Demo Data from EDBT 2026 / reviewers in the wild / expert
Ziang Song
dblp:304/2200
· DBLP profile ↗
5ranked-venue papers
2as first author
5since 2021 · last 2024
0000-0001-6273-4286ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 3 · 2 first-author · 3 since 2021Computer networks · 1 · 1 since 2021Applied, interdisciplinary, general and emerging 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
3 papers |
Reinforcement learning · 100% | |
| Theoretical computer science
2 papers |
Algorithmic game theory and mechanism design · 94% Mathematical optimization · 6% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Distributed systems · 62% Cloud and datacenter computing · 38% |
Topics — the 13 heaviest of 14, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
1.1 | 2 | 2022 | Sample-Efficient Learning of Correlated Equilibria in Extensive-Form Games · NeurIPS 2022 When Can We Learn General-Sum Markov Games with a Large Number of Players Sample-Efficiently? · ICLR 2022 |
Algorithmic game theory and mechanism design
equilibrium computation |
1.1 | 2 | 2022 | Sample-Efficient Learning of Correlated Equilibria in Extensive-Form Games · NeurIPS 2022 Efficient Phi-Regret Minimization in Extensive-Form Games via Online Mirror Descent · NeurIPS 2022 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
general-sum game |
0.6 | 1 | 2022 | When Can We Learn General-Sum Markov Games with a Large Number of Players Sample-Efficiently? · ICLR 2022 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
markov games |
0.6 | 1 | 2022 | When Can We Learn General-Sum Markov Games with a Large Number of Players Sample-Efficiently? · ICLR 2022 |
Machine learning › Reinforcement learning › regret minimization
no-regret learning |
0.6 | 1 | 2022 | Sample-Efficient Learning of Correlated Equilibria in Extensive-Form Games · NeurIPS 2022 |
Machine learning › Reinforcement learning
sample efficiency |
0.6 | 1 | 2022 | When Can We Learn General-Sum Markov Games with a Large Number of Players Sample-Efficiently? · ICLR 2022 |
Algorithmic game theory and mechanism design › equilibrium computation
correlated equilibrium |
0.6 | 1 | 2022 | Sample-Efficient Learning of Correlated Equilibria in Extensive-Form Games · NeurIPS 2022 |
Algorithmic game theory and mechanism design › equilibrium computation › correlated equilibrium
extensive-form correlated equilibrium |
0.6 | 1 | 2022 | Sample-Efficient Learning of Correlated Equilibria in Extensive-Form Games · NeurIPS 2022 |
Algorithmic game theory and mechanism design › non-cooperative game
extensive-form games |
0.6 | 1 | 2022 | Efficient Phi-Regret Minimization in Extensive-Form Games via Online Mirror Descent · NeurIPS 2022 |
Cloud and datacenter computing
resource management |
0.2 | 1 | 2024 | Parcae: Proactive, Liveput-Optimized DNN Training on Preemptible Instances · NSDI 2024 |
Cloud and datacenter computing › utility computing › cloud pricing
spot instance |
0.2 | 1 | 2024 | Parcae: Proactive, Liveput-Optimized DNN Training on Preemptible Instances · NSDI 2024 |
Machine learning › Reinforcement learning
regret minimization |
0.2 | 1 | 2022 | Efficient Phi-Regret Minimization in Extensive-Form Games via Online Mirror Descent · NeurIPS 2022 |
Mathematical optimization › online optimization
online mirror descent |
0.2 | 1 | 2022 | Efficient Phi-Regret Minimization in Extensive-Form Games via Online Mirror Descent · NeurIPS 2022 |
Methods — techniques the papers use, named apart from their topics
bandit feedback · 2.3phi-hedge · 1.1no-regret algorithms · 1.1dilated regularizer · 1.1parcae · 0.8game theory · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Parcae: Proactive, Liveput-Optimized DNN Training on Preemptible Instances
Jiangfei Duan, Ziang Song, Xupeng Miao, Xiaoli Xi, Dahua Lin, Guoqing Harry Xu, Minjia Zhang |
NSDI | 2 |
| 2024 | 3D Geometry Modeling and Safety Compliance Assessment of In-Service Roads Using Massive LiDAR Point CloudsabstractIt is essential to quantitatively evaluate road safety compliance through the modeling of three-dimensional geometric information of in-service roads to automatically guide the determination of driving speeds in intelligent transportation. A novel methodology is presented for reliably estimating 3D geometric elements and assessing geometry-related safety. A point-octree-normal-vector (PONV) network is developed to cope with the heterogeneous density of point clouds from mobile and terrestrial laser scanning and reduce possible failures caused by the disordered rotation of points. The points on road surfaces are adaptively segmented into stripes without data loss. Road horizontal elements, cross-sectional slopes and longitudinal slopes are estimated independent of alignment variations based on a concave hull algorithm, a cubic B-spline algorithm and a total least-squares method. A road safety compliance assessment related to the radius of curvature, average gradient, rate of curvature changes and side friction factors is conducted. Warning and suggested driving speeds are thus provided. Experiments show that the PONV network achieved superior performance in extracting road surfaces, with accuracy, precision, recall, and mean intersection-over-union scores of 98.1%, 89.7%, 89.3% and 82.5%, respectively. The geometric elements with neighboring distances in meters were basically consistent with those in traditional surveys and raw point clouds. Through comparison with safety guidelines, suitable vehicle operation speeds were suggested in road sections with unreasonable rates of curvature changes and side friction factors. This work can be applied for constructing road information models and automatically guiding driving speeds with high-definition maps on autonomous vehicles. Jin Wang 0022, Qi Si, Ziang Song |
IEEE Trans. Intell. Transp. Syst. | 3 |
| 2022 | When Can We Learn General-Sum Markov Games with a Large Number of Players Sample-Efficiently?
Ziang Song, Song Mei, Yu Bai 0017 |
ICLR | 1 |
| 2022 | Efficient Phi-Regret Minimization in Extensive-Form Games via Online Mirror DescentabstractA conceptually appealing approach for learning Extensive-Form Games (EFGs) is to convert them to Normal-Form Games (NFGs). This approach enables us to directly translate state-of-the-art techniques and analyses in NFGs to learning EFGs, but typically suffers from computational intractability due to the exponential blow-up of the game size introduced by the conversion. In this paper, we address this problem in natural and important setups for the \emph{$\Phi$-Hedge} algorithm---A generic algorithm capable of learning a large class of equilibria for NFGs. We show that $\Phi$-Hedge can be directly used to learn Nash Equilibria (zero-sum settings), Normal-Form Coarse Correlated Equilibria (NFCCE), and Extensive-Form Correlated Equilibria (EFCE) in EFGs. We prove that, in those settings, the \emph{$\Phi$-Hedge} algorithms are equivalent to standard Online Mirror Descent (OMD) algorithms for EFGs with suitable dilated regularizers, and run in polynomial time. This new connection further allows us to design and analyze a new class of OMD algorithms based on modifying its log-partition function. In particular, we design an improved algorithm with balancing techniques that achieves a sharp $\widetilde{\mathcal{O}}(\sqrt{XAT})$ EFCE-regret under bandit-feedback in an EFG with $X$ information sets, $A$ actions, and $T$ episodes. To our best knowledge, this is the first such rate and matches the information-theoretic lower bound. Yu Bai 0017, Chi Jin 0001, Song Mei, Ziang Song, Tiancheng Yu |
NeurIPS | 4 |
| 2022 | Sample-Efficient Learning of Correlated Equilibria in Extensive-Form GamesabstractImperfect-Information Extensive-Form Games (IIEFGs) is a prevalent model for real-world games involving imperfect information and sequential plays. The Extensive-Form Correlated Equilibrium (EFCE) has been proposed as a natural solution concept for multi-player general-sum IIEFGs. However, existing algorithms for finding an EFCE require full feedback from the game, and it remains open how to efficiently learn the EFCE in the more challenging bandit feedback setting where the game can only be learned by observations from repeated playing. This paper presents the first sample-efficient algorithm for learning the EFCE from bandit feedback. We begin by proposing $K$-EFCE---a generalized definition that allows players to observe and deviate from the recommended actions for $K$ times. The $K$-EFCE includes the EFCE as a special case at $K=1$, and is an increasingly stricter notion of equilibrium as $K$ increases. We then design an uncoupled no-regret algorithm that finds an $\varepsilon$-approximate $K$-EFCE within $\widetilde{\mathcal{O}}(\max_{i}X_iA_i^{K}/\varepsilon^2)$ iterations in the full feedback setting, where $X_i$ and $A_i$ are the number of information sets and actions for the $i$-th player. Our algorithm works by minimizing a wide-range regret at each information set that takes into account all possible recommendation histories. Finally, we design a sample-based variant of our algorithm that learns an $\varepsilon$-approximate $K$-EFCE within $\widetilde{\mathcal{O}}(\max_{i}X_iA_i^{K+1}/\varepsilon^2)$ episodes of play in the bandit feedback setting. When specialized to $K=1$, this gives the first sample-efficient algorithm for learning EFCE from bandit feedback. Ziang Song, Song Mei, Yu Bai 0017 |
NeurIPS | 1 |