Tan Zhu

dblp:170/5347 · DBLP profile ↗
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8ranked-venue papers
2as first author
4since 2021 · last 2026
—ORCID · conflict

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

Artificial intelligence and machine learning · 6 · 2 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 1 since 2021Computer networks · 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
2 papers
Deep learning architectures and training · 28% Trustworthy machine learning · 28% Reinforcement learning · 22%
Theoretical computer science
1 paper
Distributed computing theory · 67% Graph algorithms and graph theory · 33%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Medical and health informatics · 100%
Databases, data mining, and information retrieval
1 paper
Recommender systems · 100%

Topics — the 9 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Deep learning architectures and training
feature interaction
0.712023
Polyhedron Attention Module: Learning Adaptive-order Interactions · NeurIPS 2023
Machine learning › Trustworthy machine learning › interpretability › explainable AI
interpretable neural network
0.712023
Polyhedron Attention Module: Learning Adaptive-order Interactions · NeurIPS 2023
Machine learning › Reinforcement learning › bandit
contextual bandit
0.512021
An Efficient Algorithm for Deep Stochastic Contextual Bandits · AAAI 2021
Machine learning › Optimization for machine learning
stochastic optimization
0.512021
An Efficient Algorithm for Deep Stochastic Contextual Bandits · AAAI 2021
Distributed computing theory › communication-efficient algorithms
communication-efficient distributed algorithms
0.412019
Communication-Optimal Distributed Dynamic Graph Clustering · AAAI 2019
Distributed computing theory
distributed graph algorithms
0.412019
Communication-Optimal Distributed Dynamic Graph Clustering · AAAI 2019
Graph algorithms and graph theory
graph clustering
0.412019
Communication-Optimal Distributed Dynamic Graph Clustering · AAAI 2019
Medical and health informatics
clinical prediction
0.212023
Polyhedron Attention Module: Learning Adaptive-order Interactions · NeurIPS 2023
Recommender systems
click-through rate prediction
0.212023
Polyhedron Attention Module: Learning Adaptive-order Interactions · NeurIPS 2023

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

attention mechanism · 2.0piecewise polynomial model · 1.3piecewise polynomial models · 0.7message passing model · 0.4blackboard model · 0.4
YearPublicationVenuePosition
2026 A novel graph kernel algorithm for improving the effect of text classification
Fan Yang 0044, Tan Zhu, Jing Huang 0012, Zhilin Huang, Guoqi Xie
Comput. Speech Lang.2
2024 On-Device Indoor Positioning: A Federated Reinforcement Learning Approach With Heterogeneous Devices
abstract
The widespread deployment of machine learning techniques in ubiquitous computing environments has sparked interests in exploiting the vast amount of data stored on mobile devices. To preserve data privacy, federated learning (FL) has been proposed to learn a shared model by performing distributed training locally on participating devices and aggregating the local models into a global one. Reinforcement learning (RL) can improve indoor localization by accounting for environmental dynamics, but has been trained on centralized data. An FL version of RL can help train a global localization model using data from different user clients whereas keeping data on device without centralization. We propose a personalized federated RL for indoor localization that addresses two major challenges. Due to the limited network connectivity of mobile devices, under the federated computing setting, it is impractical to aggregate updates from all clients in any learning iteration. Data gathered on different devices are heterogeneous, imposing difficulty in training high accuracy models. In our approach, each client performs RL to learn an action policy that can quickly search for a target based on its own data (e.g., personalized) and then a central server communicates with clients only for their model updates and learns a global model that is in the proximity of all client models (e.g., federated). Empirical evaluations demonstrate superior performance of the proposed approach in terms of localization accuracy and steadiness over existing methods. We further extend our approach to few-shot learning that can quickly position a new user with sparse annotated location data.
Fei Dou, Jin Lu 0001, Tan Zhu, Jinbo Bi
IEEE Internet Things J.3
2023 Polyhedron Attention Module: Learning Adaptive-order Interactions
abstract
Learning feature interactions can be the key for multivariate predictive modeling. ReLU-activated neural networks create piecewise linear prediction models, and other nonlinear activation functions lead to models with only high-order feature interactions. Recent methods incorporate candidate polynomial terms of fixed orders into deep learning, which is subject to the issue of combinatorial explosion, or learn the orders that are difficult to adapt to different regions of the feature space. We propose a Polyhedron Attention Module (PAM) to create piecewise polynomial models where the input space is split into polyhedrons which define the different pieces and on each piece the hyperplanes that define the polyhedron boundary multiply to form the interactive terms, resulting in interactions of adaptive order to each piece. PAM is interpretable to identify important interactions in predicting a target. Theoretic analysis shows that PAM has stronger expression capability than ReLU-activated networks. Extensive experimental results demonstrate the superior classification performance of PAM on massive datasets of the click-through rate prediction and PAM can learn meaningful interaction effects in a medical problem.
Tan Zhu, Fei Dou, Xinyu Wang 0055, Jin Lu 0001, Jinbo Bi
NeurIPS1
2021 An Efficient Algorithm for Deep Stochastic Contextual Bandits
Tan Zhu, Guannan Liang, Chun Jiang Zhu, Haining Li, Jinbo Bi
AAAI1
2019 Communication-Optimal Distributed Dynamic Graph Clustering
abstract
We consider the problem of clustering graph nodes over large-scale dynamic graphs, such as citation networks, images and web networks, when graph updates such as node/edge insertions/deletions are observed distributively. We propose communication-efficient algorithms for two well-established communication models namely the message passing and the blackboard models. Given a graph with n nodes that is observed at s remote sites over time [1,t], the two proposed algorithms have communication costs Õ(ns) and Õ(n + s) (Õ hides a polylogarithmic factor), almost matching their lower bounds, Ω(ns) and Ω(n + s), respectively, in the message passing and the blackboard models. More importantly, we prove that at each time point in [1,t] our algorithms generate clustering quality nearly as good as that of centralizing all updates up to that time and then applying a standard centralized clustering algorithm. We conducted extensive experiments on both synthetic and real-life datasets which confirmed the communication efficiency of our approach over baseline algorithms while achieving comparable clustering results.
Chun Jiang Zhu, Tan Zhu, Kam-yiu Lam, Song Han 0002, Jinbo Bi
AAAI2
2019 Accelerating Large-Scale Molecular Similarity Search through Exploiting High Performance Computing
abstract
Molecular similarity search is a simple but powerful chemoinformatics tool to rapidly find molecules that are structurally similar to a known reference compound from a large molecular database. A variety of indexing structures had been developed to improve the performance of similarity search over the large compound database. However, those algorithms often require a large computational cost to build indices and process queries, especially for a large-scale molecular dataset. We study the problem of accelerating similarity search using high performance computing (HPC) and design general algorithms to speed up existing indexing algorithms. We first propose a parallel algorithm based on data chunking, working for all indexing algorithms for similarity search. We theoretically analyze its computation cost and relationships between the speedup and number of data chunks. We further propose a parallel query algorithm for all graph-based indexing algorithms to accelerate their query processing in HPC. Both of our algorithms consistently offer a greater speedup than the baseline algorithm(s) when evaluated with different datasets and parameter settings.
Chun Jiang Zhu, Tan Zhu, Haining Li, Jinbo Bi, Minghu Song
BIBM2
2018 Belief-State Monte Carlo Tree Search for Phantom Go
abstract
Phantom Go is a derivative of Go with imperfect information. It is challenging in AI field due to its great uncertainty of the hidden information and high game complexity inherited from Go. To deal with this imperfect information game with large game tree complexity, a general search framework named belief-state Monte Carlo tree search (BS-MCTS) is put forward in this paper. BS-MCTS incorporates belief-states into Monte Carlo Tree Search, where belief-state is a notation derived from philosophy to represent the probability that speculation is in accordance with reality. In BS-MCTS, a belief-state tree, in which each node is a belief-state, is constructed and search proceeds in accordance with beliefs. Then, Opponent Guessing and Opponent Predicting are proposed to illuminate the learning mechanism of beliefs with heuristic information. The beliefs are learned by heuristic information during search by specific methods, and we propose Opponent Guessing and Opponent Predicting to illuminate the learning mechanism. Besides, some possible improvements of the framework are investigated, such as incremental updating and all moves as first (AMAF) heuristic. Technical details are demonstrated about applying BS-MCTS to Phantom Go, especially on inference strategy. We examine the playing strength of the BS-MCTS and AMAF-BS-MCTS in Phantom Go by varying search parameters, also testify the proposed improvements.
Jiao Wang 0005, Tan Zhu, Hongye Li, Chu-Hsuan Hsueh, I-Chen Wu
IEEE Trans. Games2
2017 Only-One-Victor Pattern Learning in Computer Go
abstract
Automatically acquiring domain knowledge from professional game records, a kind of pattern learning, is an attractive and challenging issue in computer Go. This paper proposes a supervised learning method, by introducing a new generalized Bradley-Terry model, named Only-One-Victor, to learn patterns from game records. Basically, our algorithm applies the same idea with Elo rating algorithm, which considers each move in game records as a group of move patterns, and the selected move as the winner of a kind of competition among all groups on current board. However, being different from the generalized Bradley-Terry model for group competition used in Elo rating algorithm, Only-One-Victor model in our work simulates the process of making selection from a set of possible candidates by considering such process as a group of independent pairwise comparisons. We use a graph theory model to prove the correctness of Only-One-Victor model. In addition, we also apply the Minorization-Maximization (MM) to solve the optimization task. Therefore, our algorithm still enjoys many computational advantages of Elo rating algorithm, such as the scalability with high dimensional feature space. With the training set containing 115,832 moves and the same feature setting, the results of our experiments show that Only-One-Victor outperforms Elo rating, a well-known best supervised pattern learning method.
Jiao Wang 0005, Chenjun Xiao, Tan Zhu, Chu-Hsuan Hsueh, Wen-Jie Tseng 0001, I-Chen Wu
IEEE Trans. Comput. Intell. AI Games3