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Huozhi Zhou

dblp:230/7680 · DBLP profile ↗
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4ranked-venue papers
1as first author
2since 2021 · last 2021
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 3 · 1 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 2 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
1 paper
Reinforcement learning · 50% Learning theory · 33% Segmentation and scene understanding · 17%
Theoretical computer science
1 paper
Algorithmic game theory and mechanism design · 100%

Topics — the 8 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Algorithmic game theory and mechanism design › multi-armed bandit
contextual bandits
0.512021
Adversarial Linear Contextual Bandits with Graph-Structured Side Observations · AAAI 2021
Algorithmic game theory and mechanism design
multi-armed bandit
0.512021
Adversarial Linear Contextual Bandits with Graph-Structured Side Observations · AAAI 2021
Machine learning › Reinforcement learning
bandit
0.412020
A Near-Optimal Change-Detection Based Algorithm for Piecewise-Stationary Combinatorial Semi-Bandits · AAAI 2020
Computer vision › Segmentation and scene understanding
change detection
0.412020
A Near-Optimal Change-Detection Based Algorithm for Piecewise-Stationary Combinatorial Semi-Bandits · AAAI 2020
Machine learning › Reinforcement learning › bandit
combinatorial semi-bandits
0.412020
A Near-Optimal Change-Detection Based Algorithm for Piecewise-Stationary Combinatorial Semi-Bandits · AAAI 2020
Machine learning › Reinforcement learning › multi-armed bandit › stochastic bandit
piecewise-stationary bandit
0.412020
A Near-Optimal Change-Detection Based Algorithm for Piecewise-Stationary Combinatorial Semi-Bandits · AAAI 2020
Machine learning › Learning theory › online learning
regret bounds
0.412020
A Near-Optimal Change-Detection Based Algorithm for Piecewise-Stationary Combinatorial Semi-Bandits · AAAI 2020
Machine learning › Learning theory › online learning › regret bounds
regret lower bounds
0.412020
A Near-Optimal Change-Detection Based Algorithm for Piecewise-Stationary Combinatorial Semi-Bandits · AAAI 2020

Methods — techniques the papers use, named apart from their topics

regret analysis · 0.5EXP3 · 0.5upper confidence bound · 0.4generalized likelihood ratio test · 0.4change point detection · 0.4
YearPublicationVenuePosition
2021 Adversarial Linear Contextual Bandits with Graph-Structured Side Observations
abstract
This paper studies the adversarial graphical contextual bandits, a variant of adversarial multi-armed bandits that leverage two categories of the most common side information: contexts and side observations. In this setting, a learning agent repeatedly chooses from a set of K actions after being presented with a d-dimensional context vector. The agent not only incurs and observes the loss of the chosen action, but also observes the losses of its neighboring actions in the observation structures, which are encoded as a series of feedback graphs. This setting models a variety of applications in social networks, where both contexts and graph-structured side observations are available. Two efficient algorithms are developed based on EXP3. Under mild conditions, our analysis shows that for undirected feedback graphs the first algorithm, EXP3-LGC-U, achieves a sub-linear regret with respect to the time horizon and the average independence number of the feedback graphs. A slightly weaker result is presented for the directed graph setting as well. The second algorithm, EXP3-LGC-IX, is developed for a special class of problems, for which the regret is the same for both directed as well as undirected feedback graphs. Numerical tests corroborate the efficiency of proposed algorithms.
Lingda Wang, Bingcong Li, Huozhi Zhou, Georgios B. Giannakis, Lav R. Varshney, Zhizhen Zhao 0001
AAAI3
2021 Near-Optimal Algorithms for Piecewise-Stationary Cascading Bandits
abstract
Cascading bandit (CB) is a popular model for web search and online advertising. However, the stationary CB model may be too simple to cope with real-world problems, where user preferences may change over time. Considering piecewise-stationary environments, two efficient algorithms, GLRT-CascadeUCB and GLRT-CascadeKL-UCB, are developed. Comparing with existing works, the proposed algorithms: i) are free of change-point-dependent information for choosing parameters; ii) have fewer tuning parameters; iii) improve regret upper bounds. We also show that the proposed algorithms are optimal up to logarithm terms by deriving a minimax lower bound $\Omega (\sqrt {NLT} )$ for piecewise-stationary CB. The efficiency of the proposed algorithms is validated through numerical tests on a real-world benchmark dataset.
Lingda Wang, Huozhi Zhou, Bingcong Li, Lav R. Varshney, Zhizhen Zhao 0001
ICASSP2
2020 A Near-Optimal Change-Detection Based Algorithm for Piecewise-Stationary Combinatorial Semi-Bandits
abstract
We investigate the piecewise-stationary combinatorial semi-bandit problem. Compared to the original combinatorial semi-bandit problem, our setting assumes the reward distributions of base arms may change in a piecewise-stationary manner at unknown time steps. We propose an algorithm, GLR-CUCB, which incorporates an efficient combinatorial semi-bandit algorithm, CUCB, with an almost parameter-free change-point detector, the Generalized Likelihood Ratio Test (GLRT). Our analysis shows that the regret of GLR-CUCB is upper bounded by O(√NKT log T), where N is the number of piecewise-stationary segments, K is the number of base arms, and T is the number of time steps. As a complement, we also derive a nearly matching regret lower bound on the order of Ω(√NKT), for both piecewise-stationary multi-armed bandits and combinatorial semi-bandits, using information-theoretic techniques and judiciously constructed piecewise-stationary bandit instances. Our lower bound is tighter than the best available regret lower bound, which is Ω(√T). Numerical experiments on both synthetic and real-world datasets demonstrate the superiority of GLR-CUCB compared to other state-of-the-art algorithms.
Huozhi Zhou, Lingda Wang, Lav R. Varshney, Ee-Peng Lim
AAAI1
2019 HS2: Active learning over hypergraphs with pointwise and pairwise queries
abstract
We propose a hypergraph-based active learning scheme which we term $HS^2$; $HS^2$ generalizes the previously reported algorithm $S^2$ originally proposed for graph-based active learning with pointwise queries. Our $HS^2$ method can accommodate hypergraph structures and allows one to ask both pointwise queries and pairwise queries. Based on a novel parametric system particularly designed for hypergraphs, we derive theoretical results on the query complexity of $HS^2$ for the above described generalized settings. Both the theoretical and empirical results show that $HS^2$ requires a significantly fewer number of queries than $S^2$ when one uses $S^2$ over a graph obtained from the corresponding hypergraph via clique expansion.
Eli Chien, Huozhi Zhou, Pan Li 0005
AISTATS2