Demo Data from EDBT 2026 / reviewers in the wild / expert
Tianze Zhou
dblp:272/8928
· DBLP profile ↗
9ranked-venue papers
2as first author
9since 2021 · last 2025
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 8 · 2 first-author · 8 since 2021Systems, architecture and hardware · 1 · 1 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 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
5 papers |
Reinforcement learning · 76% Trustworthy machine learning · 13% Optimization for machine learning · 8% | |
| Human-computer interaction and pervasive computing
1 paper |
Immersive interaction · 77% Interaction techniques and input · 23% | |
| Computer graphics and multimedia
1 paper |
Virtual and augmented reality · 100% |
Topics — the 16 heaviest of 17, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning
human feedback |
0.9 | 1 | 2025 | Reinforcement Learning from Imperfect Corrective Actions and Proxy Rewards · ICLR 2025 |
Machine learning › Reinforcement learning
reward learning |
0.9 | 1 | 2025 | Reinforcement Learning from Imperfect Corrective Actions and Proxy Rewards · ICLR 2025 |
Machine learning › Trustworthy machine learning › interpretability
explainable reinforcement learning |
0.8 | 1 | 2024 | XRL-Bench: A Benchmark for Evaluating and Comparing Explainable Reinforcement Learning Techniques · KDD 2024 |
Machine learning › Reinforcement learning
offline reinforcement learning |
0.8 | 1 | 2024 | Stylized Offline Reinforcement Learning: Extracting Diverse High-Quality Behaviors from Heterogeneous Datasets · ICLR 2024 |
Machine learning › Reinforcement learning
policy diversity |
0.8 | 1 | 2024 | Stylized Offline Reinforcement Learning: Extracting Diverse High-Quality Behaviors from Heterogeneous Datasets · ICLR 2024 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
credit assignment |
0.6 | 1 | 2022 | Multiagent Q-learning with Sub-Team Coordination · NeurIPS 2022 |
Machine learning › Reinforcement learning
exploration |
0.6 | 1 | 2022 | Promoting Quality and Diversity in Population-based Reinforcement Learning via Hierarchical Trajectory Space Exploration · ICRA 2022 |
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
0.6 | 1 | 2022 | Multiagent Q-learning with Sub-Team Coordination · NeurIPS 2022 |
Machine learning › Optimization for machine learning › evolutionary computation
quality-diversity |
0.6 | 1 | 2022 | Promoting Quality and Diversity in Population-based Reinforcement Learning via Hierarchical Trajectory Space Exploration · ICRA 2022 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning › value-based multi-agent reinforcement learning
value decomposition |
0.6 | 1 | 2022 | Multiagent Q-learning with Sub-Team Coordination · NeurIPS 2022 |
Virtual and augmented reality › depth perception
depth cues |
0.6 | 1 | 2022 | Color-to-Depth Mappings as Depth Cues in Virtual Reality · UIST 2022 |
Immersive interaction › depth perception
depth perception in virtual reality |
0.6 | 1 | 2022 | Color-to-Depth Mappings as Depth Cues in Virtual Reality · UIST 2022 |
Machine learning › Trustworthy machine learning
interpretability |
0.2 | 1 | 2024 | XRL-Bench: A Benchmark for Evaluating and Comparing Explainable Reinforcement Learning Techniques · KDD 2024 |
Computer vision › Video understanding and tracking › motion analysis › trajectory analysis
trajectory clustering |
0.2 | 1 | 2024 | Stylized Offline Reinforcement Learning: Extracting Diverse High-Quality Behaviors from Heterogeneous Datasets · ICLR 2024 |
Machine learning › Reinforcement learning › population-based learning › evolutionary learning
population-based reinforcement learning |
0.2 | 1 | 2022 | Promoting Quality and Diversity in Population-based Reinforcement Learning via Hierarchical Trajectory Space Exploration · ICRA 2022 |
Interaction techniques and input › sketch-based interaction
3d sketching |
0.2 | 1 | 2022 | Color-to-Depth Mappings as Depth Cues in Virtual Reality · UIST 2022 |
Methods — techniques the papers use, named apart from their topics
q-learning · 1.4perceptual user study · 1.1computational modeling · 1.1pseudo-labeling · 0.9margin loss · 0.9state importance · 0.8expectation-maximization · 0.8advantage-weighted style learning · 0.8TabularSHAP · 0.8variational autoencoder · 0.6trajectory embedding · 0.6determinantal point process · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Reinforcement Learning from Imperfect Corrective Actions and Proxy RewardsabstractIn practice, reinforcement learning (RL) agents are often trained with a possibly imperfect proxy reward function, which may lead to a human-agent alignment issue (i.e., the learned policy either converges to non-optimal performance with low cumulative rewards, or achieves high cumulative rewards but in an undesired manner). To tackle this issue, we consider a framework where a human labeler can provide additional feedback in the form of corrective actions, which expresses the labeler's action preferences although this feedback may possibly be imperfect as well.
In this setting, to obtain a better-aligned policy guided by both learning signals, we propose a novel value-based deep RL algorithm called **I**terative learning from **Co**rrective actions and **Pro**xy rewards (ICoPro), which cycles through three phases:
(1) Solicit sparse corrective actions from a human labeler on the agent's demonstrated trajectories;
(2) Incorporate these corrective actions into the Q-function using a margin loss to enforce adherence to labeler's preferences;
(3) Train the agent with standard RL losses regularized with a margin loss to learn from proxy rewards and propagate the Q-values learned from human feedback. Moreover, another novel design in our approach is to integrate pseudo-labels from the target Q-network to reduce human labor and further stabilize training.
We experimentally validate our proposition on a variety of tasks (Atari games and autonomous driving on highway). On the one hand, using proxy rewards with different levels of imperfection, our method can better align with human and is more sample-efficient than baseline methods. On the other hand, facing corrective actions with different types of imperfection, our method can overcome the non-optimality of this feedback thanks to the guidance from proxy rewards. Xuening Feng, Paul Weng, Tianze Zhou, Yujing Hu, Tangjie Lv, Changjie Fan |
ICLR | 6 |
| 2024 | Stylized Offline Reinforcement Learning: Extracting Diverse High-Quality Behaviors from Heterogeneous DatasetsabstractPrevious literature on policy diversity in reinforcement learning (RL) either focuses on the online setting or ignores the policy performance. In contrast, offline RL, which aims to learn high-quality policies from batched data, has yet to fully leverage the intrinsic diversity of the offline dataset. Addressing this dichotomy and aiming to balance quality and diversity poses a significant challenge to extant methodologies. This paper introduces a novel approach, termed Stylized Offline RL (SORL), which is designed to extract high-performing, stylistically diverse policies from a dataset characterized by distinct behavioral patterns. Drawing inspiration from the venerable Expectation-Maximization (EM) algorithm, SORL innovatively alternates between policy learning and trajectory clustering, a mechanism that promotes policy diversification. To further augment policy performance, we introduce advantage-weighted style learning into the SORL framework. Experimental evaluations across multiple environments demonstrate the significant superiority of SORL over previous methods in extracting high-quality policies with diverse behaviors. A case in point is that SORL successfully learns strong policies with markedly distinct playing patterns from a real-world human dataset of a popular basketball video game "Dunk City Dynasty." Yihuan Mao, Chengjie Wu, Hao Hu 0006, Ji Jiang, Tianze Zhou, Tangjie Lv, Changjie Fan, Zhipeng Hu, Yi Wu 0013, Yujing Hu, Chongjie Zhang |
ICLR | 6 |
| 2024 | XRL-Bench: A Benchmark for Evaluating and Comparing Explainable Reinforcement Learning TechniquesabstractReinforcement Learning (RL) has demonstrated substantial potential across diverse fields, yet understanding its decision-making process, especially in real-world scenarios where rationality and safety are paramount, is an ongoing challenge. This paper delves in to Explainable RL (XRL), a subfield of Explainable AI (XAI) aimed at unravelling the complexities of RL models. Our focus rests on state-explaining techniques, a crucial subset within XRL methods, as they reveal the underlying factors influencing an agent's actions at any given time. Despite their significant role, the lack of a unified evaluation framework hinders assessment of their accuracy and effectiveness. To address this, we introduce XRL-Bench, a unified standardized benchmark tailored for the evaluation and comparison of XRL methods, encompassing three main modules: standard RL environments, explainers based on state importance, and standard evaluators. XRL-Bench supports both tabular and image data for state explanation. We also propose TabularSHAP, an innovative and competitive XRL method. We demonstrate the practical utility of TabularSHAP in real-world online gaming services and offer an open-source benchmark platform for the straightforward implementation and evaluation of XRL methods. Our contributions facilitate the continued progression of XRL technology. Zhipeng Hu, Runze Wu 0001, Xingchen Fang, Ji Jiang, Tianze Zhou, Yujing Hu, Haoyu Liu 0002, Tangjie Lyu, Changjie Fan |
KDD | 8 |
| 2024 | Cooperative Multiagent Transfer Learning With Coalition Pattern DecompositionabstractKnowledge transfer in cooperative multi-agent reinforcement learning (MARL) has drawn increasing attention in recent years. Unlike generalizing policies in single-agent tasks, it is more important to consider coordination knowledge than individual knowledge in multi-agent transfer learning. However, most of the existing methods only focus on knowledge transfer of the individual agent policy, which leads to coordination bias and finally affects the final performance in cooperative MARL. In this paper, we propose a level-adaptive MARL framework called “LA-QTransformer”, to realize the knowledge transfer on the coordination level via efficiently decomposing the agent coordination into multi-level coalition patterns for different agents. Compatible with centralized training with decentralized execution (CTDE) regime, LA-QTransformer utilizes the Level- Adaptive Transformer to generate suitable coalition patterns and then realizes the credit assignment for each agent. Besides, to deal with unexpected changes in the number of agents in the coordination transfer phase, we design a policy network called “Population invariant agent with Transformer (PIT)” to adapt dynamic observation and action space. We evaluate the LAQTransformer and PIT in the StarCraft II micro-management benchmark by comparing them with several state-of-the-art MARL baselines. The experimental results demonstrate the superiority of LA-QTransformer and PIT and verify the feasibility of coordination knowledge transfer. Tianze Zhou, Fubiao Zhang, Kun Shao, Zipeng Dai, Kai Li 0022, Wenhan Huang, Weixun Wang, Bin Wang 0034, Dong Li 0016, Wulong Liu, Jianye Hao |
IEEE Trans. Games | 1 |
| 2023 | Deep learning applications in games: a survey from a data perspective
Zhipeng Hu, Yu Ding 0001, Runze Wu 0001, Lincheng Li, Yujing Hu, Kai Wang 0064, Yongqiang Zhang 0003, Ji Jiang, Yadong Xi, Jiashu Pu, Wei Zhang 0219, Suzhen Wang 0001, Ke Chen 0005, Tianze Zhou, Jiarui Chen, Tangjie Lv, Changjie Fan |
Appl. Intell. | 18 |
| 2022 | Promoting Quality and Diversity in Population-based Reinforcement Learning via Hierarchical Trajectory Space ExplorationabstractQuality Diversity (QD) algorithms in population-based reinforcement learning aim to optimize agents' returns and diversity among the population simultaneously. It is conducive to solving exploration problems in reinforcement learning and potentially getting multiple good and diverse strategies. However, previous methods typically define behavioral embedding in action space or outcome space, which neglect trajectory characteristics during the execution process. In this paper, we introduce a trajectory embedding model trained by Variational Autoencoder with similarity constraint to characterize trajectory features. Based on that, we propose a hierarchical trajectory-space exploration (HTSE) framework using Determinantal Point Processes (DPP) to generate high-quality and diverse solutions in the selection and mutation process. The experimental results show that our HTSE method effectively completes several simulated tasks, outperforming other Quality-Diversity Reinforcement Learning algorithms. Jiayu Miao, Tianze Zhou, Kun Shao, Ming Zhou 0006, Weinan Zhang 0001, Jianye Hao, Yong Yu 0001, Jun Wang 0012 |
ICRA | 2 |
| 2022 | Multiagent Q-learning with Sub-Team CoordinationabstractIn many real-world cooperative multiagent reinforcement learning (MARL) tasks, teams of agents can rehearse together before deployment, but then communication constraints may force individual agents to execute independently when deployed. Centralized training and decentralized execution (CTDE) is increasingly popular in recent years, focusing mainly on this setting. In the value-based MARL branch, credit assignment mechanism is typically used to factorize the team reward into each individual’s reward — individual-global-max (IGM) is a condition on the factorization ensuring that agents’ action choices coincide with team’s optimal joint action. However, current architectures fail to consider local coordination within sub-teams that should be exploited for more effective factorization, leading to faster learning. We propose a novel value factorization framework, called multiagent Q-learning with sub-team coordination (QSCAN), to flexibly represent sub-team coordination while honoring the IGM condition. QSCAN encompasses the full spectrum of sub-team coordination according to sub-team size, ranging from the monotonic value function class to the entire IGM function class, with familiar methods such as QMIX and QPLEX located at the respective extremes of the spectrum. Experimental results show that QSCAN’s performance dominates state-of-the-art methods in matrix games, predator-prey tasks, the Switch challenge in MA-Gym. Additionally, QSCAN achieves comparable performances to those methods in a selection of StarCraft II micro-management tasks. Wenhan Huang, Kai Li 0022, Kun Shao, Tianze Zhou, Matthew E. Taylor, Jun Luo 0009, Dongge Wang 0001, Hangyu Mao, Jianye Hao, Jun Wang 0012, Xiaotie Deng |
NeurIPS | 4 |
| 2022 | Color-to-Depth Mappings as Depth Cues in Virtual RealityabstractDespite significant improvements to Virtual Reality (VR) technologies, most VR displays are fixed focus and depth perception is still a key issue that limits the user experience and the interaction performance. To supplement humans’ inherent depth cues (e.g., retinal blur, motion parallax), we investigate users’ perceptual mappings of distance to virtual objects’ appearance to generate visual cues aimed to enhance depth perception. As a first step, we explore color-to-depth mappings for virtual objects so that their appearance differs in saturation and value to reflect their distance. Through a series of controlled experiments, we elicit and analyze users’ strategies of mapping a virtual object’s hue, saturation, value and a combination of saturation and value to its depth. Based on the collected data, we implement a computational model that generates color-to-depth mappings fulfilling adjustable requirements on confusion probability, number of depth levels, and consistent saturation/value changing tendency. We demonstrate the effectiveness of color-to-depth mappings in a 3D sketching task, showing that compared to single-colored targets and strokes, with our mappings, the users were more confident in the accuracy without extra cognitive load and reduced the perceived depth error by 60.8%. We also implement four VR applications and demonstrate how our color cues can benefit the user experience and interaction performance in VR. Zhipeng Li 0001, Yikai Cui, Tianze Zhou, Yu Jiang 0010, Yuntao Wang 0001, Yukang Yan, Michael Nebeling, Yuanchun Shi |
UIST | 3 |
| 2021 | BGC: Multi-agent Group Belief with Graph Clustering
Tianze Zhou, Fubiao Zhang |
DAI | 1 |