training
abstract
In most machine learning tasks, we evaluate a model M on a given data population S by measuring a population-level metric F(S;M). Examples of such evaluation metric F include precision/recall for (binary) recognition, the F1 score for multi-class classification, and the BLEU metric for language generation. On the other hand, the model M is trained by optimizing a sample-level loss G(S_t; M) at each learning step t, where S_t is a subset of S (a.k.a. the mini-batch). Popular choices of G include cross-entropy loss, the Dice loss, and sentence-level BLEU scores. A fundamental assumption behind this paradigm is that the mean value of the sample-level loss G, if averaged over all possible samples, should effectively represent the population-level metric F of the task, such as, that E[ G(S_t; M) ] ~ F(S; M). In this paper, we systematically investigate the above assumption in several NLP tasks. We show, both theoretically and experimentally, that some popular designs of the sample-level loss G may be inconsistent with the true population-level metric F of the task, so that models trained to optimize the former can be substantially sub-optimal to the latter, a phenomenon we call it, Simpson's bias, due to its deep connections with the classic paradox known as Simpson's reversal paradox in statistics and social sciences.
Longtu Zhang, Bojun Huang, Yaobo Liang
AAAI3
2020 Steady State Analysis of Episodic Reinforcement Learning
abstract
Reinforcement Learning (RL) tasks generally divide into two kinds: continual learning and episodic learning. The concept of steady state has played a foundational role in the continual setting, where unique steady-state distribution is typically presumed to exist in the task being studied, which enables principled conceptual framework as well as efficient data collection method for continual RL algorithms. On the other hand, the concept of steady state has been widely considered irrelevant for episodic RL tasks, in which the decision process terminates in finite time. Alternative concepts, such as episode-wise visitation frequency, are used in episodic RL algorithms, which are not only inconsistent with their counterparts in continual RL, and also make it harder to design and analyze RL algorithms in the episodic setting. In this paper we proved that unique steady-state distributions pervasively exist in the learning environment of episodic learning tasks, and that the marginal distributions of the system state indeed approach to the steady state in essentially all episodic tasks. This observation supports an interestingly reversed mindset against conventional wisdom: While steady states are traditionally presumed to exist in continual learning and considered less relevant in episodic learning, it turns out they are guaranteed to exist for the latter under any behavior policy. We further developed interesting connections for important concepts that have been separately treated in episodic and continual RL. At the practical side, the existence of unique and approachable steady state implies a general, reliable, and efficient way to collect data in episodic RL algorithms. We applied this method to policy gradient algorithms, based on a new steady-state policy gradient theorem. We also proposed and experimentally evaluated a perturbation method to enforce faster convergence to steady state in real-world episodic RL tasks.
Bojun Huang
NeurIPS1
2015 Pruning Game Tree by Rollouts
abstract
In this paper we show that the alpha-beta algorithm and its successor MT-SSS*, as two classic minimax search algorithms, can be implemented as rollout algorithms, a generic algorithmic paradigm widely used in many domains. Specifically, we define a family of rollout algorithms, in which the rollout policy is restricted to select successor nodes only from a certain subset of the children list. We show that any rollout policy in this family (either deterministic or randomized) is guaranteed to evaluate the game tree correctly with a finite number of rollouts. Moreover, we identify simple rollout policies in this family that ``implement'' alpha-beta and MT-SSS*. Specifically, given any game tree, the rollout algorithms with these particular policies always visit the same set of leaf nodes in the same order with alpha-beta and MT-SSS*, respectively. Our results suggest that traditional pruning techniques and the recent Monte Carlo Tree Search algorithms, as two competing approaches for game tree evaluation, may be unified under the rollout paradigm.
Bojun Huang
AAAI1
2015 Distributed Outlier Detection using Compressive Sensing
abstract
Computing outliers and related statistical aggregation functions from large-scale big data sources is a critical operation in many cloud computing scenarios, e.g. service quality assurance, fraud detection, or novelty discovery. Such problems commonly have to be solved in a distributed environment where each node only has a local slice of the entirety of the data. To process a query on the global data, each node must transmit its local slice of data or an aggregated subset thereof to a global aggregator node, which can then compute the desired statistical aggregation function. In this context, reducing the total communication cost is often critical to the overall efficiency.
Ying Yan 0006, Bojun Huang, Xuzhan Sun, Jiaqi Mu, Zheng Zhang 0001, Thomas Moscibroda
SIGMOD Conference3
2013 Binocular photometric stereo acquisition and reconstruction for 3d talking head applications
abstract
In order to render a high quality, versatile 3D talking head, a stable, high frame rate AV data acquisition system is con-structed. It can capture 3D position, surface orientation and albedo texture of the talking head video images along with the corresponding speech signals. The system consists of a com-puter controlled LED lighting subsystem; high speed stereo cameras; a microphone; and a computer for synchronous re-cording of multi-stream AV data. The visual image data col-lected is processed through a binocular photometric stereo 3D reconstruction pipeline. The pipeline automatically segments out the face; computes the depth map with binocular stereo; computes the normal map with photometric stereo; generates albedo texture; and finally constructs a high-detailed 3d model with depth and normal cues as constraints. By using the data collected with the built system, we can capture high quality dynamic facial performance, synchronized with the subject’s uttered speech. Index Terms: talking head, binocular photometric stereo, fa-cial performance capture
Chaoyang Wang 0001, Yasuyuki Matsushita, Bojun Huang, Magnetro Chen, Frank K. Soong
INTERSPEECH4
2013 Conflict Resolution and Membership Problem in Beeping Channels
Bojun Huang, Thomas Moscibroda
DISC1
2012 Brief Announcement: Deterministic Protocol for the Membership Problem in Beeping Channels
Bojun Huang
DISC1