Demo Data from EDBT 2026 / reviewers in the wild / expert
Zun Li 0002
dblp:215/9536-2
· DBLP profile ↗
8ranked-venue papers
5as first author
6since 2021 · last 2025
0000-0003-1748-0883ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 7 · 5 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 4 first-author · 3 since 2021Computer networks · 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
4 papers |
Reinforcement learning · 62% Planning, search and constraint satisfaction · 15% Generative modeling · 15% | |
| Theoretical computer science
3 papers |
Algorithmic game theory and mechanism design · 80% Mathematical optimization · 20% | |
| Computer networks
1 paper |
Internet of things and sensor networks · 50% Network optimization and economics · 50% |
Topics — the 15 heaviest of 15, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
2.1 | 3 | 2025 | Combining Deep Reinforcement Learning and Search with Generative Models for Game-Theoretic Opponent Modeling · IJCAI 2025 A Meta-Game Evaluation Framework for Deep Multiagent Reinforcement Learning · IJCAI 2024 Evolution Strategies for Approximate Solution of Bayesian Games · AAAI 2021 |
Algorithmic game theory and mechanism design
equilibrium computation |
0.9 | 2 | 2021 | Evolution Strategies for Approximate Solution of Bayesian Games · AAAI 2021 Structure Learning for Approximate Solution of Many-Player Games · AAAI 2020 |
Machine learning › Generative modeling
generative model |
0.9 | 1 | 2025 | Combining Deep Reinforcement Learning and Search with Generative Models for Game-Theoretic Opponent Modeling · IJCAI 2025 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search |
0.9 | 1 | 2025 | Combining Deep Reinforcement Learning and Search with Generative Models for Game-Theoretic Opponent Modeling · IJCAI 2025 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
opponent modeling |
0.9 | 1 | 2025 | Combining Deep Reinforcement Learning and Search with Generative Models for Game-Theoretic Opponent Modeling · IJCAI 2025 |
Network optimization and economics › pricing
data pricing |
0.7 | 1 | 2023 | Capitalize Your Data: Optimal Selling Mechanisms for IoT Data Exchange · IEEE Trans. Mob. Comput. 2023 |
Internet of things and sensor networks
iot data market |
0.7 | 1 | 2023 | Capitalize Your Data: Optimal Selling Mechanisms for IoT Data Exchange · IEEE Trans. Mob. Comput. 2023 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
best response computation |
0.5 | 1 | 2021 | Evolution Strategies for Approximate Solution of Bayesian Games · AAAI 2021 |
Algorithmic game theory and mechanism design › incomplete information
bayesian game |
0.5 | 1 | 2021 | Evolution Strategies for Approximate Solution of Bayesian Games · AAAI 2021 |
Knowledge, reasoning and agents › Multi-agent systems › game theory
graphical games |
0.4 | 1 | 2020 | Structure Learning for Approximate Solution of Many-Player Games · AAAI 2020 |
Algorithmic game theory and mechanism design › computational game theory
empirical game-theoretic analysis |
0.4 | 1 | 2020 | Bounding Regret in Empirical Games · AAAI 2020 |
Algorithmic game theory and mechanism design
multi-player games |
0.4 | 1 | 2020 | Structure Learning for Approximate Solution of Many-Player Games · AAAI 2020 |
Mathematical optimization › online optimization
regret bounds |
0.4 | 1 | 2020 | Bounding Regret in Empirical Games · AAAI 2020 |
Mathematical optimization
bilevel optimization |
0.1 | 1 | 2021 | Evolution Strategies for Approximate Solution of Bayesian Games · AAAI 2021 |
Data mining
clustering |
0.1 | 1 | 2020 | Structure Learning for Approximate Solution of Many-Player Games · AAAI 2020 |
Methods — techniques the papers use, named apart from their topics
greedy search · 1.3clustering · 1.3neural network · 1.0natural evolution strategies · 1.0policy space response oracles · 0.9best response · 0.9bargaining theory · 0.9regression · 0.9meta-game · 0.8deep reinforcement learning · 0.8mechanism design · 0.7economic analysis · 0.7bilevel optimization · 0.5bi-level optimization · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Combining Deep Reinforcement Learning and Search with Generative Models for Game-Theoretic Opponent ModelingabstractOpponent modeling methods typically involve two crucial steps: building a belief distribution over opponents' strategies, and exploiting this opponent model by playing a best response. However, existing approaches typically require domain-specific heurstics to come up with such a model, and algorithms for approximating best responses are hard to scale in large, imperfect information domains. In this work, we introduce a scalable and generic multiagent training regime for opponent modeling using deep game-theoretic reinforcement learning. We first propose Generative Best Respoonse (GenBR), a best response algorithm based on Monte-Carlo Tree Search (MCTS) with a learned deep generative model that samples world states during planning. This new method scales to large imperfect information domains and can be plug and play in a variety of multiagent algorithms. We use this new method under the framework of Policy Space Response Oracles (PSRO), to automate the generation of an offline opponent model via iterative game-theoretic reasoning and population-based training. We propose using solution concepts based on bargaining theory to build up an opponent mixture, which we find identifying profiles that are near the Pareto frontier. Then GenBR keeps updating an online opponent model and reacts against it during gameplay. We conduct behavioral studies where human participants negotiate with our agents in Deal-or-No-Deal, a class of bilateral bargaining games. Search with generative modeling finds stronger policies during both training time and test time, enables online Bayesian co-player prediction, and can produce agents that achieve comparable social welfare and Nash bargaining score negotiating with humans as humans trading among themselves. Zun Li 0002, Marc Lanctot, Kevin R. McKee, Luke Marris, Ian Gemp, Daniel Hennes, Paul Muller, Kate Larson, Yoram Bachrach, Michael P. Wellman |
IJCAI | 1 |
| 2025 | A game-theoretic approach for hierarchical epidemic controlabstractAbstract We design and analyze a multi-level game-theoretic model of hierarchical policy interventions for epidemic control, such as those in response to the COVID-19 pandemic. Our model captures the potentially mismatched priorities among a hierarchy of policy-makers (e.g., federal, state, and local governments) with respect to two cost components that have opposite dependence on the policy strength—post-intervention infection rates and the socio-economic cost of policy implementation. Additionally, our model includes a crucial third factor in decisions: a cost of non-compliance with the policy-maker immediately above in the hierarchy, such as non-compliance of counties with state-level policies. We propose two novel algorithms for approximating solutions to such games. The first is based on best response dynamics (BRD) and exploits the tree structure of the game. The second combines quadratic integer programming (QIP), which enables us to collapse the two lowest levels of the game, with the best response dynamics. We experimentally characterize the scalability and equilibrium approximation quality of our two approaches against model parameters. Finally, we conduct experiments in simulations based on both synthetic and real-world data under various parameter configurations and analyze the resulting (approximate) equilibria to gain insight into the impact of decentralization on overall welfare (measured as the negative sum of costs) as well as emergent properties like social welfare, free-riding, and fairness in cost distribution among policy-makers. Feiran Jia, Aditya Mate, Zun Li 0002, Shahin Jabbari, Mithun Chakraborty, Milind Tambe, Michael P. Wellman, Yevgeniy Vorobeychik |
Auton. Agents Multi Agent Syst. | 3 |
| 2024 | A Meta-Game Evaluation Framework for Deep Multiagent Reinforcement Learning
Zun Li 0002, Michael P. Wellman |
IJCAI | 1 |
| 2023 | Capitalize Your Data: Optimal Selling Mechanisms for IoT Data ExchangeabstractMore and more IoT data is being traded online in cloud-based data marketplaces due to the fast-growing market demand. Within the current data selling mechanisms, data consumers have difficulties in making purchasing decisions due to uncertain IoT data quality and inflexible pricing interface. To resolve these issues, potential solutions could be to launch data demonstrations and release free sampling data to reduce the uncertainty about data quality, and to charge based on the volume of data actually used to enable flexible pricing. However, there is still no clear understanding of economic benefits of these mechanisms. In this paper, we design the optimal data selling mechanisms for IoT data exchange, and derive the following two results. First, whether to deploy a data demonstration and how much free sampling data to release depend on the extent of data consumers' inaccuracy perceptions for data quality, which varies over a wide range in IoT applications. We found that the data vendor has no incentive to conduct these strategies if data consumers extremely overestimate data quality. Second, although flexible data pricing mechanisms provide convenience for real-time and streaming IoT data exchange, it brings less economic benefits to the data vendor compared with the fixed pricing scheme, which sells the whole data set with a fixed price. We evaluate the optimal selling mechanisms on a real-world Taxi GPS data set, and evaluation results verify the insights derived from our theoretical analysis. Qinya Li, Zun Li 0002, Zhenzhe Zheng 0001, Fan Wu 0006, Shaojie Tang 0001, Zhao Zhang 0002, Guihai Chen |
IEEE Trans. Mob. Comput. | 2 |
| 2022 | Solving structured hierarchical games using differential backward inductionabstractFrom large-scale organizations to decentralized political systems, hierarchical strategic decision making is commonplace. We introduce a novel class of structured hierarchical games (SHGs) that formally capture such hierarchical strategic interactions. In an SHG, each player is a node in a tree, and strategic choices of players are sequenced from root to leaves, with root moving first, followed by its children, then followed by their children, and so on until the leaves. A player’s utility in an SHG depends on its own decision, and on the choices of its parent and all the tree leaves. SHGs thus generalize simultaneous-move games, as well as Stackelberg games with many followers. We leverage the structure of both the sequence of player moves as well as payoff dependence to develop a gradient-based back propagation-style algorithm, which we call Differential Backward Induction (DBI), for approximating equilibria of SHGs. We provide a sufficient condition for convergence of DBI and demonstrate its efficacy in finding approximate equilibrium solutions to several SHG models of hierarchical policy-making problems. Zun Li 0002, Feiran Jia, Aditya Mate, Shahin Jabbari, Mithun Chakraborty, Milind Tambe, Yevgeniy Vorobeychik |
UAI | 1 |
| 2021 | Evolution Strategies for Approximate Solution of Bayesian GamesabstractWe address the problem of solving complex Bayesian games, characterized by high-dimensional type and action spaces, many (> 2) players, and general-sum payoffs. Our approach applies to symmetric one-shot Bayesian games, with no given analytic structure. We represent agent strategies in parametric form as neural networks, and apply natural evolution strategies (NES) [wierstra2014natural] for deep model optimization. For pure equilibrium computation, we formulate the problem as bi-level optimization, and employ NES in an iterative algorithm to implement both inner-loop best response optimization and outer-loop regret minimization. In simple games including first- and second-price auctions, it is capable of recovering known analytic solutions. For mixed equilibrium computation, we adopt an incremental strategy generation framework, with NES as strategy generator producing a finite sequence of approximate best-response strategies. We then calculate equilibria over this finite strategy set via a model-based optimization process. Both our pure and mixed equilibrium computation methods employ NES to efficiently search for strategies over the functional space, given only black-box simulation access to noisy payoff samples. We experimentally demonstrate the efficacy of all methods on two simultaneous sealed-bid auction games with distinct type distributions, and observe that the solutions exhibit qualitatively different behavior in these two environments. Zun Li 0002, Michael P. Wellman |
AAAI | 1 |
| 2020 | Bounding Regret in Empirical Games
Steven Jecmen, Arunesh Sinha, Zun Li 0002, Long Tran-Thanh |
AAAI | 3 |
| 2020 | Structure Learning for Approximate Solution of Many-Player GamesabstractGames with many players are difficult to solve or even specify without adopting structural assumptions that enable representation in compact form. Such structure is generally not given and will not hold exactly for particular games of interest. We introduce an iterative structure-learning approach to search for approximate solutions of many-player games, assuming only black-box simulation access to noisy payoff samples. Our first algorithm, K-Roles, exploits symmetry by learning a role assignment for players of the game through unsupervised learning (clustering) methods. Our second algorithm, G3L, seeks sparsity by greedy search over local interactions to learn a graphical game model. Both algorithms use supervised learning (regression) to fit payoff values to the learned structures, in compact representations that facilitate equilibrium calculation. We experimentally demonstrate the efficacy of both methods in reaching quality solutions and uncovering hidden structure, on both perfectly and approximately structured game instances. Zun Li 0002, Michael P. Wellman |
AAAI | 1 |