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Tengfei Shi

dblp:193/2216 · DBLP profile ↗
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9ranked-venue papers
4as first author
7since 2021 · last 2024
0000-0002-4260-3905ORCID · corroborated

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

Artificial intelligence and machine learning · 5 · 2 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 3 first-author · 4 since 2021Computer networks · 1 · 1 first-author · 1 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021

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
3 papers
Reinforcement learning · 38% Generative modeling · 33% Segmentation and scene understanding · 22%
Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 100%

Topics — the 9 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Generative modeling
diffusion model
0.612022
Synthetic Data Supervised Salient Object Detection · ACM Multimedia 2022
Computer vision › Segmentation and scene understanding › saliency detection
salient object detection
0.612022
Synthetic Data Supervised Salient Object Detection · ACM Multimedia 2022
Machine learning › Generative modeling
synthetic training data
0.612022
Synthetic Data Supervised Salient Object Detection · ACM Multimedia 2022
Machine learning › Reinforcement learning
deep reinforcement learning
0.412020
Towards Playing Full MOBA Games with Deep Reinforcement Learning · NeurIPS 2020
Machine learning › Reinforcement learning
multi-agent reinforcement learning
0.412020
Towards Playing Full MOBA Games with Deep Reinforcement Learning · NeurIPS 2020
Games and playful interaction › digital gaming
computer games
0.412020
Towards Playing Full MOBA Games with Deep Reinforcement Learning · NeurIPS 2020
Computer vision › Segmentation and scene understanding › saliency detection › salient object detection
semi-supervised salient object detection
0.212022
Synthetic Data Supervised Salient Object Detection · ACM Multimedia 2022
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing
0.112020
Mastering Complex Control in MOBA Games with Deep Reinforcement Learning · AAAI 2020
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search
0.112020
Towards Playing Full MOBA Games with Deep Reinforcement Learning · NeurIPS 2020

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

off-policy adaptation · 0.9multi-head value estimation · 0.9curriculum self-play learning · 0.9quality-aware discriminator · 0.6few-shot saliency mask generation · 0.6diffusion embedding network · 0.6policy distillation · 0.4attention · 0.4actor-critic · 0.4action mask · 0.4PPO · 0.4
YearPublicationVenuePosition
2024 Semantic and style based multiple reference learning for artistic and general image aesthetic assessment
Tengfei Shi, Chenglizhao Chen, Aimin Hao
Neurocomputing1
2024 Improving Image Aesthetic Assessment via Multiple Image Joint Learning
abstract
Image Aesthetic Assessment (IAA) is an emerging paradigm that predicts aesthetic score as the popular aesthetic taste for an image. Previous IAA approaches take a single image as input to predict the aesthetic score of the image. However, we discover that most existing IAA methods fail dramatically to predict the images with a large variance of aesthetic voting distribution. Motivated by the practice that people consider similar experiences to improve the consistence of the voting result, we present a novel Multiple Image joint Learning Network (MILNet) to mimic this natural process. Our novelty is mainly three-fold: (a) Semantic-based retrieval method that constructs aesthetic similarity (the similarity of aesthetic attribution) to select reference images; (b) Graph network reasoning that initializes and updates the weight of intrinsic relationships among multiple images; (c) Adaptive Earth Mover’s Distance (AdaEMD) loss function that adjusts weight for easy and hard instances to mitigate unbalanced distribution of aesthetic datasets. Our evaluation with the benchmark AVA and TAD datasets demonstrates that the proposed MILNet outperforms state-of-the-art IAA methods. The code is available at https://github.com/flyingbird93/MILNet .
Tengfei Shi, Chenglizhao Chen, Aimin Hao, Yuming Fang 0001
ACM Trans. Multim. Comput. Commun. Appl.1
2023 RGB and LUT based Cross Attention Network for Image Enhancement
Tengfei Shi, Chenglizhao Chen, Yuanbo He, Wenfeng Song, Aimin Hao
BMVC1
2023 Joint Probability Distribution Regression for Image Cropping
abstract
Image cropping aims at locating a candidate (rectangle region) with the highest aesthetic quality in professional photography. One solution of the previous methods is to generate a large number of candidates and then filter them, which leads to low efficiency. Another idea directly regresses the candidate coordinates to speed up but ignores the aesthetic subjectivity of the candidate’s evaluation, limiting the model’s performance. In this paper, we present an Aesthetic and Composition joint Probability Distribution regression Network (ACPD-Net) to explicitly investigate the process of generating the candidate with a joint probability distribution paradigm to improve the performance of cropping results in an efficient way. The joint probability distribution paradigm between location and size branch can identify the subjective aesthetic region and satisfy the objective composition rules in an end-to-end manner. Our method has been tested on the FCDB and FLMS datasets, which shows the superiority of ACPD-Net. The code is available at https://github.com/flyingbird93/ACPD-Net.
Tengfei Shi, Chenglizhao Chen, Yuanbo He, Wenfeng Song, Aimin Hao
ICIP1
2022 Synthetic Data Supervised Salient Object Detection
abstract
Although deep salient object detection (SOD) has achieved remarkable progress, deep SOD models are extremely data-hungry, requiring large-scale pixel-wise annotations to deliver such promising results. In this paper, we propose a novel yet effective method for SOD, coined SODGAN, which can generate infinite high-quality image-mask pairs requiring only a few labeled data, and these synthesized pairs can replace the human-labeled DUTS-TR to train any off-the-shelf SOD model. Its contribution is three-fold. 1) Our proposed diffusion embedding network can address the manifold mismatch and is tractable for the latent code generation, better matching with the ImageNet latent space. 2) For the first time, our proposed few-shot saliency mask generator can synthesize infinite accurate image synchronized saliency masks with a few labeled data. 3) Our proposed quality-aware discriminator can select highquality synthesized image-mask pairs from noisy synthetic data pool, improving the quality of synthetic data. For the first time, our SODGAN tackles SOD with synthetic data directly generated from the generative model, which opens up a new research paradigm for SOD. Extensive experimental results show that the saliency model trained on synthetic data can achieve $98.4%$ F-measure of the saliency model trained on the DUTS-TR. Moreover, our approach achieves a new SOTA performance in semi/weakly-supervised methods, and even outperforms several fully-supervised SOTA methods. Code is available at https://github.com/wuzhenyubuaa/SODGAN
Wei Wang 0169, Tengfei Shi, Chenglizhao Chen, Aimin Hao, Shuo Li 0001
ACM Multimedia4
2022 Detection of spam reviews through a hierarchical attention architecture with N-gram CNN and Bi-LSTM
Li Wang 0014, Tengfei Shi, Jinyan Li 0001
Inf. Syst.3
2022 Supervised Learning Achieves Human-Level Performance in MOBA Games: A Case Study of Honor of Kings
abstract
We 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.15
2020 Mastering Complex Control in MOBA Games with Deep Reinforcement Learning
abstract
We study the reinforcement learning problem of complex action control in the Multi-player Online Battle Arena (MOBA) 1v1 games. This problem involves far more complicated state and action spaces than those of traditional 1v1 games, such as Go and Atari series, which makes it very difficult to search any policies with human-level performance. In this paper, we present a deep reinforcement learning framework to tackle this problem from the perspectives of both system and algorithm. Our system is of low coupling and high scalability, which enables efficient explorations at large scale. Our algorithm includes several novel strategies, including control dependency decoupling, action mask, target attention, and dual-clip PPO, with which our proposed actor-critic network can be effectively trained in our system. Tested on the MOBA game Honor of Kings, the trained AI agents can defeat top professional human players in full 1v1 games.
Deheng Ye, Mingfei Sun 0001, Bei Shi, Peilin Zhao, Hongsheng Yu, Xipeng Wu, Qingwei Guo, Qiaobo Chen, Yinyuting Yin, Tengfei Shi, Liang Wang 0015, Qiang Fu 0016, Wei Yang 0032, Lanxiao Huang
AAAI14
2020 Towards Playing Full MOBA Games with Deep Reinforcement Learning
abstract
MOBA 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
NeurIPS14