EDBT 2026 Demo / reviewers in the wild / expert
Wenya Wei
dblp:308/1268
· DBLP profile ↗
5ranked-venue papers
1as first author
5since 2021 · last 2026
—ORCID · unresolved
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 4 · 1 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 3 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
3 papers |
Reinforcement learning · 77% Question answering and dialogue systems · 23% | |
| Human-computer interaction and pervasive computing
1 paper |
Human-AI interaction · 77% Games and playful interaction · 23% |
Topics — the 6 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Natural language and speech › Question answering and dialogue systems › natural language interface
natural language command understanding |
1.0 | 1 | 2026 | F.A.C.U.L.: Language-Based Interaction with AI Companions in Gaming · AAAI 2026 |
Human-AI interaction › large language model interaction
language-based interaction |
1.0 | 1 | 2026 | F.A.C.U.L.: Language-Based Interaction with AI Companions in Gaming · AAAI 2026 |
Machine learning › Reinforcement learning
exploration |
0.9 | 1 | 2025 | Improving Reward Models with Proximal Policy Exploration for Preference-Based Reinforcement Learning · NeurIPS 2025 |
Machine learning › Reinforcement learning › reinforcement learning from human feedback
preference-based reinforcement learning |
0.9 | 1 | 2025 | Improving Reward Models with Proximal Policy Exploration for Preference-Based Reinforcement Learning · NeurIPS 2025 |
Machine learning › Reinforcement learning › reward learning
reward model training |
0.9 | 1 | 2025 | Improving Reward Models with Proximal Policy Exploration for Preference-Based Reinforcement Learning · NeurIPS 2025 |
Machine learning › Reinforcement learning › policy optimization
policy improvement |
0.8 | 1 | 2024 | vMFER: Von Mises-Fisher Experience Resampling Based on Uncertainty of Gradient Directions for Policy Improvement · IJCAI 2024 |
Methods — techniques the papers use, named apart from their topics
natural language processing · 2.0dynamic entity retrieval · 2.0confidence-based framework · 2.0proximal policy extension · 0.9mixture distribution query · 0.9von mises-fisher distribution · 0.8uncertainty estimation · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | F.A.C.U.L.: Language-Based Interaction with AI Companions in GamingabstractIn cooperative video games, traditional AI companions are deployed to assist players, who control them using hotkeys or command wheels to issue predefined commands such as ''attack'', ''defend'', or ''retreat''. Despite their simplicity, these methods, which lack target specificity, limit players' ability to give complex tactical instructions and hinder immersive gameplay experiences. To address this, we propose the FPS AI Companion who Understands Language (F.A.C.U.L.), the first real-time AI system that enables players to communicate and collaborate with AI companions using natural language. By integrating natural language processing with a confidence-based framework, F.A.C.U.L. efficiently decomposes complex commands and interprets player intent. It also employs a dynamic entity retrieval method for environmental awareness, aligning human intentions with decision-making. Unlike traditional rule-based systems, our method supports real-time language interactions, enabling players to issue complex commands such as ''clear the second floor,'' ''take cover behind that tree,'' or ''retreat to the river''. The system provides real-time behavioral responses and vocal feedback, ensuring seamless tactical collaboration. Using the popular FPS game Arena Breakout: Infinite as a case study, we present comparisons demonstrating the efficacy of our approach and discuss the advantages and limitations of AI companions based on real-world user feedback. Wenya Wei, Sipeng Yang, Qixian Zhou, Xuelei Zhang, Yifu Yuan, Yongle Luo, Tianzhou Wang, Peipei Jin, Wangtong Liu, Xiaogang Jin 0001, Elvis S. Liu |
AAAI | 1 |
| 2025 | Multi-Reward Fusion: Learning from Other Policies through DistillationabstractReward design constitutes a critical challenge in practical reinforcement learning applications. While shaping rewards could theoretically accelerate agent learning, researchers face a dual dilemma: manually crafted rewards may inadvertently distort the original optimization objective, and the fundamental limitation of scalar value representations often impedes effective policy learning. To address these limitations, we propose Multi-Reward Fusion (MRF), a novel framework that systematically integrates diverse human-engineered reward signals. MRF leverages multiple task-aligned reward components to simultaneously learn distinct policy networks, then employs a hierarchical knowledge distillation process to synthesize these specialized policies into an optimized target policy. We also provide rigorous theoretical analysis establishing formal convergence guarantees for the distillation mechanism. Experimental evaluations conducted across multiple standardized benchmarks demonstrate statistically significant enhancements in both sample efficiency and asymptotic performance relative to advanced baseline approaches. This work provides a principled approach for combining multiple reward perspectives while maintaining optimization integrity, offering new insights into reward shaping and value representation challenges. Jinyi Liu 0002, Wenya Wei |
IJCNN | 3 |
| 2025 | Improving Reward Models with Proximal Policy Exploration for Preference-Based Reinforcement LearningabstractReinforcement learning (RL) heavily depends on well-designed reward functions, which are often biased and difficult to design for complex behaviors.
Preference-based RL (PbRL) addresses this by learning reward models from human feedback, but its practicality is constrained by a critical dilemma: while existing methods reduce human effort through query optimization, they neglect the preference buffer's restricted coverage —
a factor that fundamentally determines the reliability of reward model.
We systematically demonstrate this limitation creates distributional mismatch: reward models trained on static buffers reliably assess in-distribution trajectories but falter with out-of-distribution (OOD) trajectories from policy exploration.
Crucially, such failures in policy-proximal regions directly misguide iterative policy updates.
To address this, we propose **Proximal Policy Exploration (PPE)** with two key components:
(1) a *proximal-policy extension* method that expands exploration in undersampled policy-proximal regions, and
(2) a *mixture distribution query* method that balances in-distribution and OOD trajectory sampling.
By enhancing buffer coverage while preserving evaluation accuracy in policy-proximal regions, PPE enables more reliable policy updates.
Experiments across continuous control tasks demonstrate that PPE enhances preference feedback utilization efficiency and RL sample efficiency over baselines, highlighting preference buffer coverage management's vital role in PbRL. Jinyi Liu 0002, Pengjie Gu, Yifu Yuan, Zhenxing Ge, Wenya Wei, Yujing Hu, Bo An 0001 |
NeurIPS | 6 |
| 2024 | Training Interactive Agent in Large FPS Game Map with Rule-enhanced Reinforcement LearningabstractIn the realm of competitive gaming, 3D first-person shooter (FPS) games have gained immense popularity, prompting the development of game AI systems to enhance gameplay. However, deploying game AI in practical scenarios still poses challenges, particularly in large-scale and complex FPS games. In this paper, we focus on the practical deployment of game AI in the online multiplayer competitive 3D FPS game called Arena Breakout, developed by Tencent Games. We propose a novel gaming AI system named Private Military Company Agent (PMCA), which is interactable within a large game map and engages in combat with players while utilizing tactical advantages provided by the surrounding terrain. To address the challenges of navigation and combat in modern 3D FPS games, we introduce a method that combines navigation mesh (Navmesh) and shooting-rule with deep reinforcement learning (NSRL). The integration of Navmesh enhances the agent’s global navigation capabilities while shooting behavior is controlled using rule-based methods to ensure controllability. NSRL employs a DRL model to predict when to enable the navigation mesh, resulting in a diverse range of behaviors for the game AI. Customized rewards for human-like behaviors are also employed to align PMCA’s behavior with that of human players. Qiyang Cao, Wenya Wei, Elvis S. Liu |
CoG | 6 |
| 2024 | vMFER: Von Mises-Fisher Experience Resampling Based on Uncertainty of Gradient Directions for Policy Improvement
Jinyi Liu 0002, Wenya Wei, Qianyi Fu, Yujing Hu, Bo An 0001, Jianye Hao, Tangjie Lv, Changjie Fan |
IJCAI | 3 |