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Zihan Zhou 0002

dblp:00/6525-2 · DBLP profile ↗
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4ranked-venue papers
1as first author
2since 2021 · last 2022
—ORCID · none

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

Artificial intelligence and machine learning · 3 · 1 first-author · 2 since 2021Databases, data management, data science and information retrieval · 1Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 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 · 69% Learning paradigms · 13% Optimization for machine learning · 13%
Theoretical computer science
1 paper
Algorithmic game theory and mechanism design · 100%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Smart cities and intelligent transportation · 100%

Topics — the 10 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
multi-agent reinforcement learning
1.032021
Temporal Induced Self-Play for Stochastic Bayesian Games · IJCAI 2021
Evolutionary Population Curriculum for Scaling Multi-Agent Reinforcement Learning · ICLR 2020
CityFlow: A Multi-Agent Reinforcement Learning Environment for Large Scale City Traffic Scenario · WWW 2019
Machine learning › Reinforcement learning
exploration
0.612022
Continuously Discovering Novel Strategies via Reward-Switching Policy Optimization · ICLR 2022
Machine learning › Reinforcement learning
policy optimization
0.612022
Continuously Discovering Novel Strategies via Reward-Switching Policy Optimization · ICLR 2022
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
equilibrium refinement
0.512021
Temporal Induced Self-Play for Stochastic Bayesian Games · IJCAI 2021
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
perfect bayesian equilibrium
0.512021
Temporal Induced Self-Play for Stochastic Bayesian Games · IJCAI 2021
Machine learning › Learning paradigms
curriculum learning
0.412020
Evolutionary Population Curriculum for Scaling Multi-Agent Reinforcement Learning · ICLR 2020
Machine learning › Optimization for machine learning › hyperparameter optimization
population-based training
0.412020
Evolutionary Population Curriculum for Scaling Multi-Agent Reinforcement Learning · ICLR 2020
Smart cities and intelligent transportation › traffic control
traffic signal control
0.412019
CityFlow: A Multi-Agent Reinforcement Learning Environment for Large Scale City Traffic Scenario · WWW 2019
Smart cities and intelligent transportation › traffic modeling
traffic simulation
0.412019
CityFlow: A Multi-Agent Reinforcement Learning Environment for Large Scale City Traffic Scenario · WWW 2019
Machine learning › Reinforcement learning › reinforcement learning environment
simulation environment
0.112019
CityFlow: A Multi-Agent Reinforcement Learning Environment for Large Scale City Traffic Scenario · WWW 2019

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

policy gradient · 1.0non-parametric approximation · 1.0belief-space representation · 1.0reinforcement learning · 0.8multi-agent simulation · 0.8reward switching · 0.6policy optimization · 0.6evolutionary algorithm · 0.4
YearPublicationVenuePosition
2022 Continuously Discovering Novel Strategies via Reward-Switching Policy Optimization
Zihan Zhou 0002, Bingliang Zhang, Yi Wu 0013
ICLR1
2021 Temporal Induced Self-Play for Stochastic Bayesian Games
abstract
One practical requirement in solving dynamic games is to ensure that the players play well from any decision point onward. To satisfy this requirement, existing efforts focus on equilibrium refinement, but the scalability and applicability of existing techniques are limited. In this paper, we propose Temporal-Induced Self-Play (TISP), a novel reinforcement learning-based framework to find strategies with decent performances from any decision point onward. TISP uses belief-space representation, backward induction, policy learning, and non-parametric approximation. Building upon TISP, we design a policy-gradient-based algorithm TISP-PG. We prove that TISP-based algorithms can find approximate Perfect Bayesian Equilibrium in zero-sum one-sided stochastic Bayesian games with finite horizon. We test TISP-based algorithms in various games, including finitely repeated security games and a grid-world game. The results show that TISP-PG is more scalable than existing mathematical programming-based methods and significantly outperforms other learning-based methods.
Weizhe Chen 0001, Zihan Zhou 0002, Yi Wu 0013, Fei Fang 0001
IJCAI2
2020 Evolutionary Population Curriculum for Scaling Multi-Agent Reinforcement Learning
Qian Long, Zihan Zhou 0002, Abhinav Gupta 0001, Fei Fang 0001, Yi Wu 0013, Xiaolong Wang 0004
ICLR2
2019 CityFlow: A Multi-Agent Reinforcement Learning Environment for Large Scale City Traffic Scenario
abstract
Traffic signal control is an emerging application scenario for reinforcement learning. Besides being as an important problem that affects people's daily life in commuting, traffic signal control poses its unique challenges for reinforcement learning in terms of adapting to dynamic traffic environment and coordinating thousands of agents including vehicles and pedestrians. A key factor in the success of modern reinforcement learning relies on a good simulator to generate a large number of data samples for learning. The most commonly used open-source traffic simulator SUMO is, however, not scalable to large road network and large traffic flow, which hinders the study of reinforcement learning on traffic scenarios. This motivates us to create a new traffic simulator CityFlow with fundamentally optimized data structures and efficient algorithms. CityFlow can support flexible definitions for road network and traffic flow based on synthetic and real-world data. It also provides user-friendly interface for reinforcement learning. Most importantly, CityFlow is more than twenty times faster than SUMO and is capable of supporting city-wide traffic simulation with an interactive render for monitoring. Besides traffic signal control, CityFlow could serve as the base for other transportation studies and can create new possibilities to test machine learning methods in the intelligent transportation domain.
Huichu Zhang, Siyuan Feng 0007, Chang Liu 0021, Yaoyao Ding, Yichen Zhu 0002, Zihan Zhou 0002, Weinan Zhang 0001, Yong Yu 0001, Haiming Jin, Zhenhui Li
WWW6