Demo Data from EDBT 2026 / reviewers in the wild / expert
Harris Chan
dblp:227/3248
· DBLP profile ↗
7ranked-venue papers
0as first author
4since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 7 · 4 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
6 papers |
Reinforcement learning · 40% Language models and text generation · 31% Generative modeling · 12% |
Topics — the 20 heaviest of 21, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning
imitation learning |
0.9 | 1 | 2025 | LMAct: A Benchmark for In-Context Imitation Learning with Long Multimodal Demonstrations · ICML 2025 |
Machine learning › Reinforcement learning › imitation learning › few-shot imitation learning
in-context imitation learning |
0.9 | 1 | 2025 | LMAct: A Benchmark for In-Context Imitation Learning with Long Multimodal Demonstrations · ICML 2025 |
Natural language and speech › Language models and text generation › language modeling › long-context language modeling › context utilization › long-context modeling
long-context language model |
0.9 | 1 | 2025 | LMAct: A Benchmark for In-Context Imitation Learning with Long Multimodal Demonstrations · ICML 2025 |
Machine learning › Generative modeling
diffusion model |
0.7 | 1 | 2023 | STEVE-1: A Generative Model for Text-to-Behavior in Minecraft · NeurIPS 2023 |
Natural language and speech › Language models and text generation
instruction following |
0.7 | 1 | 2023 | STEVE-1: A Generative Model for Text-to-Behavior in Minecraft · NeurIPS 2023 |
Natural language and speech › Language models and text generation
instruction tuning |
0.7 | 1 | 2023 | STEVE-1: A Generative Model for Text-to-Behavior in Minecraft · NeurIPS 2023 |
Natural language and speech › Language models and text generation
large language model |
0.7 | 1 | 2023 | Large Language Models are Human-Level Prompt Engineers · ICLR 2023 |
Natural language and speech › Language models and text generation › prompting
prompt engineering |
0.7 | 1 | 2023 | Large Language Models are Human-Level Prompt Engineers · ICLR 2023 |
Machine learning › Generative modeling › cross-modal generation
text-conditioned generation |
0.7 | 1 | 2023 | STEVE-1: A Generative Model for Text-to-Behavior in Minecraft · NeurIPS 2023 |
Machine learning › Transfer learning and domain adaptation
domain generalization |
0.5 | 1 | 2021 | Learning Domain Invariant Representations in Goal-conditioned Block MDPs · NeurIPS 2021 |
Machine learning › Representation and self-supervised learning › representation learning › invariant representation learning
domain-invariant representation |
0.5 | 1 | 2021 | Learning Domain Invariant Representations in Goal-conditioned Block MDPs · NeurIPS 2021 |
Machine learning › Reinforcement learning
goal-conditioned reinforcement learning |
0.5 | 1 | 2021 | Learning Domain Invariant Representations in Goal-conditioned Block MDPs · NeurIPS 2021 |
Machine learning › Reinforcement learning › exploration › information-theoretic exploration
entropy-based exploration |
0.4 | 1 | 2020 | Maximum Entropy Gain Exploration for Long Horizon Multi-goal Reinforcement Learning · ICML 2020 |
Machine learning › Reinforcement learning
exploration |
0.4 | 1 | 2020 | Maximum Entropy Gain Exploration for Long Horizon Multi-goal Reinforcement Learning · ICML 2020 |
Machine learning › Learning theory
inductive bias |
0.4 | 1 | 2020 | An Inductive Bias for Distances: Neural Nets that Respect the Triangle Inequality · ICLR 2020 |
Machine learning › Reinforcement learning › exploration
intrinsic motivation |
0.4 | 1 | 2020 | Maximum Entropy Gain Exploration for Long Horizon Multi-goal Reinforcement Learning · ICML 2020 |
Machine learning › Reinforcement learning
long-horizon tasks |
0.4 | 1 | 2020 | Maximum Entropy Gain Exploration for Long Horizon Multi-goal Reinforcement Learning · ICML 2020 |
Machine learning › Representation and self-supervised learning › representation learning
metric learning |
0.4 | 1 | 2020 | An Inductive Bias for Distances: Neural Nets that Respect the Triangle Inequality · ICLR 2020 |
Machine learning › Reinforcement learning › goal-conditioned reinforcement learning
multi-goal reinforcement learning |
0.4 | 1 | 2020 | Maximum Entropy Gain Exploration for Long Horizon Multi-goal Reinforcement Learning · ICML 2020 |
Machine learning › Reinforcement learning › markov decision process › partially observable MDP
Block MDP |
0.1 | 1 | 2021 | Learning Domain Invariant Representations in Goal-conditioned Block MDPs · NeurIPS 2021 |
Methods — techniques the papers use, named apart from their topics
chain-of-thought prompting · 0.9self-supervised learning · 0.7large language model · 0.7hindsight relabeling · 0.7classifier-free guidance · 0.7behavioral cloning · 0.7automatic prompt optimization · 0.7theoretical framework · 0.5PA-SkewFit · 0.5neural network · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | LMAct: A Benchmark for In-Context Imitation Learning with Long Multimodal DemonstrationsabstractIn this paper, we present a benchmark to pressure-test today’s frontier models’ multimodal decision-making capabilities in the very long-context regime (up to one million tokens) and investigate whether these models can learn from large numbers of expert demonstrations in their context. We evaluate the performance of Claude 3.5 Sonnet, Gemini 1.5 Flash, Gemini 1.5 Pro, Gemini 2.0 Flash Experimental, GPT-4o, o1-mini, o1-preview, and o1 as policies across a battery of simple interactive decision-making tasks: playing tic-tac-toe, chess, and Atari, navigating grid worlds, solving crosswords, and controlling a simulated cheetah. We study increasing amounts of expert demonstrations in the context — from no demonstrations to 512 full episodes. Across our tasks, models rarely manage to fully reach expert performance, and often, presenting more demonstrations has little effect. Some models steadily improve with more demonstrations on a few tasks. We investigate the effect of encoding observations as text or images and the impact of chain-of-thought prompting. To help quantify the impact of other approaches and future innovations, we open source our benchmark that covers the zero-, few-, and many-shot regimes in a unified evaluation. Anian Ruoss, Fabio Pardo, Harris Chan, Bonnie Li, Volodymyr Mnih, Tim Genewein |
ICML | 3 |
| 2023 | Large Language Models are Human-Level Prompt Engineers
Yongchao Zhou, Andrei Ioan Muresanu, Ziwen Han, Keiran Paster, Silviu Pitis, Harris Chan, Jimmy Ba |
ICLR | 6 |
| 2023 | STEVE-1: A Generative Model for Text-to-Behavior in MinecraftabstractConstructing AI models that respond to text instructions is challenging, especially for sequential decision-making tasks. This work introduces a methodology, inspired by unCLIP, for instruction-tuning generative models of behavior without relying on a large dataset of instruction-labeled trajectories. Using this methodology, we create an instruction-tuned Video Pretraining (VPT) model called STEVE-1, which can follow short-horizon open-ended text and visual instructions in Minecraft. STEVE-1 is trained in two steps: adapting the pretrained VPT model to follow commands in MineCLIP's latent space, then training a prior to predict latent codes from text. This allows us to finetune VPT through self-supervised behavioral cloning and hindsight relabeling, reducing the need for costly human text annotations, and all for only $60 of compute. By leveraging pretrained models like VPT and MineCLIP and employing best practices from text-conditioned image generation, STEVE-1 sets a new bar for open-ended instruction following in Minecraft with low-level controls (mouse and keyboard) and raw pixel inputs, far outperforming previous baselines and robustly completing 12 of 13 tasks in our early-game evaluation suite. We provide experimental evidence highlighting key factors for downstream performance, including pretraining, classifier-free guidance, and data scaling. All resources, including our model weights, training scripts, and evaluation tools are made available for further research. Shalev Lifshitz, Keiran Paster, Harris Chan, Jimmy Ba, Sheila A. McIlraith |
NeurIPS | 3 |
| 2021 | Learning Domain Invariant Representations in Goal-conditioned Block MDPsabstractDeep Reinforcement Learning (RL) is successful in solving many complex Markov Decision Processes (MDPs) problems. However, agents often face unanticipated environmental changes after deployment in the real world. These changes are often spurious and unrelated to the underlying problem, such as background shifts for visual input agents. Unfortunately, deep RL policies are usually sensitive to these changes and fail to act robustly against them. This resembles the problem of domain generalization in supervised learning. In this work, we study this problem for goal-conditioned RL agents. We propose a theoretical framework in the Block MDP setting that characterizes the generalizability of goal-conditioned policies to new environments. Under this framework, we develop a practical method PA-SkewFit that enhances domain generalization. The empirical evaluation shows that our goal-conditioned RL agent can perform well in various unseen test environments, improving by 50\% over baselines. Beining Han, Chongyi Zheng, Harris Chan, Keiran Paster, Michael R. Zhang, Jimmy Ba |
NeurIPS | 3 |
| 2020 | An Empirical Study of Stochastic Gradient Descent with Structured Covariance NoiseabstractThe choice of batch-size in a stochastic optimization algorithm plays a substantial role for both optimization and generalization. Increasing the batch-size used typically improves optimization but degrades generalization. To address the problem of improving generalization while maintaining optimal convergence in large-batch training, we propose to add covariance noise to the gradients. We demonstrate that the learning performance of our method is more accurately captured by the structure of the covariance matrix of the noise rather than by the variance of gradients. Moreover, over the convex-quadratic, we prove in theory that it can be characterized by the Frobenius norm of the noise matrix. Our empirical studies with standard deep learning model-architectures and datasets shows that our method not only improves generalization performance in large-batch training, but furthermore, does so in a way where the optimization performance remains desirable and the training duration is not elongated. Yeming Wen, Kevin Luk, Maxime Gazeau, Guodong Zhang 0006, Harris Chan, Jimmy Ba |
AISTATS | 5 |
| 2020 | An Inductive Bias for Distances: Neural Nets that Respect the Triangle Inequality
Silviu Pitis, Harris Chan, Kiarash Jamali, Jimmy Ba |
ICLR | 2 |
| 2020 | Maximum Entropy Gain Exploration for Long Horizon Multi-goal Reinforcement LearningabstractWhat goals should a multi-goal reinforcement learning agent pursue during training in long-horizon tasks? When the desired (test time) goal distribution is too distant to offer a useful learning signal, we argue that the agent should not pursue unobtainable goals. Instead, it should set its own intrinsic goals that maximize the entropy of the historical achieved goal distribution. We propose to optimize this objective by having the agent pursue past achieved goals in sparsely explored areas of the goal space, which focuses exploration on the frontier of the achievable goal set. We show that our strategy achieves an order of magnitude better sample efficiency than the prior state of the art on long-horizon multi-goal tasks including maze navigation and block stacking. Silviu Pitis, Harris Chan, Stephen Zhao, Bradly C. Stadie, Jimmy Ba |
ICML | 2 |