Demo Data from EDBT 2026 / reviewers in the wild / expert
Qucheng Gong
dblp:203/8579
· DBLP profile ↗
5ranked-venue papers
0as first author
0since 2021 · last 2020
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 5
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
5 papers |
Reinforcement learning · 67% Multi-agent systems · 18% Planning, search and constraint satisfaction · 7% | |
| Theoretical computer science
1 paper |
Algorithmic game theory and mechanism design · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Games and playful interaction · 100% |
Topics — the 14 heaviest of 16, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Knowledge, reasoning and agents › Multi-agent systems
imperfect information games |
0.6 | 2 | 2020 | Joint Policy Search for Multi-agent Collaboration with Imperfect Information · NeurIPS 2020 Combining Deep Reinforcement Learning and Search for Imperfect-Information Games · NeurIPS 2020 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning › cooperative multi-agent reinforcement learning
cooperative policy learning |
0.4 | 1 | 2020 | Joint Policy Search for Multi-agent Collaboration with Imperfect Information · NeurIPS 2020 |
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
0.4 | 1 | 2020 | Joint Policy Search for Multi-agent Collaboration with Imperfect Information · NeurIPS 2020 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning › self-play
self-play reinforcement learning |
0.4 | 1 | 2020 | Combining Deep Reinforcement Learning and Search for Imperfect-Information Games · NeurIPS 2020 |
Algorithmic game theory and mechanism design
equilibrium computation |
0.4 | 1 | 2020 | Combining Deep Reinforcement Learning and Search for Imperfect-Information Games · NeurIPS 2020 |
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
nash equilibrium |
0.4 | 1 | 2020 | Combining Deep Reinforcement Learning and Search for Imperfect-Information Games · NeurIPS 2020 |
Machine learning › Reinforcement learning › deep reinforcement learning
alphazero |
0.4 | 1 | 2019 | ELF OpenGo: an analysis and open reimplementation of AlphaZero · ICML 2019 |
Machine learning › Reinforcement learning
deep reinforcement learning |
0.4 | 1 | 2019 | ELF OpenGo: an analysis and open reimplementation of AlphaZero · ICML 2019 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing |
0.4 | 1 | 2019 | ELF OpenGo: an analysis and open reimplementation of AlphaZero · ICML 2019 |
Machine learning › Reinforcement learning
hierarchical reinforcement learning |
0.4 | 1 | 2019 | Hierarchical Decision Making by Generating and Following Natural Language Instructions · NeurIPS 2019 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
self-play |
0.4 | 1 | 2019 | ELF OpenGo: an analysis and open reimplementation of AlphaZero · ICML 2019 |
Games and playful interaction
board games |
0.4 | 1 | 2019 | ELF OpenGo: an analysis and open reimplementation of AlphaZero · ICML 2019 |
Knowledge, reasoning and agents › Multi-agent systems › multi-agent environments
real-time strategy games |
0.3 | 1 | 2017 | ELF: An Extensive, Lightweight and Flexible Research Platform for Real-time Strategy Games · NIPS 2017 |
Knowledge, reasoning and agents › Multi-agent systems
multi-agent coordination |
0.1 | 1 | 2019 | Hierarchical Decision Making by Generating and Following Natural Language Instructions · NeurIPS 2019 |
Methods — techniques the papers use, named apart from their topics
self-play · 1.2search · 0.9deep reinforcement learning · 0.9monte carlo tree search · 0.8deep neural network · 0.8joint policy search · 0.4counterfactual regret minimization · 0.4latent variable model · 0.4imitation learning · 0.4curriculum learning · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Combining Deep Reinforcement Learning and Search for Imperfect-Information GamesabstractThe combination of deep reinforcement learning and search at both training and test time is a powerful paradigm that has led to a number of successes in single-agent settings and perfect-information games, best exemplified by AlphaZero. However, prior algorithms of this form cannot cope with imperfect-information games. This paper presents ReBeL, a general framework for self-play reinforcement learning and search that provably converges to a Nash equilibrium in any two-player zero-sum game. In the simpler setting of perfect-information games, ReBeL reduces to an algorithm similar to AlphaZero. Results in two different imperfect-information games show ReBeL converges to an approximate Nash equilibrium. We also show ReBeL achieves superhuman performance in heads-up no-limit Texas hold'em poker, while using far less domain knowledge than any prior poker AI. Noam Brown, Anton Bakhtin, Adam Lerer, Qucheng Gong |
NeurIPS | 4 |
| 2020 | Joint Policy Search for Multi-agent Collaboration with Imperfect InformationabstractTo learn good joint policies for multi-agent collaboration with incomplete information remains a fundamental challenge. While for two-player zero-sum games, coordinate-ascent approaches (optimizing one agent's policy at a time, e.g., self-play) work with guarantees, in multi-agent cooperative setting they often converge to sub-optimal Nash equilibrium. On the other hand, directly modeling joint policy changes in incomplete information game is nontrivial due to complicated interplay of policies (e.g., upstream updates affect downstream state reachability). In this paper, we show global changes of game values can be decomposed to policy changes localized at each information set, with a novel term named \emph{policy-change density}. Based on this, we propose \emph{Joint Policy Search} (JPS) that iteratively improves joint policies of collaborative agents in incomplete information games, without re-evaluating the entire game. On multiple collaborative tabular games, JPS is proven to never worsen performance and can improve solutions provided by unilateral approaches (e.g, CFR), outperforming algorithms designed for collaborative policy learning (e.g. BAD). Furthermore, for real-world game whose states are too many to enumerate, \ours{} has an online form that naturally links with gradient updates. We test it to Contract Bridge, a 4-player imperfect-information game where a team of $2$ collaborates to compete against the other. In its bidding phase, players bid in turn to find a good contract through a limited information channel. Based on a strong baseline agent that bids competitive bridge purely through domain-agnostic self-play, JPS improves collaboration of team players and outperforms WBridge5, a championship-winning software, by $+0.63$ IMPs (International Matching Points) per board over $1000$ games, substantially better than previous SoTA ($+0.41$ IMPs/b against WBridge5). Note that $+0.1$ IMPs/b is regarded as a nontrivial improvement in Computer Bridge. Yuandong Tian, Qucheng Gong |
NeurIPS | 2 |
| 2019 | ELF OpenGo: an analysis and open reimplementation of AlphaZeroabstractThe AlphaGo, AlphaGo Zero, and AlphaZero series of algorithms are remarkable demonstrations of deep reinforcement learning’s capabilities, achieving superhuman performance in the complex game of Go with progressively increasing autonomy. However, many obstacles remain in the understanding of and usability of these promising approaches by the research community. Toward elucidating unresolved mysteries and facilitating future research, we propose ELF OpenGo, an open-source reimplementation of the AlphaZero algorithm. ELF OpenGo is the first open-source Go AI to convincingly demonstrate superhuman performance with a perfect (20:0) record against global top professionals. We apply ELF OpenGo to conduct extensive ablation studies, and to identify and analyze numerous interesting phenomena in both the model training and in the gameplay inference procedures. Our code, models, selfplay datasets, and auxiliary data are publicly available. Yuandong Tian, Jerry Ma, Qucheng Gong, Shubho Sengupta, Zhuoyuan Chen, James Pinkerton, C. Lawrence Zitnick |
ICML | 3 |
| 2019 | Hierarchical Decision Making by Generating and Following Natural Language InstructionsabstractWe explore using latent natural language instructions as an expressive and compositional representation of complex actions for hierarchical decision making. Rather than directly selecting micro-actions, our agent first generates a latent plan in natural language, which is then executed by a separate model. We introduce a challenging real-time strategy game environment in which the actions of a large number of units must be coordinated across long time scales. We gather a dataset of 76 thousand pairs of instructions and executions from human play, and train instructor and executor models. Experiments show that models using natural language as a latent variable significantly outperform models that directly imitate human actions. The compositional structure of language proves crucial to its effectiveness for action representation. We also release our code, models and data. Hengyuan Hu, Denis Yarats, Qucheng Gong, Yuandong Tian, Mike Lewis |
NeurIPS | 3 |
| 2017 | ELF: An Extensive, Lightweight and Flexible Research Platform for Real-time Strategy GamesabstractIn this paper, we propose ELF, an Extensive, Lightweight and Flexible platform for fundamental reinforcement learning research. Using ELF, we implement a highly customizable real-time strategy (RTS) engine with three game environments (Mini-RTS, Capture the Flag and Tower Defense). Mini-RTS, as a miniature version of StarCraft, captures key game dynamics and runs at 165K frame-per-second (FPS) on a laptop. When coupled with modern reinforcement learning methods, the system can train a full-game bot against built-in AIs end-to-end in one day with 6 CPUs and 1 GPU. In addition, our platform is flexible in terms of environment-agent communication topologies, choices of RL methods, changes in game parameters, and can host existing C/C++-based game environments like ALE. Using ELF, we thoroughly explore training parameters and show that a network with Leaky ReLU and Batch Normalization coupled with long-horizon training and progressive curriculum beats the rule-based built-in AI more than 70% of the time in the full game of Mini-RTS. Strong performance is also achieved on the other two games. In game replays, we show our agents learn interesting strategies. ELF, along with its RL platform, is open-sourced at https://github.com/facebookresearch/ELF. Yuandong Tian, Qucheng Gong, Wenling Shang, Yuxin Wu 0004, C. Lawrence Zitnick |
NIPS | 2 |