Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Qi Shi 0003

dblp:05/4613-3 · DBLP profile ↗
← Back
5ranked-venue papers
4as first author
5since 2021 · last 2026
0000-0003-0366-9087ORCID · conflict

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

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

Theoretical computer science
4 papers
Algorithmic game theory and mechanism design · 71% Logic in computer science · 23% Approximation and online algorithms · 6%
Artificial intelligence
3 papers
Multi-agent systems · 100%

Topics — the 7 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Multi-agent systems
normative multi-agent systems
1.012026
A Graph-Theoretical Perspective on Law Design for Multiagent Systems · AAAI 2026
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
bayes-nash equilibrium
0.712023
Social Sourcing: Incorporating Social Networks Into Crowdsourcing Contest Design · IEEE/ACM Trans. Netw. 2023
Approximation and online algorithms
set cover
0.312026
A Graph-Theoretical Perspective on Law Design for Multiagent Systems · AAAI 2026
Knowledge, reasoning and agents › Multi-agent systems › agentic AI
agentic reasoning
0.312025
Uncommon Belief in Rationality · AAAI 2025
Algorithmic game theory and mechanism design › non-cooperative game
extensive-form games
0.212024
Responsibility in Extensive Form Games · AAAI 2024
Logic in computer science
modal logic
0.212024
Responsibility in Extensive Form Games · AAAI 2024
Web and social media mining › social influence analysis
social network influence
0.212023
Social Sourcing: Incorporating Social Networks Into Crowdsourcing Contest Design · IEEE/ACM Trans. Netw. 2023

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

approximation algorithm · 2.0NP-hardness proof · 2.0graph-based language · 1.7belief structure compression · 1.7mechanism design · 1.3equilibrium computation · 1.3bayesian game theory · 1.3
YearPublicationVenuePosition
2026 A Graph-Theoretical Perspective on Law Design for Multiagent Systems
abstract
A law in a multiagent system is a set of constraints imposed on agents' behaviours to avoid undesirable outcomes. The paper considers two types of laws: useful laws that, if followed, completely eliminate the undesirable outcomes and gap-free laws that guarantee that at least one agent can be held responsible each time an undesirable outcome occurs. In both cases, we study the problem of finding a law that achieves the desired result by imposing the minimum restrictions. We prove that, for both types of laws, the minimisation problem is NP-hard even in the simple case of one-shot concurrent interactions. We also show that the approximation algorithm for the vertex cover problem in hypergraphs could be used to efficiently approximate the minimum laws in both cases.
Qi Shi 0003, Pavel Naumov
AAAI1
2025 Uncommon Belief in Rationality
abstract
Common knowledge/belief in rationality is the traditional standard assumption in analysing interaction among agents. This paper proposes a graph-based language for capturing significantly more complicated structures of higher-order beliefs that agents might have about the rationality of the other agents. The two main contributions are a solution concept that captures the reasoning process based on a given belief structure and an efficient algorithm for compressing any belief structure into a unique minimal form.
Qi Shi 0003, Pavel Naumov
AAAI1
2024 Responsibility in Extensive Form Games
abstract
Two different forms of responsibility, counterfactual and seeing-to-it, have been extensively discussed in philosophy and AI in the context of a single agent or multiple agents acting simultaneously. Although the generalisation of counterfactual responsibility to a setting where multiple agents act in some order is relatively straightforward, the same cannot be said about seeing-to-it responsibility. Two versions of seeing-to-it modality applicable to such settings have been proposed in the literature. Neither of them perfectly captures the intuition of responsibility. The paper proposes a definition of seeing-to-it responsibility for such settings that amalgamate the two modalities. The paper shows that the newly proposed notion of responsibility and counterfactual responsibility are not definable through each other and studies the responsibility gap for these two forms of responsibility. It shows that although these two forms of responsibility are not enough to ascribe responsibility in each possible situation, this gap does not exist if higher-order responsibility is taken into account.
Qi Shi 0003
AAAI1
2023 Social Sourcing: Incorporating Social Networks Into Crowdsourcing Contest Design
abstract
In a crowdsourcing contest, a principal holding a task posts it to a crowd. People in the crowd then compete with each other to win the rewards. Although in real life, a crowd is usually networked and people influence each other via social ties, existing crowdsourcing contest theories do not aim to answer how interpersonal relationships influence people’s incentives and behaviors and thereby affect the crowdsourcing performance. In this work, we novelly take people’s social ties as a key factor in the modeling and designing of agents’ incentives in crowdsourcing contests. We establish two contest mechanisms by which the principal can impel the agents to invite their neighbors to contribute to the task. The first mechanism has a symmetric Bayesian Nash equilibrium, and it is very simple for agents to play and easy for the principal to predict the contest performance. The second mechanism has an asymmetric Bayesian Nash equilibrium, and agents’ behaviors in equilibrium show a vast diversity which is strongly related to their social relations. The Bayesian Nash equilibrium analysis of these new mechanisms reveals that, besides agents’ intrinsic abilities, the social relations among them also play a central role in decision-making. Moreover, we design an effective algorithm to automatically compute the Bayesian Nash equilibrium of the invitation crowdsourcing contest and further adapt it to a large graph dataset. Both theoretical and empirical results show that the new invitation crowdsourcing contests can substantially enlarge the number of participants, whereby the principal can obtain significantly better solutions without a large advertisement expenditure.
Qi Shi 0003, Dong Hao
IEEE/ACM Trans. Netw.1
2022 Entropy regularized actor-critic based multi-agent deep reinforcement learning for stochastic games
abstract
Multi-agent reinforcement learning (MARL) is an abstract framework modeling a dynamic environment that involves multiple learning and decision-making agents, each of which tries to maximize her cumulative reward. In MARL, each agent discovers a strategy alongside others and adapts her policy in response to the behavioural changes of others. A fundamental difficulty faced by MARL is that every agent is dynamically learning and changing to improve her reward, making the whole system unstable and agents’ policies difficult to converge. In this paper, we introduce the entropy regularizer into the Bellman equation and utilize Lagrange approach to optimize the entropy regularizer. We then propose a MARL algorithm based on the maximum entropy principle and the actor-critic method. This algorithm follows the policy gradient approach and uses a policy network and a value network. We call it Multi-Agent Deep Soft Policy Gradient (MADSPG). Then by using the Lagrange approach and dynamic minimax optimization, we propose the AUTO-MADSPG algorithm with an automatically adjusted entropy regularizer. These algorithms make multi-agent learning more stable while sufficient exploration is guaranteed. Finally, we also incorporate MADSPG with the recently proposed opponent modeling component into an integrated framework. This framework outperforms many state-of-the-art MARL algorithms in conventional cooperative and competitive game settings.
Dong Hao, Qi Shi 0003
Inf. Sci.3