EDBT 2026 Demo / reviewers in the wild / expert
Chung-Chin Shih
dblp:131/2745
· DBLP profile ↗
9ranked-venue papers
3as first author
8since 2021 · last 2026
0000-0003-4261-4871ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 8 · 3 first-author · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 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
5 papers |
Planning, search and constraint satisfaction · 44% Reinforcement learning · 28% Multi-agent systems · 18% | |
| Theoretical computer science
1 paper |
Algorithmic game theory and mechanism design · 100% |
Topics — the 12 heaviest of 12, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing |
2.3 | 3 | 2025 | Bridging Local and Global Knowledge via Transformer in Board Games · IJCAI 2025 Strength Estimation and Human-Like Strength Adjustment in Games · ICLR 2025 A Novel Approach to Solving Goal-Achieving Problems for Board Games · AAAI 2022 |
Machine learning › Reinforcement learning › model-based reinforcement learning › model-based planning
alphazero-style search |
1.2 | 2 | 2023 | Game Solving with Online Fine-Tuning · NeurIPS 2023 AlphaZero-based Proof Cost Network to Aid Game Solving · ICLR 2022 |
Machine learning › Reinforcement learning
board game playing |
0.9 | 1 | 2025 | Bridging Local and Global Knowledge via Transformer in Board Games · IJCAI 2025 |
Knowledge, reasoning and agents › Multi-agent systems
human-agent interaction |
0.9 | 1 | 2025 | Strength Estimation and Human-Like Strength Adjustment in Games · ICLR 2025 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search |
0.9 | 1 | 2025 | Strength Estimation and Human-Like Strength Adjustment in Games · ICLR 2025 |
Machine learning › Deep learning architectures and training
transformer |
0.9 | 1 | 2025 | Bridging Local and Global Knowledge via Transformer in Board Games · IJCAI 2025 |
Knowledge, reasoning and agents › Multi-agent systems
game solving |
0.7 | 1 | 2023 | Game Solving with Online Fine-Tuning · NeurIPS 2023 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
tree search |
0.7 | 1 | 2023 | Game Solving with Online Fine-Tuning · NeurIPS 2023 |
Algorithmic game theory and mechanism design
game solving |
0.6 | 1 | 2022 | AlphaZero-based Proof Cost Network to Aid Game Solving · ICLR 2022 |
Games and playful interaction
board games |
0.3 | 1 | 2025 | Strength Estimation and Human-Like Strength Adjustment in Games · ICLR 2025 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
self-play |
0.2 | 1 | 2023 | Game Solving with Online Fine-Tuning · NeurIPS 2023 |
Machine learning › Reinforcement learning › deep reinforcement learning
alphazero |
0.2 | 1 | 2022 | A Novel Approach to Solving Goal-Achieving Problems for Board Games · AAAI 2022 |
Methods — techniques the papers use, named apart from their topics
monte carlo tree search · 3.5alphazero · 2.0strength estimation · 1.7transformer · 0.9residual network · 0.9policy and value heuristics · 0.7online fine-tuning · 0.7relevance zone search · 0.6reinforcement learning · 0.6null move heuristic · 0.6neural network · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | A Study of Solving Life-and-Death Problems in Go Using Relevance-Zone-Based SolversabstractThis paper analyzes the behavior of solving Life-and-Death (L&D) problems in the game of Go using current state-of-the-art computer Go solvers with two techniques: the Relevance-Zone Based Search (RZS) and the relevance-zone pattern table. We examined the solutions derived by relevance-zone based solvers on seven L&D problems from the renowned book “Life and Death Dictionary” written by Cho Chikun, a Go grandmaster, and found several interesting results. First, for each problem, the solvers identify a relevance-zone that highlights the critical areas for solving. Second, the solvers discover a series of patterns, including some that are rare. Finally, the solvers even find different answers compared to the given solutions for two problems. We also identified two issues with the solver: (a) it misjudges values of rare patterns, and (b) it tends to prioritize living directly rather than maximizing territory, which differs from the behavior of human Go players. We suggest possible approaches to address these issues in future work. Chung-Chin Shih, Ti-Rong Wu, Ting-Han Wei, Yu-Shan Hsu, Hung Guei, I-Chen Wu |
IEEE Trans. Games | 1 |
| 2025 | Strength Estimation and Human-Like Strength Adjustment in GamesabstractStrength estimation and adjustment are crucial in designing human-AI interactions, particularly in games where AI surpasses human players. This paper introduces a novel strength system, including a *strength estimator* (SE) and an SE-based Monte Carlo tree search, denoted as *SE-MCTS*, which predicts strengths from games and offers different playing strengths with human styles. The strength estimator calculates strength scores and predicts ranks from games without direct human interaction. SE-MCTS utilizes the strength scores in a Monte Carlo tree search to adjust playing strength and style. We first conduct experiments in Go, a challenging board game with a wide range of ranks. Our strength estimator significantly achieves over 80% accuracy in predicting ranks by observing 15 games only, whereas the previous method reached 49% accuracy for 100 games. For strength adjustment, SE-MCTS successfully adjusts to designated ranks while achieving a 51.33% accuracy in aligning to human actions, outperforming a previous state-of-the-art, with only 42.56% accuracy. To demonstrate the generality of our strength system, we further apply SE and SE-MCTS to chess and obtain consistent results. These results show a promising approach to strength estimation and adjustment, enhancing human-AI interactions in games. Our code is available at https://rlg.iis.sinica.edu.tw/papers/strength-estimator. Chun Jung Chen, Chung-Chin Shih, Ti-Rong Wu |
ICLR | 2 |
| 2025 | Bridging Local and Global Knowledge via Transformer in Board GamesabstractAlthough AlphaZero has achieved superhuman performance in board games, recent studies reveal its limitations in handling scenarios requiring a comprehensive understanding of the entire board, such as recognizing long-sequence patterns in Go. To address this challenge, we propose ResTNet, a network that interleaves residual and Transformer blocks to bridge local and global knowledge. ResTNet improves playing strength across multiple board games, increasing win rate from 54.6% to 60.8% in 9x9 Go, 53.6% to 60.9% in 19x19 Go, and 50.4% to 58.0% in 19x19 Hex. In addition, ResTNet effectively processes global information and tackles two long-sequence patterns in 19x19 Go, including circular pattern and ladder pattern. It reduces the mean square error for circular pattern recognition from 2.58 to 1.07 and lowers the attack probability against an adversary program from 70.44% to 23.91%. ResTNet also improves ladder pattern recognition accuracy from 59.15% to 80.01%. By visualizing attention maps, we demonstrate that ResTNet captures critical game concepts in both Go and Hex, offering insights into AlphaZero's decision-making process. Overall, ResTNet shows a promising approach to integrating local and global knowledge, paving the way for more effective AlphaZero-based algorithms in board games. Our code is available at https://rlg.iis.sinica.edu.tw/papers/restnet. Yan-Ru Ju, Tai-Lin Wu, Chung-Chin Shih, Ti-Rong Wu |
IJCAI | 3 |
| 2025 | MiniZero: Comparative Analysis of AlphaZero and MuZero on Go, Othello, and Atari GamesabstractThis article presents MiniZero, a zero-knowledge learning framework that supports four state-of-the-art algorithms, including AlphaZero, MuZero, Gumbel AlphaZero, and Gumbel MuZero. While these algorithms have demonstrated super-human performance in many games, it remains unclear which among them is most suitable or efficient for specific tasks. Through MiniZero, we systematically evaluate the performance of each algorithm in the two board games, 9 × 9Goand 8 × 8Othello, as well as 57 Atari games. For the two board games, using more simulations generally results in higher performance. However, the choice between AlphaZero and MuZero may differ based on game properties. For Atari games, both MuZero and Gumbel MuZero are worth considering. Since each game has unique characteristics, different algorithms and simulations yield varying results. In addition, we introduce an approach, called progressive simulation, which progressively increases the simulation budget during training to allocate computation more efficiently. Our empirical results demonstrate that progressive simulation achieves significantly superior performance in the two board games. By making our framework and trained models publicly available, this article contributes a benchmark for future research on zero-knowledge learning algorithms, assisting researchers in algorithm selection and comparison against these zero-knowledge learning baselines. The code and data are available online. Ti-Rong Wu, Hung Guei, Pei-Chiun Peng, Po-Wei Huang, Ting-Han Wei, Chung-Chin Shih, Yun-Jui Tsai |
IEEE Trans. Games | 6 |
| 2024 | A Local-Pattern Related Look-Up TableabstractThis paper describes a Relevance-Zone pattern table (RZT) that can be used to replace a traditional transposition table. An RZT stores exact game values for patterns that are discovered during a Relevance-Zone-Based Search (RZS), which is the current state-of-the-art in solving life-and-death (L&D) problems in Go. Positions that share the same pattern can reuse the same exact game value in the RZT. The pattern matching scheme for RZTs is implemented using a radix tree, taking into consideration patterns with different shapes. To improve the efficiency of table lookups, we designed a heuristic that prevents redundant lookups. The heuristic can safely skip previously queried patterns for a given position, reducing the overhead to 10% of the original cost. We also analyze the time complexity of the RZT both theoretically and empirically. Experiments show the overhead of traversing the radix tree in practice during lookup remain flat logarithmically in relation to the number of entries stored in the table. Experiments also show that the use of an RZT instead of a traditional transposition table significantly reduces the number of searched nodes on two data sets of$7 \times 7$and$19 \times 19$L&D Go problems. Chung-Chin Shih, Ting-Han Wei, Ti-Rong Wu, I-Chen Wu |
IEEE Trans. Games | 1 |
| 2023 | Game Solving with Online Fine-TuningabstractGame solving is a similar, yet more difficult task than mastering a game. Solving a game typically means to find the game-theoretic value (outcome given optimal play), and optionally a full strategy to follow in order to achieve that outcome. The AlphaZero algorithm has demonstrated super-human level play, and its powerful policy and value predictions have also served as heuristics in game solving. However, to solve a game and obtain a full strategy, a winning response must be found for all possible moves by the losing player. This includes very poor lines of play from the losing side, for which the AlphaZero self-play process will not encounter. AlphaZero-based heuristics can be highly inaccurate when evaluating these out-of-distribution positions, which occur throughout the entire search. To address this issue, this paper investigates applying online fine-tuning while searching and proposes two methods to learn tailor-designed heuristics for game solving. Our experiments show that using online fine-tuning can solve a series of challenging 7x7 Killall-Go problems, using only 23.54\% of computation time compared to the baseline without online fine-tuning. Results suggest that the savings scale with problem size. Our method can further be extended to any tree search algorithm for problem solving. Our code is available at https://rlg.iis.sinica.edu.tw/papers/neurips2023-online-fine-tuning-solver. Ti-Rong Wu, Hung Guei, Ting-Han Wei, Chung-Chin Shih, Jui-Te Chin, I-Chen Wu |
NeurIPS | 4 |
| 2022 | A Novel Approach to Solving Goal-Achieving Problems for Board GamesabstractGoal-achieving problems are puzzles that set up a specific situation with a clear objective. An example that is well-studied is the category of life-and-death (L&D) problems for Go, which helps players hone their skill of identifying region safety. Many previous methods like lambda search try null moves first, then derive so-called relevance zones (RZs), outside of which the opponent does not need to search. This paper first proposes a novel RZ-based approach, called the RZ-Based Search (RZS), to solving L&D problems for Go. RZS tries moves before determining whether they are null moves post-hoc. This means we do not need to rely on null move heuristics, resulting in a more elegant algorithm, so that it can also be seamlessly incorporated into AlphaZero's super-human level play in our solver. To repurpose AlphaZero for solving, we also propose a new training method called Faster to Life (FTL), which modifies AlphaZero to entice it to win more quickly. We use RZS and FTL to solve L&D problems on Go, namely solving 68 among 106 problems from a professional L&D book while a previous state-of-the-art program TSUMEGO-EXPLORER solves 11 only. Finally, we discuss that the approach is generic in the sense that RZS is applicable to solving many other goal-achieving problems for board games. Chung-Chin Shih, Ti-Rong Wu, Ting-Han Wei, I-Chen Wu |
AAAI | 1 |
| 2022 | AlphaZero-based Proof Cost Network to Aid Game Solving
Ti-Rong Wu, Chung-Chin Shih, Ting-Han Wei, Meng-Yu Tsai 0001, Wei-Yuan Hsu, I-Chen Wu |
ICLR | 2 |
| 2013 | SeqSIMLA: a sequence and phenotype simulation tool for complex disease studiesabstractBACKGROUND: Association studies based on next-generation sequencing (NGS) technology have become popular, and statistical association tests for NGS data have been developed rapidly. A flexible tool for simulating sequence data in either unrelated case-control or family samples with different disease and quantitative trait models would be useful for evaluating the statistical power for planning a study design and for comparing power among statistical methods based on NGS data. RESULTS: We developed a simulation tool, SeqSIMLA, which can simulate sequence data with user-specified disease and quantitative trait models. We implemented two disease models, in which the user can flexibly specify the number of disease loci, effect sizes or population attributable risk, disease prevalence, and risk or protective loci. We also implemented a quantitative trait model, in which the user can specify the number of quantitative trait loci (QTL), proportions of variance explained by the QTL, and genetic models. We compiled recombination rates from the HapMap project so that genomic structures similar to the real data can be simulated. CONCLUSIONS: SeqSIMLA can efficiently simulate sequence data with disease or quantitative trait models specified by the user. SeqSIMLA will be very useful for evaluating statistical properties for new study designs and new statistical methods using NGS. SeqSIMLA can be downloaded for free at http://seqsimla.sourceforge.net. Ren-Hua Chung, Chung-Chin Shih |
BMC Bioinform. | 2 |