Demo Data from EDBT 2026 / reviewers in the wild / expert
Fuhao Qiu
dblp:142/0093
· DBLP profile ↗
5ranked-venue papers
0as 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 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2
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
2 papers |
Reinforcement learning · 89% Planning, search and constraint satisfaction · 11% | |
| Human-computer interaction and pervasive computing
1 paper |
Games and playful interaction · 100% |
Topics — the 7 heaviest of 8, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
0.9 | 2 | 2021 | Learning Diverse Policies in MOBA Games via Macro-Goals · NeurIPS 2021 Towards Playing Full MOBA Games with Deep Reinforcement Learning · NeurIPS 2020 |
Machine learning › Reinforcement learning
hierarchical reinforcement learning |
0.5 | 1 | 2021 | Learning Diverse Policies in MOBA Games via Macro-Goals · NeurIPS 2021 |
Machine learning › Reinforcement learning
policy diversity |
0.5 | 1 | 2021 | Learning Diverse Policies in MOBA Games via Macro-Goals · NeurIPS 2021 |
Machine learning › Reinforcement learning
deep reinforcement learning |
0.4 | 1 | 2020 | Towards Playing Full MOBA Games with Deep Reinforcement Learning · NeurIPS 2020 |
Games and playful interaction › digital gaming
computer games |
0.4 | 1 | 2020 | Towards Playing Full MOBA Games with Deep Reinforcement Learning · NeurIPS 2020 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing |
0.1 | 1 | 2021 | Learning Diverse Policies in MOBA Games via Macro-Goals · NeurIPS 2021 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search |
0.1 | 1 | 2020 | Towards Playing Full MOBA Games with Deep Reinforcement Learning · NeurIPS 2020 |
Methods — techniques the papers use, named apart from their topics
policy distillation · 0.9off-policy adaptation · 0.9multi-head value estimation · 0.9curriculum self-play learning · 0.9meta-controller · 0.5imitation learning · 0.5deep reinforcement learning · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Supervised Learning Achieves Human-Level Performance in MOBA Games: A Case Study of Honor of KingsabstractWe present JueWu-SL, the first supervised-learning-based artificial intelligence (AI) program that achieves human-level performance in playing multiplayer online battle arena (MOBA) games. Unlike prior attempts, we integrate the macro-strategy and the micromanagement of MOBA-game-playing into neural networks in a supervised and end-to-end manner. Tested on Honor of Kings, the most popular MOBA at present, our AI performs competitively at the level of High King players in standard 5v5 games. Deheng Ye, Peilin Zhao, Fuhao Qiu, Bo Yuan 0008, Mingfei Sun 0001, Siqin Li, Zhenjie Lian, Bei Shi, Liang Wang 0015, Tengfei Shi, Qiang Fu 0016, Wei Yang 0032, Lanxiao Huang |
IEEE Trans. Neural Networks Learn. Syst. | 4 |
| 2021 | Learning Diverse Policies in MOBA Games via Macro-GoalsabstractRecently, many researchers have made successful progress in building the AI systems for MOBA-game-playing with deep reinforcement learning, such as on Dota 2 and Honor of Kings. Even though these AI systems have achieved or even exceeded human-level performance, they still suffer from the lack of policy diversity. In this paper, we propose a novel Macro-Goals Guided framework, called MGG, to learn diverse policies in MOBA games. MGG abstracts strategies as macro-goals from human demonstrations and trains a Meta-Controller to predict these macro-goals. To enhance policy diversity, MGG samples macro-goals from the Meta-Controller prediction and guides the training process towards these goals. Experimental results on the typical MOBA game Honor of Kings demonstrate that MGG can execute diverse policies in different matches and lineups, and also outperform the state-of-the-art methods over 102 heroes. Yiming Gao 0007, Bei Shi, Xueying Du, Liang Wang 0015, Guangwei Chen, Zhenjie Lian, Fuhao Qiu, Guoan Han, Deheng Ye, Qiang Fu 0016, Wei Yang 0032, Lanxiao Huang |
NeurIPS | 7 |
| 2020 | Towards Playing Full MOBA Games with Deep Reinforcement LearningabstractMOBA games, e.g., Honor of Kings, League of Legends, and Dota 2, pose grand challenges to AI systems such as multi-agent, enormous state-action space, complex action control, etc. Developing AI for playing MOBA games has raised much attention accordingly. However, existing work falls short in handling the raw game complexity caused by the explosion of agent combinations, i.e., lineups, when expanding the hero pool in case that OpenAI's Dota AI limits the play to a pool of only 17 heroes. As a result, full MOBA games without restrictions are far from being mastered by any existing AI system. In this paper, we propose a MOBA AI learning paradigm that methodologically enables playing full MOBA games with deep reinforcement learning. Specifically, we develop a combination of novel and existing learning techniques, including off-policy adaption, multi-head value estimation, curriculum self-play learning, policy distillation, and Monte-Carlo tree-search, in training and playing a large pool of heroes, meanwhile addressing the scalability issue skillfully. Tested on Honor of Kings, a popular MOBA game, we show how to build superhuman AI agents that can defeat top esports players. The superiority of our AI is demonstrated by the first large-scale performance test of MOBA AI agent in the literature. Deheng Ye, Bo Yuan 0008, Fuhao Qiu, Hongsheng Yu, Yinyuting Yin, Bei Shi, Liang Wang 0015, Tengfei Shi, Qiang Fu 0016, Wei Yang 0032, Lanxiao Huang, Wei Liu 0005 |
NeurIPS | 9 |
| 2017 | Robust object tracking based on sparse representation and incremental weighted PCA
Xiaofen Xing, Fuhao Qiu, Xiangmin Xu 0001, Chunmei Qing, Yinrong Wu |
Multim. Tools Appl. | 2 |
| 2013 | A novel incremental weighted PCA algorithm for visual trackingabstractThis paper addresses the drifting problem in online visual tracking. The tracking result is usually described by a bounding box, which inevitably contains background in the box and causes drifting. This paper tries to treat the background part and the truly target part discriminatively to reduce the effect of background. A novel incremental weighted PCA (IWPCA) algorithm is proposed. The most important contribution of this paper is an approximation method which limits the great and increasing computational cost, caused by the weighted form, to a constant. Therefore it is suitable for online tracking. Combined with particle filter, the proposed algorithm achieves superior results in several challenging video sequences in terms of stableness and accuracy, and greatly alleviates the drifting problem. Kailing Guo, Xiangmin Xu 0001, Fuhao Qiu, Jiayong Chen |
ICIP | 3 |