EDBT 2026 Demo / reviewers in the wild / expert
Zhihan Xiong
dblp:255/6096
· DBLP profile ↗
10ranked-venue papers
2as first author
9since 2021 · last 2026
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 10 · 2 first-author · 9 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 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
9 papers |
Reinforcement learning · 67% Learning theory · 12% Language models and text generation · 7% | |
| Theoretical computer science
3 papers |
Algorithmic game theory and mechanism design · 89% Mathematical optimization · 11% |
Topics — the 23 heaviest of 24, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
2.0 | 3 | 2024 | A Black-box Approach for Non-stationary Multi-agent Reinforcement Learning · ICLR 2024 Offline Congestion Games: How Feedback Type Affects Data Coverage Requirement · ICLR 2023 Learning in Congestion Games with Bandit Feedback · NeurIPS 2022 |
Machine learning › Reinforcement learning
bandit |
1.5 | 2 | 2026 | On The Complexity of Best-Arm Identification in Non-Stationary Linear Bandits · COLT 2026 Selective Sampling for Online Best-arm Identification · NeurIPS 2021 |
Machine learning › Reinforcement learning › multi-armed bandit › pure exploration
best arm identification |
1.5 | 2 | 2026 | On The Complexity of Best-Arm Identification in Non-Stationary Linear Bandits · COLT 2026 Selective Sampling for Online Best-arm Identification · NeurIPS 2021 |
Algorithmic game theory and mechanism design
congestion games |
1.2 | 2 | 2023 | Offline Congestion Games: How Feedback Type Affects Data Coverage Requirement · ICLR 2023 Learning in Congestion Games with Bandit Feedback · NeurIPS 2022 |
Machine learning › Reinforcement learning
exploration |
1.0 | 2 | 2022 | Near-Optimal Randomized Exploration for Tabular Markov Decision Processes · NeurIPS 2022 Parameterized Indexed Value Function for Efficient Exploration in Reinforcement Learning · AAAI 2020 |
Natural language and speech › Language models and text generation
large language model evaluation |
1.0 | 1 | 2026 | Towards Acyclic Preference Evaluation of Language Models via Multiple Evaluators · AAAI 2026 |
Machine learning › Reinforcement learning › bandit
linear bandits |
1.0 | 1 | 2026 | On The Complexity of Best-Arm Identification in Non-Stationary Linear Bandits · COLT 2026 |
Machine learning › Reinforcement learning › multi-armed bandit
non-stationary bandits |
1.0 | 1 | 2026 | On The Complexity of Best-Arm Identification in Non-Stationary Linear Bandits · COLT 2026 |
Machine learning › Time series and sequential data
non-stationary environments |
0.8 | 1 | 2024 | A Black-box Approach for Non-stationary Multi-agent Reinforcement Learning · ICLR 2024 |
Algorithmic game theory and mechanism design
equilibrium computation |
0.8 | 1 | 2024 | A Black-box Approach for Non-stationary Multi-agent Reinforcement Learning · ICLR 2024 |
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
nash equilibrium |
0.8 | 1 | 2024 | A Black-box Approach for Non-stationary Multi-agent Reinforcement Learning · ICLR 2024 |
Machine learning › Deep learning architectures and training
frequency-domain learning |
0.6 | 1 | 2022 | Fourier Learning with Cyclical Data · ICML 2022 |
Machine learning › Reinforcement learning
markov decision process |
0.6 | 1 | 2022 | Near-Optimal Randomized Exploration for Tabular Markov Decision Processes · NeurIPS 2022 |
Machine learning › Learning theory
online learning |
0.6 | 1 | 2022 | Fourier Learning with Cyclical Data · ICML 2022 |
Machine learning › Reinforcement learning › exploration
randomized value functions |
0.6 | 1 | 2022 | Near-Optimal Randomized Exploration for Tabular Markov Decision Processes · NeurIPS 2022 |
Machine learning › Reinforcement learning › markov decision process › finite markov decision processes
tabular MDP |
0.6 | 1 | 2022 | Near-Optimal Randomized Exploration for Tabular Markov Decision Processes · NeurIPS 2022 |
Machine learning › Efficient and distributed learning › active learning
label complexity |
0.5 | 1 | 2021 | Selective Sampling for Online Best-arm Identification · NeurIPS 2021 |
Machine learning › Learning theory
sample complexity |
0.5 | 1 | 2021 | Selective Sampling for Online Best-arm Identification · NeurIPS 2021 |
Machine learning › Learning theory › query learning
selective sampling |
0.5 | 1 | 2021 | Selective Sampling for Online Best-arm Identification · NeurIPS 2021 |
Machine learning › Trustworthy machine learning
interpretability |
0.3 | 1 | 2026 | Towards Acyclic Preference Evaluation of Language Models via Multiple Evaluators · AAAI 2026 |
Machine learning › Learning theory › online learning
regret bounds |
0.2 | 1 | 2022 | Near-Optimal Randomized Exploration for Tabular Markov Decision Processes · NeurIPS 2022 |
Mathematical optimization › distributed optimization
decentralized optimization |
0.2 | 1 | 2022 | Learning in Congestion Games with Bandit Feedback · NeurIPS 2022 |
Mathematical optimization
frank-wolfe algorithm |
0.2 | 1 | 2022 | Learning in Congestion Games with Bandit Feedback · NeurIPS 2022 |
Methods — techniques the papers use, named apart from their topics
bandit feedback · 2.5g-optimal design · 2.1regret minimization · 1.5black-box reduction · 1.5rank aggregation · 1.0preference graph ensemble · 1.0optimal experimental design · 1.0minimax lower bound · 1.0denoising · 1.0optimism in the face of uncertainty · 0.6frank-wolfe · 0.6fourier multi-layer perceptron · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Towards Acyclic Preference Evaluation of Language Models via Multiple EvaluatorsabstractDespite the remarkable success of Large Language Models (LLMs), evaluating their outputs' quality regarding preference remains a critical challenge. While existing works usually leverage a strong LLM as the judge for comparing LLMs' response pairwisely, such a single-evaluator approach is vulnerable to cyclic preference, i.e., output A is better than B, B than C, but C is better than A, causing contradictory evaluation results. To address this, we introduce PGED (Preference Graph Ensemble and Denoise), a novel approach that leverages multiple model-based evaluators to construct preference graphs, and then ensembles and denoises these graphs for acyclic, non-contradictory evaluation results. We provide theoretical guarantees for our framework, demonstrating its efficacy in recovering the ground truth preference structure. Extensive experiments on ten benchmarks demonstrate PGED 's superiority in three applications: 1) model ranking for evaluation, 2) response selection for test-time scaling, and 3) data selection for model fine-tuning. Notably, PGED combines small LLM evaluators (e.g., Llama3-8B, Mistral-7B, Qwen2-7B) to outperform strong ones (e.g., Qwen2-72B), showcasing its effectiveness in enhancing evaluation reliability and improving model performance. Zhengyu Hu, Jieyu Zhang 0001, Zhihan Xiong, Alexander Ratner, Kaize Ding, Ranjay Krishna |
AAAI | 3 |
| 2026 | On The Complexity of Best-Arm Identification in Non-Stationary Linear BanditsabstractWe study the fixed-budget best-arm identification (BAI) problem in non-stationary linear bandits. Concretely, given a fixed time budget $T\in \mathbb{N}$, finite arm set $\mathcal{X} \subset \mathbb{R}^d$, and a potentially adversarial sequence of unknown parameters $\lbrace \theta_t\rbrace_{t=1}^{T}$ (hence non-stationary), a learner aims to identify the arm with the largest cumulative reward $x_* = \arg\max_{x \in \mathcal{X}} x^\top\sum_{t=1}^T \theta_t$ with high probability. In this setting, it is well-known that i.i.d. sampling arms from the G-optimal design yields a minimax-optimal error probability of $\exp\left(-\Theta\left(T / H_{G}\right)\right)$, where $H_{G}$ scales proportionally with the dimension $d$. However, this notion of complexity is overly pessimistic, as it is derived from a lower bound in which the arm set consists only of the standard basis vectors, thus masking any potential advantages arising from arm sets with richer geometric structure. To address this, we establish an \textit{arm-set-dependent} lower bound that, in contrast, holds for any arm set. Motivated by the ideas underlying our lower bound, we propose the \textit{Adjacent-optimal design}, a specialization of the well-known $\mathcal{XY}$-optimal design, and develop the \textsf{Adjacent-BAI} algorithm. We prove that the error probability of \textsf{Adjacent-BAI} matches our lower bound up to constants, verifying the tightness of our lower bound, and establishing the arm-set-dependent complexity of this setting. Leo Maynard-Zhang, Zhihan Xiong, Kevin Jamieson 0001, Maryam Fazel |
COLT | 2 |
| 2024 | A/B Testing and Best-arm Identification for Linear Bandits with Robustness to Non-stationarityabstractWe investigate the fixed-budget best-arm identification (BAI) problem for linear bandits in a potentially non-stationary environment. Given a finite arm set $\mathcal{X}\subset\mathbb{R}^d$, a fixed budget $T$, and an unpredictable sequence of parameters $\left\lbrace\theta_t\right\rbrace_{t=1}^{T}$, an algorithm will aim to correctly identify the best arm $x^* := \arg\max_{x\in\mathcal{X}}x^\top\sum_{t=1}^{T}\theta_t$ with probability as high as possible. Prior work has addressed the stationary setting where $\theta_t = \theta_1$ for all $t$ and demonstrated that the error probability decreases as $\exp(-T /\rho^*)$ for a problem-dependent constant $\rho^*$. But in many real-world $A/B/n$ multivariate testing scenarios that motivate our work, the environment is non-stationary and an algorithm expecting a stationary setting can easily fail. For robust identification, it is well-known that if arms are chosen randomly and non-adaptively from a G-optimal design over $\mathcal{X}$ at each time then the error probability decreases as $\exp(-T\Delta^2_{(1)}/d)$, where $\Delta_{(1)} = \min_{x \neq x^*} (x^* - x)^\top \frac{1}{T}\sum_{t=1}^T \theta_t$. As there exist environments where $\Delta_{(1)}^2/ d \ll 1/ \rho^*$, we are motivated to propose a novel algorithm P1-RAGE that aims to obtain the best of both worlds: robustness to non-stationarity and fast rates of identification in benign settings. We characterize the error probability of P1-RAGE and demonstrate empirically that the algorithm indeed never performs worse than G-optimal design but compares favorably to the best algorithms in the stationary setting. Zhihan Xiong, Romain Camilleri, Maryam Fazel, Lalit Jain, Kevin Jamieson 0001 |
AISTATS | 1 |
| 2024 | A Black-box Approach for Non-stationary Multi-agent Reinforcement LearningabstractWe investigate learning the equilibria in non-stationary multi-agent systems and address the challenges that differentiate multi-agent learning from single-agent learning. Specifically, we focus on games with bandit feedback, where testing an equilibrium can result in substantial regret even when the gap to be tested is small, and the existence of multiple optimal solutions (equilibria) in stationary games poses extra challenges. To overcome these obstacles, we propose a versatile black-box approach applicable to a broad spectrum of problems, such as general-sum games, potential games, and Markov games, when equipped with appropriate learning and testing oracles for stationary environments. Our algorithms can achieve $\widetilde{O}\left(\Delta^{1/4}T^{3/4}\right)$ regret when the degree of nonstationarity, as measured by total variation $\Delta$, is known, and $\widetilde{O}\left(\Delta^{1/5}T^{4/5}\right)$ regret when $\Delta$ is unknown, where $T$ is the number of rounds. Meanwhile, our algorithm inherits the favorable dependence on number of agents from the oracles. As a side contribution that may be independent of interest, we show how to test for various types of equilibria by a black-box reduction to single-agent learning, which includes Nash equilibria, correlated equilibria, and coarse correlated equilibria. Haozhe Jiang, Qiwen Cui, Zhihan Xiong, Maryam Fazel, Simon S. Du |
ICLR | 3 |
| 2023 | Offline Congestion Games: How Feedback Type Affects Data Coverage Requirement
Haozhe Jiang, Qiwen Cui, Zhihan Xiong, Maryam Fazel, Simon S. Du |
ICLR | 3 |
| 2022 | Fourier Learning with Cyclical DataabstractMany machine learning models for online applications, such as recommender systems, are often trained on data with cyclical properties. These data sequentially arrive from a time-varying distribution that is periodic in time. Existing algorithms either use streaming learning to track a time-varying set of optimal model parameters, yielding a dynamic regret that scales linearly in time; or partition the data of each cycle into multiple segments and train a separate model for each—a pluralistic approach that is computationally and storage-wise expensive. In this paper, we have designed a novel approach to overcome the aforementioned shortcomings. Our method, named "Fourier learning", encodes the periodicity into the model representation using a partial Fourier sequence, and trains the coefficient functions modeled by neural networks. Particularly, we design a Fourier multi-layer perceptron (F-MLP) that can be trained on streaming data with stochastic gradient descent (streaming-SGD), and we derive its convergence guarantees. We demonstrate Fourier learning’s better performance with extensive experiments on synthetic and public datasets, as well as on a large-scale recommender system that is updated in real-time, and trained with tens of millions of samples per day. Yingxiang Yang, Zhihan Xiong, Taiqing Wang |
ICML | 2 |
| 2022 | Learning in Congestion Games with Bandit FeedbackabstractIn this paper, we investigate Nash-regret minimization in congestion games, a class of games with benign theoretical structure and broad real-world applications. We first propose a centralized algorithm based on the optimism in the face of uncertainty principle for congestion games with (semi-)bandit feedback, and obtain finite-sample guarantees. Then we propose a decentralized algorithm via a novel combination of the Frank-Wolfe method and G-optimal design. By exploiting the structure of the congestion game, we show the sample complexity of both algorithms depends only polynomially on the number of players and the number of facilities, but not the size of the action set, which can be exponentially large in terms of the number of facilities. We further define a new problem class, Markov congestion games, which allows us to model the non-stationarity in congestion games. We propose a centralized algorithm for Markov congestion games, whose sample complexity again has only polynomial dependence on all relevant problem parameters, but not the size of the action set. Qiwen Cui, Zhihan Xiong, Maryam Fazel, Simon S. Du |
NeurIPS | 2 |
| 2022 | Near-Optimal Randomized Exploration for Tabular Markov Decision ProcessesabstractWe study algorithms using randomized value functions for exploration in reinforcement learning. This type of algorithms enjoys appealing empirical performance. We show that when we use 1) a single random seed in each episode, and 2) a Bernstein-type magnitude of noise, we obtain a worst-case $\widetilde{O}\left(H\sqrt{SAT}\right)$ regret bound for episodic time-inhomogeneous Markov Decision Process where $S$ is the size of state space, $A$ is the size of action space, $H$ is the planning horizon and $T$ is the number of interactions. This bound polynomially improves all existing bounds for algorithms based on randomized value functions, and for the first time, matches the $\Omega\left(H\sqrt{SAT}\right)$ lower bound up to logarithmic factors. Our result highlights that randomized exploration can be near-optimal, which was previously achieved only by optimistic algorithms. To achieve the desired result, we develop 1) a new clipping operation to ensure both the probability of being optimistic and the probability of being pessimistic are lower bounded by a constant, and 2) a new recursive formula for the absolute value of estimation errors to analyze the regret. Zhihan Xiong, Ruoqi Shen, Qiwen Cui, Maryam Fazel, Simon S. Du |
NeurIPS | 1 |
| 2021 | Selective Sampling for Online Best-arm IdentificationabstractThis work considers the problem of selective-sampling for best-arm identification. Given a set of potential options $\mathcal{Z}\subset\mathbb{R}^d$, a learner aims to compute with probability greater than $1-\delta$, $\arg\max_{z\in \mathcal{Z}} z^{\top}\theta_{\ast}$ where $\theta_{\ast}$ is unknown. At each time step, a potential measurement $x_t\in \mathcal{X}\subset\mathbb{R}^d$ is drawn IID and the learner can either choose to take the measurement, in which case they observe a noisy measurement of $x^{\top}\theta_{\ast}$, or to abstain from taking the measurement and wait for a potentially more informative point to arrive in the stream. Hence the learner faces a fundamental trade-off between the number of labeled samples they take and when they have collected enough evidence to declare the best arm and stop sampling. The main results of this work precisely characterize this trade-off between labeled samples and stopping time and provide an algorithm that nearly-optimally achieves the minimal label complexity given a desired stopping time. In addition, we show that the optimal decision rule has a simple geometric form based on deciding whether a point is in an ellipse or not. Finally, our framework is general enough to capture binary classification improving upon previous works. Romain Camilleri, Zhihan Xiong, Maryam Fazel, Lalit Jain, Kevin Jamieson 0001 |
NeurIPS | 2 |
| 2020 | Parameterized Indexed Value Function for Efficient Exploration in Reinforcement Learning
Tian Tan 0003, Zhihan Xiong, Vikranth R. Dwaracherla |
AAAI | 2 |