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Paul Ruan

dblp:165/7968 · DBLP profile ↗
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3ranked-venue papers
0as first author
2since 2021 · last 2026
—ORCID · none

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

Computer networks · 2 · 2 since 2021Artificial intelligence and machine learning · 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.

Computer networks
2 papers
Content delivery and video streaming · 80% Network optimization and economics · 11% Wireless networking · 9%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Content delivery and video streaming
bitrate adaptation
1.722026
Octopus: Optimizing Interactive Video QoE via Loosely Coupled Codec-Transport Adaptation · IEEE Trans. Mob. Comput. 2026
From Ember to Blaze: Swift Interactive Video Adaptation via Meta-Reinforcement Learning · INFOCOM 2023
Content delivery and video streaming
interactive video streaming
1.722026
Octopus: Optimizing Interactive Video QoE via Loosely Coupled Codec-Transport Adaptation · IEEE Trans. Mob. Comput. 2026
From Ember to Blaze: Swift Interactive Video Adaptation via Meta-Reinforcement Learning · INFOCOM 2023
Content delivery and video streaming
adaptive video streaming
0.712023
From Ember to Blaze: Swift Interactive Video Adaptation via Meta-Reinforcement Learning · INFOCOM 2023
Network optimization and economics › reinforcement learning
meta-reinforcement learning
0.712023
From Ember to Blaze: Swift Interactive Video Adaptation via Meta-Reinforcement Learning · INFOCOM 2023
Content delivery and video streaming
quality of experience
0.712023
From Ember to Blaze: Swift Interactive Video Adaptation via Meta-Reinforcement Learning · INFOCOM 2023

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

multi-head network · 1.0meta-imitation reinforcement learning · 1.0auto-regressive action module · 1.0meta-reinforcement learning · 0.7few-shot learning · 0.7
YearPublicationVenuePosition
2026 Octopus: Optimizing Interactive Video QoE via Loosely Coupled Codec-Transport Adaptation
abstract
Enhancing the quality of experience (QoE) in interactive video streaming (IVS) remains a persistent challenge due to the need for ultra-low latency and rising bandwidth demands. Conventional algorithms, whether rule-based or learning-based, are obsessed with achieving tight coupling between encoding and sending bitrate adaptations for low-latency guarantee. However, our measurement studies reveal alarming harms of tight coupling in suppressing throughput, encoding bitrates and smoothness, as application- and transport-layer bitrate adaptations inherently have different mechanisms and goals. To tackle this problem, we propose Octopus, the first loosely coupled cross-layer bitrate adaptation algorithm for IVS to maximize QoE. Instead of blind synchronization, Octopus promotes mutual cooperation and independence between encoding and sending bitrate adaptations by integrating a multi-head network with shortcut connections and auto-regressive action modules. Additionally, based on meta-imitation reinforcement learning, we design a network condition-aware online adaptation scheme that enables the loosely coupled policy to swiftly adapt to diverse and dynamic wireless networks. We implement Octopus on a testbed, a microcosm of real-world deployment, with transceiver pairs running WebRTC on the WeChat for Business dataset. Results show that Octopus outperforms state-of-the-art algorithms, either improving bitrates by 37.1%, or optimizing stalling rate and smoothness by 54.1% and 9.2%, or achieving all-around improvements.
Xuedou Xiao, Mingxuan Yan, Yingying Zuo, Boxi Liu, Paul Ruan, Yang Cao 0002, Yue Cao 0002, Wei Wang 0050
IEEE Trans. Mob. Comput.5
2023 From Ember to Blaze: Swift Interactive Video Adaptation via Meta-Reinforcement Learning
abstract
Maximizing quality of experience (QoE) for interactive video streaming has been a long-standing challenge, as its delay-sensitive nature makes it more vulnerable to bandwidth fluctuations. While reinforcement learning (RL) has demonstrated great potential, existing works are either limited by fixed models or require enormous data/time for online adaptation, which struggle to fit time-varying and diverse network states. Driven by these practical concerns, we perform large-scale measurements on WeChat for Business’s interactive video service to study real-world network fluctuations. Surprisingly, our analysis shows that, compared to time-varying network metrics, network sequences exhibit noticeable short-term continuity, sufficient for few-shot learning requirement. We thus propose Fiammetta, the first meta-RL-based bitrate adaptation algorithm for interactive video streaming. Building on the short-term continuity, Fiammetta accumulates learning experiences through offline meta-training and enables fast online adaptation to changing network states through few gradient updates. Moreover, Fiammetta innovatively incorporates a probing mechanism for real-time monitoring of network states, and proposes an adaptive meta-testing mechanism for seamless adaptation. We implement Fiammetta on a testbed whose end-to-end network follows the real-world WeChat for Business traces. The results show that Fiammetta outperforms prior algorithms significantly, improving video bitrate by 3.6%-16.2% without increasing stalling rate.
Xuedou Xiao, Mingxuan Yan, Yingying Zuo, Boxi Liu, Paul Ruan, Yang Cao 0002, Wei Wang 0050
INFOCOM5
2014 First-Order Open-Universe POMDPs
Siddharth Srivastava 0001, Stuart Russell 0001, Paul Ruan, Xiang Cheng 0006
UAI3