Demo Data from EDBT 2026 / reviewers in the wild / expert
Rui Zhao 0011
dblp:26/2578-11
· DBLP profile ↗
6ranked-venue papers
5as first author
3since 2021 · last 2023
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 4 · 3 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 3 first-author · 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
3 papers |
Reinforcement learning · 51% Representation and self-supervised learning · 20% Optimization for machine learning · 13% |
Topics — the 9 heaviest of 11, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning › multi-agent reinforcement learning
human-AI collaboration |
0.7 | 1 | 2023 | Maximum Entropy Population-Based Training for Zero-Shot Human-AI Coordination · AAAI 2023 |
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
0.7 | 1 | 2023 | Maximum Entropy Population-Based Training for Zero-Shot Human-AI Coordination · AAAI 2023 |
Machine learning › Optimization for machine learning › hyperparameter optimization
population-based training |
0.7 | 1 | 2023 | Maximum Entropy Population-Based Training for Zero-Shot Human-AI Coordination · AAAI 2023 |
Knowledge, reasoning and agents › Multi-agent systems › multi-agent coordination
zero-shot coordination |
0.7 | 1 | 2023 | Maximum Entropy Population-Based Training for Zero-Shot Human-AI Coordination · AAAI 2023 |
Machine learning › Reinforcement learning › exploration
intrinsic motivation |
0.5 | 1 | 2021 | Mutual Information State Intrinsic Control · ICLR 2021 |
Machine learning › Representation and self-supervised learning
mutual information |
0.5 | 1 | 2021 | Mutual Information State Intrinsic Control · ICLR 2021 |
Machine learning › Representation and self-supervised learning › representation learning › latent representation learning
state representation learning |
0.5 | 1 | 2021 | Mutual Information State Intrinsic Control · ICLR 2021 |
Machine learning › Reinforcement learning
maximum entropy reinforcement learning |
0.4 | 1 | 2019 | Maximum Entropy-Regularized Multi-Goal Reinforcement Learning · ICML 2019 |
Machine learning › Reinforcement learning › goal-conditioned reinforcement learning
multi-goal reinforcement learning |
0.4 | 1 | 2019 | Maximum Entropy-Regularized Multi-Goal Reinforcement Learning · ICML 2019 |
Methods — techniques the papers use, named apart from their topics
self-play · 0.7prioritized sampling · 0.7maximum entropy · 0.7mutual information maximization · 0.5intrinsic control · 0.5hindsight experience replay · 0.4deep deterministic policy gradient · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Maximum Entropy Population-Based Training for Zero-Shot Human-AI CoordinationabstractWe study the problem of training a Reinforcement Learning (RL) agent that is collaborative with humans without using human data. Although such agents can be obtained through self-play training, they can suffer significantly from the distributional shift when paired with unencountered partners, such as humans. In this paper, we propose Maximum Entropy Population-based training (MEP) to mitigate such distributional shift. In MEP, agents in the population are trained with our derived Population Entropy bonus to promote the pairwise diversity between agents and the individual diversity of agents themselves. After obtaining this diversified population, a common best agent is trained by paring with agents in this population via prioritized sampling, where the prioritization is dynamically adjusted based on the training progress. We demonstrate the effectiveness of our method MEP, with comparison to Self-Play PPO (SP), Population-Based Training (PBT), Trajectory Diversity (TrajeDi), and Fictitious Co-Play (FCP) in both matrix game and Overcooked game environments, with partners being human proxy models and real humans. A supplementary video showing experimental results is available at https://youtu.be/Xh-FKD0AAKE. Rui Zhao 0011, Jinming Song, Yufeng Yuan, Haifeng Hu 0009, Yang Gao 0029, Yi Wu 0013, Zhongqian Sun |
AAAI | 1 |
| 2021 | Mutual Information State Intrinsic Control
Rui Zhao 0011, Yang Gao 0029, Pieter Abbeel, Volker Tresp |
ICLR | 1 |
| 2021 | Semantics for Global and Local Interpretation of Deep Convolutional Neural NetworksabstractA large number of saliency methods have been proposed to explain individual decisions of deep convolutional neural networks (DCNNs). They work by identifying the relevance of each input feature to the predicted output class. However, the feature representations of hidden layers are difficult to interpret semantically. In this work, human-interpretable semantic concepts are associated with vectors in feature space. The association process is mathematically formulated as an optimization problem. The semantic vectors obtained from the optimal solution are applied to interpret deep neural networks globally and locally. The global interpretations are useful to understand the knowledge learned by DCNNs. The interpretation of local behaviors can help to gain a better understanding of the individual decisions made by DCNNs. The empirical experiments demonstrate how to use identified semantics to interpret the existing DCNNs. Jindong Gu, Rui Zhao 0011, Volker Tresp |
IJCNN | 2 |
| 2019 | Maximum Entropy-Regularized Multi-Goal Reinforcement LearningabstractIn Multi-Goal Reinforcement Learning, an agent learns to achieve multiple goals with a goal-conditioned policy. During learning, the agent first collects the trajectories into a replay buffer, and later these trajectories are selected randomly for replay. However, the achieved goals in the replay buffer are often biased towards the behavior policies. From a Bayesian perspective, when there is no prior knowledge about the target goal distribution, the agent should learn uniformly from diverse achieved goals. Therefore, we first propose a novel multi-goal RL objective based on weighted entropy. This objective encourages the agent to maximize the expected return, as well as to achieve more diverse goals. Secondly, we developed a maximum entropy-based prioritization framework to optimize the proposed objective. For evaluation of this framework, we combine it with Deep Deterministic Policy Gradient, both with or without Hindsight Experience Replay. On a set of multi-goal robotic tasks of OpenAI Gym, we compare our method with other baselines and show promising improvements in both performance and sample-efficiency. Rui Zhao 0011, Xudong Sun 0002, Volker Tresp |
ICML | 1 |
| 2018 | Efficient Dialog Policy Learning via Positive Memory RetentionabstractThis paper is concerned with the training of recurrent neural networks as goal-oriented dialog agents using reinforcement learning. Training such agents with policy gradients typically requires a large amount of samples. However, the collection of the required data in form of conversations between chatbots and human agents is time-consuming and expensive. To mitigate this problem, we describe an efficient policy gradient method using positive memory retention, which significantly increases the sample-efficiency. We show that our method is 10 times more sample-efficient than policy gradients in extensive experiments on a new synthetic number guessing game. Moreover, in a real-word visual object discovery game, the proposed method is twice as sample-efficient as policy gradients and shows state-of-the-art performance. Rui Zhao 0011, Volker Tresp |
SLT | 1 |
| 2018 | Learning Goal-Oriented Visual Dialog via Tempered Policy GradientabstractLearning goal-oriented dialogues by means of deep reinforcement learning has recently become a popular research topic. However, commonly used policy-based dialogue agents often end up focusing on simple utterances and suboptimal policies. To mitigate this problem, we propose a class of novel temperature-based extensions for policy gradient methods, which are referred to as Tempered Policy Gradients (TPGs). On a recent AI-testbed, i.e., the GuessWhat?! game, we achieve significant improvements with two innovations. The first one is an extension of the state-of-the-art solutions with Seq2Seq and Memory Network structures that leads to an improvement of 7%. The second one is the application of our newly developed TPG methods, which improves the performance additionally by around 5% and, even more importantly, helps produce more convincing utterances. Rui Zhao 0011, Volker Tresp |
SLT | 1 |