EDBT 2026 Demo / reviewers in the wild / expert
Junkang Li
dblp:212/7154
· DBLP profile ↗
8ranked-venue papers
6as first author
8since 2021 · last 2026
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 7 · 5 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 4 first-author · 4 since 2021Systems, architecture and hardware · 1 · 1 first-author · 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.
| Theoretical computer science
5 papers |
Algorithms and data structures · 36% Algorithmic game theory and mechanism design · 32% Combinatorics and discrete mathematics · 13% | |
| Artificial intelligence
2 papers |
Planning, search and constraint satisfaction · 88% Reinforcement learning · 12% |
Topics — the 11 heaviest of 12, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › probabilistic search
monte carlo search |
1.0 | 1 | 2026 | Nested Depth Search · AAAI 2026 |
Algorithmic game theory and mechanism design
equilibrium computation |
1.0 | 1 | 2026 | Efficient representations for team and imperfect-recall equilibrium computation · Artif. Intell. 2026 |
Algorithms and data structures
search algorithms |
1.0 | 1 | 2026 | Nested Depth Search · AAAI 2026 |
Algorithmic game theory and mechanism design
imperfect information games |
0.9 | 2 | 2024 | Opponent-Model Search in Games with Incomplete Information · AAAI 2024 Generalisation of Alpha-Beta Search for AND-OR Graphs With Partially Ordered Values · IJCAI 2022 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game tree search |
0.8 | 1 | 2024 | Opponent-Model Search in Games with Incomplete Information · AAAI 2024 |
Combinatorics and discrete mathematics
combinatorial game |
0.8 | 1 | 2024 | Combinatorial Games with Incomplete Information · IJCAI 2024 |
Algorithms and data structures › search algorithms › game tree search
alpha-beta pruning |
0.6 | 1 | 2022 | Generalisation of Alpha-Beta Search for AND-OR Graphs With Partially Ordered Values · IJCAI 2022 |
Quantum computing and quantum information › quantum algorithms
AND-OR formula evaluation |
0.6 | 1 | 2022 | Generalisation of Alpha-Beta Search for AND-OR Graphs With Partially Ordered Values · IJCAI 2022 |
Algorithms and data structures › search algorithms
game tree search |
0.6 | 1 | 2022 | Generalisation of Alpha-Beta Search for AND-OR Graphs With Partially Ordered Values · IJCAI 2022 |
Mathematical optimization
combinatorial optimization |
0.3 | 1 | 2026 | Nested Depth Search · AAAI 2026 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
opponent modeling |
0.2 | 1 | 2024 | Opponent-Model Search in Games with Incomplete Information · AAAI 2024 |
Methods — techniques the papers use, named apart from their topics
nested depth search · 2.0monte carlo search · 2.0robust strategy computation · 1.5opponent modeling · 1.5compact representation · 1.0cached value · 0.6alpha-beta pruning · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Nested Depth SearchabstractNested Monte Carlo Search (NMCS) has numerous applications, ranging from chemical retrosynthesis to quantum circuit design. We propose a generalization of NMCS that we named Nested Depth Search (NDS), in which a fixed depth search is used during a higher-level playout to generate the states sent to lower-level exploration. We establish the runtime of NDS and provide algorithms to compute the exact probability distribution of sequences generated by NDS. Experiments with the Set Cover problem and the Multiple Sequence Alignment problem show that NDS outperforms NMCS with the same time budget. Junkang Li, Tristan Cazenave, Swann Legras, Arthur Queffelec, Véronique Ventos |
AAAI | 1 |
| 2026 | Efficient representations for team and imperfect-recall equilibrium computation
Luca Carminati, Brian Hu Zhang, Federico Cacciamani, Junkang Li, Gabriele Farina, Nicola Gatti 0001, Tuomas Sandholm |
Artif. Intell. | 4 |
| 2025 | The Complexity of Pure Maxmin Strategies in Two-Player Extensive-Form GamesabstractExtensive-form games model strategic interaction between players, with an emphasis on the sequential aspect of decision-making: players take turns to move until an ending is reached, and receive a reward according to which ending is reached. We study the complexity of computing the pure maxmin value for such games, i.e. the maximum reward that a player can guarantee by playing a pure strategy, whatever their opponents play. We focus on two-player and two-team games and perform a systematic study depending on the degree of imperfect information of each player or team: perfect information, perfect recall, or perfect recall for each agent in a team (which we call multi-agent perfect recall). For each combination, we settle the complexity of deciding whether the maxmin value is at least as high as a given threshold. We give a complete complexity picture for three orthogonal settings: games represented explicitly by their game tree; games represented compactly by game rules, for which we propose two new formalisms; games in which the set of strategies of the opponents is restricted to a known set of opponent models. Junkang Li, Bruno Zanuttini, Véronique Ventos |
J. Artif. Intell. Res. | 1 |
| 2024 | Opponent-Model Search in Games with Incomplete InformationabstractGames with incomplete information are games that model situations where players do not have common knowledge about the game they play, e.g. card games such as poker or bridge. Opponent models can be of crucial importance for decision-making in such games. We propose algorithms for computing optimal and/or robust strategies in games with incomplete information, given various types of knowledge about opponent models. As an application, we describe a framework for reasoning about an opponent's reasoning in such games, where opponent models arise naturally. Junkang Li, Bruno Zanuttini, Véronique Ventos |
AAAI | 1 |
| 2024 | Combinatorial Games with Incomplete Information
Junkang Li, Bruno Zanuttini, Véronique Ventos |
IJCAI | 1 |
| 2023 | DHHFL-MABAC approach based on distance measure and comprehensive weight for sewage treatment company selection
Sidong Xian, Junkang Li, Zhaoyu Yan, Wenhua Wan |
Soft Comput. | 2 |
| 2022 | Generalisation of Alpha-Beta Search for AND-OR Graphs With Partially Ordered ValuesabstractWe define a new setting related to the evaluation of AND-OR directed acyclic graphs with partially ordered values. Such graphs arise naturally when solving games with incomplete information (e.g. most card games such as Bridge) or games with multiple criteria. In particular, this setting generalises standard AND-OR graph evaluation and computation of optimal strategies in games with complete information. Under this setting, we propose a new algorithm which uses both alpha-beta pruning and cached values. In this paper, we present our algorithm, prove its correctness, and give experimental results on a card game with incomplete information. Junkang Li, Bruno Zanuttini, Tristan Cazenave, Véronique Ventos |
IJCAI | 1 |
| 2022 | A TM-Based Adaptive Learning Data-Model for Trajectory Tracking and Real-Time Control of a Class of Nonlinear SystemsabstractIn this paper, a Takenaka-Malmquist (TM) basis function based equivalent data-model is established by an adaptive rational decomposition for the finite-time interval trajectory tracking control and real-time control of a class of nonlinear systems in the frequency domain. This data model can adaptively learn and match the control process of nonlinear systems. As a result, the proposed trajectory tracking as well as real-time control method can reflect the feature of adaptive learning in order-by-order decomposition, and the feasibility of the proposed method is guaranteed by the convergence of adaptive decomposition by TM basis function under the maximum selection principle (MSP) in Hardy space$H^{2}(\mathbb {D})$. Compared with the traditional model-free control method, this data learning model which matches the control process has obvious advantages in the system model expression and control accuracy. Simulation results at the end of this paper show the effectiveness of the proposed method. Junkang Li, Yong Fang 0003, Liming Zhang 0002 |
IEEE Trans. Circuits Syst. I Regul. Pap. | 1 |