Demo Data from EDBT 2026 / reviewers in the wild / expert
Seongho Son
dblp:239/4949
· DBLP profile ↗
2ranked-venue papers
1as first author
2since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 2 · 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 |
Language models and text generation · 50% Reinforcement learning · 25% Probabilistic and Bayesian machine learning · 25% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Probabilistic and Bayesian machine learning › structured prediction › ranking model
bradley-terry model |
0.9 | 1 | 2025 | Right Now, Wrong Then: Non-Stationary Direct Preference Optimization under Preference Drift · ICML 2025 |
Natural language and speech › Language models and text generation › preference optimization
direct preference optimization |
0.9 | 1 | 2025 | Right Now, Wrong Then: Non-Stationary Direct Preference Optimization under Preference Drift · ICML 2025 |
Natural language and speech › Language models and text generation
preference optimization |
0.9 | 1 | 2025 | Right Now, Wrong Then: Non-Stationary Direct Preference Optimization under Preference Drift · ICML 2025 |
Machine learning › Reinforcement learning › reward learning
reward modeling |
0.9 | 1 | 2025 | Right Now, Wrong Then: Non-Stationary Direct Preference Optimization under Preference Drift · ICML 2025 |
Methods — techniques the papers use, named apart from their topics
exponential weighting · 0.9dynamic bradley-terry model · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Right Now, Wrong Then: Non-Stationary Direct Preference Optimization under Preference DriftabstractCurrent Large Language Model (LLM) preference optimization algorithms do not account for temporal preference drift, which can lead to severe misalignment. To address this limitation, we propose **Non-Stationary Direct Preference Optimisation (NS-DPO)** that models time-dependent reward functions with a Dynamic Bradley-Terry model. NS-DPO proposes a computationally efficient solution by introducing only a single discount parameter in the loss function, which is used for exponential weighting that proportionally focuses learning on more time-relevant datapoints. We theoretically analyze the convergence of NS-DPO in a general setting where the exact nature of the preference drift is not known, providing upper bounds on the estimation error and regret caused by non-stationary preferences. Finally, we demonstrate the effectiveness of NS-DPO for fine-tuning LLMs under drifting preferences. Using scenarios where various levels of preference drift is introduced, with popular LLM reward models and datasets, we show that NS-DPO fine-tuned LLMs remain robust under non-stationarity, significantly outperforming baseline algorithms that ignore temporal preference changes, without sacrificing performance in stationary cases. Seongho Son, William Bankes, Sayak Ray Chowdhury, Brooks Paige, Ilija Bogunovic |
ICML | 1 |
| 2022 | Creating Pro-Level AI for a Real-Time Fighting Game Using Deep Reinforcement LearningabstractReinforcement learning (RL) combined with deep neural networks has performed remarkably well in many genres of games recently. It has surpassed human-level performance in fixed game environments and turn-based two-player board games. However, to the best of our knowledge, current research has yet to produce a result that has surpassed human-level performance in modern complex fighting games. This is due to the inherent difficulties with real-time fighting games, including: vast action spaces, action dependencies, and imperfect information. We overcame these challenges and made 1v1 battle AI agents for the commercial gameBlade and Soul. The trained agents competed against five professional gamers and achieved a winning rate of 62%. This article presents a practical RL method that includes a novel self-play curriculum and data skipping techniques. Through the curriculum, three different styles of agents were created by reward shaping and were trained against each other. Additionally, this article suggests data-skipping techniques that could increase data efficiency and facilitate explorations in vast spaces. Since our method can be generally applied to all two-player competitive games with vast action spaces, we anticipate its application to game development including level design and automated balancing. Inseok Oh, Seungeun Rho, Sangbin Moon, Seongho Son, Hyoil Lee, Jinyun Chung |
IEEE Trans. Games | 4 |