Demo Data from EDBT 2026 / reviewers in the wild / expert
Minne Li
dblp:215/4340 · also Min-ne Li
· DBLP profile ↗
15ranked-venue papers
3as first author
6since 2021 · last 2026
0009-0004-4768-9164ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 10 · 1 first-author · 5 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 1 first-author · 1 since 2021Systems, architecture and hardware · 2 · 1 first-authorDatabases, data management, data science and information retrieval · 2 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 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
5 papers |
Reinforcement learning · 82% Multi-agent systems · 10% Planning, search and constraint satisfaction · 8% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Smart cities and intelligent transportation · 100% | |
| Theoretical computer science
2 papers |
Algorithmic game theory and mechanism design · 100% |
Topics — the 13 heaviest of 13, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
1.6 | 4 | 2021 | Learning in Nonzero-Sum Stochastic Games with Potentials · ICML 2021 Bi-Level Actor-Critic for Multi-Agent Coordination · AAAI 2020 Efficient Ridesharing Order Dispatching with Mean Field Multi-Agent Reinforcement Learning · WWW 2019 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
mean-field reinforcement learning |
0.7 | 2 | 2019 | Efficient Ridesharing Order Dispatching with Mean Field Multi-Agent Reinforcement Learning · WWW 2019 Mean Field Multi-Agent Reinforcement Learning · ICML 2018 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
markov games |
0.5 | 1 | 2021 | Learning in Nonzero-Sum Stochastic Games with Potentials · ICML 2021 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning › equilibrium learning
nash equilibrium learning |
0.5 | 1 | 2021 | Learning in Nonzero-Sum Stochastic Games with Potentials · ICML 2021 |
Knowledge, reasoning and agents › Multi-agent systems
multi-agent coordination |
0.4 | 1 | 2020 | Bi-Level Actor-Critic for Multi-Agent Coordination · AAAI 2020 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
stackelberg equilibrium |
0.4 | 1 | 2020 | Bi-Level Actor-Critic for Multi-Agent Coordination · AAAI 2020 |
Machine learning › Reinforcement learning › representation learning for control
multi-view reinforcement learning |
0.4 | 1 | 2019 | Multi-View Reinforcement Learning · NeurIPS 2019 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning under uncertainty
partially observable markov decision process |
0.4 | 1 | 2019 | Multi-View Reinforcement Learning · NeurIPS 2019 |
Smart cities and intelligent transportation › ride-hailing
order dispatching |
0.4 | 1 | 2019 | Efficient Ridesharing Order Dispatching with Mean Field Multi-Agent Reinforcement Learning · WWW 2019 |
Smart cities and intelligent transportation
ridesharing |
0.4 | 1 | 2019 | Efficient Ridesharing Order Dispatching with Mean Field Multi-Agent Reinforcement Learning · WWW 2019 |
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
nash equilibrium |
0.3 | 2 | 2021 | Learning in Nonzero-Sum Stochastic Games with Potentials · ICML 2021 Bi-Level Actor-Critic for Multi-Agent Coordination · AAAI 2020 |
Algorithmic game theory and mechanism design
equilibrium computation |
0.1 | 1 | 2021 | Learning in Nonzero-Sum Stochastic Games with Potentials · ICML 2021 |
Knowledge, reasoning and agents › Multi-agent systems › game theory
nash equilibrium |
0.1 | 1 | 2018 | Mean Field Multi-Agent Reinforcement Learning · ICML 2018 |
Methods — techniques the papers use, named apart from their topics
actor-critic · 1.2potential game · 1.0independent learning · 1.0mean-field approximation · 0.8combinatorial optimization · 0.8bilevel optimization · 0.4bi-level optimization · 0.4observation augmentation · 0.4cross-view policy transfer · 0.4q-learning · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | On the Generalization of Reward Models and LLM Judges under Out-of-Distributions in RLHF
Fangtong Sun, Xiaochuan Zhang, Yuan Zhou 0028, Minne Li |
ICIC (2) | 5 |
| 2025 | PMAT: Optimizing Action Generation Order in Multi-Agent Reinforcement Learning
Muning Wen, Xihuai Wang, Shao Zhang, Yiwei Shi, Minne Li, Minglong Li, Ying Wen 0001 |
AAMAS | 6 |
| 2025 | A unified multimodal classification framework based on deep metric learning
Liwen Peng, Songlei Jian, Minne Li, Zhigang Kan, Linbo Qiao, Dongsheng Li 0001 |
Neural Networks | 3 |
| 2024 | Asymmetric Actor-Critic for Adapting to Changing Environments in Reinforcement Learning
Wangyang Yue, Yuan Zhou 0028, Xiaochuan Zhang, Yuchen Hua, Minne Li, Zunlin Fan, Guang Kou |
ICANN (4) | 5 |
| 2022 | A Game-Theoretic Approach to Multi-agent Trust Region Optimization
Ying Wen 0001, Yaodong Yang 0001, Minne Li, Zheng Tian 0002, Xu Chen 0017, Jun Wang 0012 |
DAI | 4 |
| 2021 | Learning in Nonzero-Sum Stochastic Games with PotentialsabstractMulti-agent reinforcement learning (MARL) has become effective in tackling discrete cooperative game scenarios. However, MARL has yet to penetrate settings beyond those modelled by team and zero-sum games, confining it to a small subset of multi-agent systems. In this paper, we introduce a new generation of MARL learners that can handle \textit{nonzero-sum} payoff structures and continuous settings. In particular, we study the MARL problem in a class of games known as stochastic potential games (SPGs) with continuous state-action spaces. Unlike cooperative games, in which all agents share a common reward, SPGs are capable of modelling real-world scenarios where agents seek to fulfil their individual goals. We prove theoretically our learning method, $\ourmethod$, enables independent agents to learn Nash equilibrium strategies in \textit{polynomial time}. We demonstrate our framework tackles previously unsolvable tasks such as \textit{Coordination Navigation} and \textit{large selfish routing games} and that it outperforms the state of the art MARL baselines such as MADDPG and COMIX in such scenarios. David Mguni, Yutong Wu 0005, Yali Du 0001, Yaodong Yang 0001, Ziyi Wang 0004, Minne Li, Ying Wen 0001, Joel Jennings, Jun Wang 0012 |
ICML | 6 |
| 2020 | Bi-Level Actor-Critic for Multi-Agent CoordinationabstractCoordination is one of the essential problems in multi-agent systems. Typically multi-agent reinforcement learning (MARL) methods treat agents equally and the goal is to solve the Markov game to an arbitrary Nash equilibrium (NE) when multiple equilibra exist, thus lacking a solution for NE selection. In this paper, we treat agents unequally and consider Stackelberg equilibrium as a potentially better convergence point than Nash equilibrium in terms of Pareto superiority, especially in cooperative environments. Under Markov games, we formally define the bi-level reinforcement learning problem in finding Stackelberg equilibrium. We propose a novel bi-level actor-critic learning method that allows agents to have different knowledge base (thus intelligent), while their actions still can be executed simultaneously and distributedly. The convergence proof is given, while the resulting learning algorithm is tested against the state of the arts. We found that the proposed bi-level actor-critic algorithm successfully converged to the Stackelberg equilibria in matrix games and find a asymmetric solution in a highway merge environment. Haifeng Zhang 0002, Weizhe Chen 0001, Zeren Huang, Minne Li, Yaodong Yang 0001, Weinan Zhang 0001, Jun Wang 0012 |
AAAI | 4 |
| 2019 | CoRide: Joint Order Dispatching and Fleet Management for Multi-Scale Ride-Hailing PlatformsabstractHow to optimally dispatch orders to vehicles and how to trade off between immediate and future returns are fundamental questions for a typical ride-hailing platform. We model ride-hailing as a large-scale parallel ranking problem and study the joint decision-making task of order dispatching and fleet management in online ride-hailing platforms. This task brings unique challenges in the following four aspects. First, to facilitate a huge number of vehicles to act and learn efficiently and robustly, we treat each region cell as an agent and build a multi-agent reinforcement learning framework. Second, to coordinate the agents from different regions to achieve long-term benefits, we leverage the geographical hierarchy of the region grids to perform hierarchical reinforcement learning. Third, to deal with the heterogeneous and variant action space for joint order dispatching and fleet management, we design the action as the ranking weight vector to rank and select the specific order or the fleet management destination in a unified formulation. Fourth, to achieve the multi-scale ride-hailing platform, we conduct the decision-making process in a hierarchical way where a multi-head attention mechanism is utilized to incorporate the impacts of neighbor agents and capture the key agent in each scale. The whole novel framework is named as CoRide. Extensive experiments based on multiple cities real-world data as well as analytic synthetic data demonstrate that CoRide provides superior performance in terms of platform revenue and user experience in the task of city-wide hybrid order dispatching and fleet management over strong baselines. Jiarui Jin, Ming Zhou 0006, Weinan Zhang 0001, Minne Li, Zilong Guo, Zhiwei (Tony) Qin, Yan Jiao, Xiaocheng Tang, Jun Wang 0012, Guobin Wu 0001, Jieping Ye |
CIKM | 4 |
| 2019 | Multi-View Reinforcement LearningabstractThis paper is concerned with multi-view reinforcement learning (MVRL), which allows for decision making when agents share common dynamics but adhere to different observation models. We define the MVRL framework by extending partially observable Markov decision processes (POMDPs) to support more than one observation model and propose two solution methods through observation augmentation and cross-view policy transfer. We empirically evaluate our method and demonstrate its effectiveness in a variety of environments. Specifically, we show reductions in sample complexities and computational time for acquiring policies that handle multi-view environments. Minne Li, Lisheng Wu, Jun Wang 0012, Haitham Bou-Ammar |
NeurIPS | 1 |
| 2019 | Efficient Ridesharing Order Dispatching with Mean Field Multi-Agent Reinforcement LearningabstractA fundamental question in any peer-to-peer ridesharing system is how to, both effectively and efficiently, dispatch user's ride requests to the right driver in real time. Traditional rule-based solutions usually work on a simplified problem setting, which requires a sophisticated hand-crafted weight design for either centralized authority control or decentralized multi-agent scheduling systems. Although recent approaches have used reinforcement learning to provide centralized combinatorial optimization algorithms with informative weight values, their single-agent setting can hardly model the complex interactions between drivers and orders. In this paper, we address the order dispatching problem using multi-agent reinforcement learning (MARL), which follows the distributed nature of the peer-to-peer ridesharing problem and possesses the ability to capture the stochastic demand-supply dynamics in large-scale ridesharing scenarios. Being more reliable than centralized approaches, our proposed MARL solutions could also support fully distributed execution through recent advances in the Internet of Vehicles (IoV) and the Vehicle-to-Network (V2N). Furthermore, we adopt the mean field approximation to simplify the local interactions by taking an average action among neighborhoods. The mean field approximation is capable of globally capturing dynamic demand-supply variations by propagating many local interactions between agents and the environment. Our extensive experiments have shown the significant improvements of MARL order dispatching algorithms over several strong baselines on the accumulated driver income (ADI), and order response rate measures. Besides, the simulated experiments with real data have also justified that our solution can alleviate the supply-demand gap during the rush hours, thus possessing the capability of reducing traffic congestion. Minne Li, Zhiwei (Tony) Qin, Yan Jiao, Yaodong Yang 0001, Jun Wang 0012, Guobin Wu 0001, Jieping Ye |
WWW | 1 |
| 2018 | Mean Field Multi-Agent Reinforcement LearningabstractExisting multi-agent reinforcement learning methods are limited typically to a small number of agents. When the agent number increases largely, the learning becomes intractable due to the curse of the dimensionality and the exponential growth of agent interactions. In this paper, we present Mean Field Reinforcement Learning where the interactions within the population of agents are approximated by those between a single agent and the average effect from the overall population or neighboring agents; the interplay between the two entities is mutually reinforced: the learning of the individual agent’s optimal policy depends on the dynamics of the population, while the dynamics of the population change according to the collective patterns of the individual policies. We develop practical mean field Q-learning and mean field Actor-Critic algorithms and analyze the convergence of the solution to Nash equilibrium. Experiments on Gaussian squeeze, Ising model, and battle games justify the learning effectiveness of our mean field approaches. In addition, we report the first result to solve the Ising model via model-free reinforcement learning methods. Yaodong Yang 0001, Rui Luo 0001, Minne Li, Ming Zhou 0006, Weinan Zhang 0001, Jun Wang 0012 |
ICML | 3 |
| 2016 | SMARTPARTITION: Efficient Partitioning for Natural GraphsabstractThis paper presents SmartPartition, an efficient approach to partition large-scala natural graphs [5]. We design a new partitioning algorithm which can perceive graph layout locality to improve the performance of graph computation. Experimental results demonstrate that SmartPartition can achieve significant reduction in ingress time and execution time for both real-world and synthetic graph datasets. Chengfei Zhang, Yiming Zhang 0003, Dongsheng Li 0001, Minne Li |
CLUSTER | 5 |
| 2016 | Learning from wireless: A prospective approach to Human-Centered ComputingabstractOne of the most important topics in Human-Centered Computing (HCC) is to recognise human's activities. In this paper, the technology of wireless-based activity recognition is introduced. By using wireless signals, one can achieve Non-Line-Of-Sight (NLOS) recognition without carrying any devices. Also, it is easy to deploy a wireless-based recognition system due to the ubiquity of wireless communication systems. The basic idea is to detect different characteristics of signal propagation that correspond to the distinct human behaviors. As a result, action recognition is performed by analyzing the distinguishable features of signal propagation. This paper introduces the basic principles and applications of wireless-based activity recognition, and discusses the challenges and related performance metrics. Finally, open problems are discussed to point out the future research trends. Shaohe Lv, Xiaodong Wang 0002, Minne Li, Xingming Zhou |
IJCNN | 5 |
| 2016 | DSS: A Scalable and Efficient Stratified Sampling Algorithm for Large-Scale Datasets
Minne Li, Dongsheng Li 0001, Zhaoning Zhang 0001, Xicheng Lu |
NPC | 1 |
| 2016 | Pegasus: a distributed and load-balancing fingerprint identification systemabstractFingerprint has been widely used in a variety of biometric identification systems in the past several years due to its uniqueness and immutability. With the rapid development of fingerprint identification techniques, many fingerprint identification systems are in urgent need to deal with large-scale fingerprint storage and high concurrent recognition queries, which bring huge challenges to the system. In this circumstance, we design and implement a distributed and load-balancing fingerprint identification system named Pegasus, which includes a distributed feature extraction subsystem and a distributed feature storage subsystem. The feature extraction procedure combines the Hadoop Image Processing Interface (HIPI) library to enhance its overall processing speed; the feature storage subsystem optimizes MongoDB’s default load balance strategy to improve the efficiency and robustness of Pegasus. Experiments and simulations are carried out, and results show that Pegasus can reduce the time cost by 70% during the feature extraction procedure. Pegasus also balances the difference of access load among front-end mongos nodes to less than 5%. Additionally, Pegasus reduces over 40% of data migration among back-end data shards to obtain a more reasonable data distribution based on the operation load (insertion, deletion, update, and query) of each shard. Wanxin Zhang, Dongsheng Li 0001, Zhen Huang 0006, Minne Li, Xicheng Lu |
Frontiers Inf. Technol. Electron. Eng. | 5 |