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Ruozi Huang

dblp:183/9132 · DBLP profile ↗
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3ranked-venue papers
3as first author
2since 2021 · last 2023
—ORCID · none

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

Artificial intelligence and machine learning · 3 · 3 first-author · 2 since 2021Software engineering, systems software and programming languages · 1 · 1 first-author

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 · 72% Generative modeling · 28%
Computer graphics and multimedia
1 paper
Computer animation and physical simulation · 100%
Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 100%

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

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
multi-agent reinforcement learning
0.712023
A Robust and Opponent-Aware League Training Method for StarCraft II · NeurIPS 2023
Machine learning › Reinforcement learning › multi-agent reinforcement learning
opponent modeling
0.712023
A Robust and Opponent-Aware League Training Method for StarCraft II · NeurIPS 2023
Machine learning › Generative modeling › motion generation
dance generation
0.512021
Dance Revolution: Long-Term Dance Generation with Music via Curriculum Learning · ICLR 2021
Computer animation and physical simulation
music-driven dance generation
0.512021
Dance Revolution: Long-Term Dance Generation with Music via Curriculum Learning · ICLR 2021
Games and playful interaction
game AI
0.212023
A Robust and Opponent-Aware League Training Method for StarCraft II · NeurIPS 2023

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

goal-conditioned exploiters · 1.3game-theoretic league training · 1.3curriculum learning · 1.0autoregressive generation · 1.0
YearPublicationVenuePosition
2023 A Robust and Opponent-Aware League Training Method for StarCraft II
abstract
It is extremely difficult to train a superhuman Artificial Intelligence (AI) for games of similar size to StarCraft II. AlphaStar is the first AI that beat human professionals in the full game of StarCraft II, using a league training framework that is inspired by a game-theoretic approach. In this paper, we improve AlphaStar's league training in two significant aspects. We train goal-conditioned exploiters, whose abilities of spotting weaknesses in the main agent and the entire league are greatly improved compared to the unconditioned exploiters in AlphaStar. In addition, we endow the agents in the league with the new ability of opponent modeling, which makes the agent more responsive to the opponent's real-time strategy. Based on these improvements, we train a better and superhuman AI with orders of magnitude less resources than AlphaStar (see Table 1 for a full comparison). Considering the iconic role of StarCraft II in game AI research, we believe our method and results on StarCraft II provide valuable design principles on how one would utilize the general league training framework for obtaining a least-exploitable strategy in various, large-scale, real-world games.
Ruozi Huang, Xipeng Wu, Hongsheng Yu, Zhong Fan, Haobo Fu, Qiang Fu 0016, Wei Yang 0032
NeurIPS1
2021 Dance Revolution: Long-Term Dance Generation with Music via Curriculum Learning
Ruozi Huang, Huang Hu, Wei Wu 0014, Kei Sawada, Daxin Jiang
ICLR1
2016 Automaticly Generating Web Page From A Mockup
abstract
UI is an important part of software product.Considering the complexity of web UI, generating the web page from a mockup proposes requirements for rich experience of developer.Extracting visible elements and their relationship, selecting proper tags, generating source code are time-consuming and error-prone task.In this paper, we propose a method to automate the transforming of the mockup to the web page.Our approach starts from the mockup designed by the art designers, and extracts the elements based on the color features of the edges.Then a bottom-up tag generating method based on the Random Forest is proposed to select the tags for elements.Finally the web page is generated by the definition of the elements.The generating tags can achieve an average accuracy of more than 84%, which can meet the basic requirements of the developers.
Ruozi Huang, Xiangping Chen
SEKE1