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Sizhe Tang

dblp:324/0414 · DBLP profile ↗
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3ranked-venue papers
1as first author
3since 2021 · last 2026
—ORCID · unresolved

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021Systems, architecture and hardware · 1 · 1 since 2021Computer networks · 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
2 papers
Planning, search and constraint satisfaction · 48% Graph learning · 28% Reinforcement learning · 24%
Network and information security
1 paper
Network security · 100%
Theoretical computer science
1 paper
Algorithms and data structures · 100%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Graph learning
network embedding
1.012026
ACDZero: Graph-Embedding-Based Tree Search for Mastering Automated Cyber Defense · INFOCOM 2026
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search
0.912025
MALinZero: Efficient Low-Dimensional Search for Mastering Complex Multi-Agent Planning · NeurIPS 2025
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
multi-agent planning
0.912025
MALinZero: Efficient Low-Dimensional Search for Mastering Complex Multi-Agent Planning · NeurIPS 2025
Machine learning › Reinforcement learning
multi-agent reinforcement learning
0.912025
MALinZero: Efficient Low-Dimensional Search for Mastering Complex Multi-Agent Planning · NeurIPS 2025
Algorithms and data structures › data structure design › search structures
search trees
0.312026
ACDZero: Graph-Embedding-Based Tree Search for Mastering Automated Cyber Defense · INFOCOM 2026

Methods — techniques the papers use, named apart from their topics

tree search · 3.0graph embedding · 3.0upper confidence bound · 0.9submodular maximization · 0.9contextual linear bandit · 0.9
YearPublicationVenuePosition
2026 ACDZero: Graph-Embedding-Based Tree Search for Mastering Automated Cyber Defense
Yu Li 0036, Sizhe Tang, Fei Xu Yu, Mahdi Imani, Nathaniel D. Bastian, Tian Lan 0001
INFOCOM2
2025 MALinZero: Efficient Low-Dimensional Search for Mastering Complex Multi-Agent Planning
abstract
Monte Carlo Tree Search (MCTS), which leverages Upper Confidence Bound for Trees (UCTs) to balance exploration and exploitation through randomized sampling, is instrumental to solving complex planning problems. However, for multi-agent planning, MCTS is confronted with a large combinatorial action space that often grows exponentially with the number of agents. As a result, the branching factor of MCTS during tree expansion also increases exponentially, making it very difficult to efficiently explore and exploit during tree search. To this end, we propose MALinZero, a new approach to leverage low-dimensional representational structures on joint-action returns and enable efficient MCTS in complex multi-agent planning. Our solution can be viewed as projecting the joint-action returns into the low-dimensional space representable using a contextual linear bandit problem formulation. We solve the contextual linear bandit problem with convex and $\mu$-smooth loss functions -- in order to place more importance on better joint actions and mitigate potential representational limitations -- and derive a linear Upper Confidence Bound applied to trees (LinUCT) to enable novel multi-agent exploration and exploitation in the low-dimensional space. We analyze the regret of MALinZero for low-dimensional reward functions and propose an $(1-\tfrac1e)$-approximation algorithm for the joint action selection by maximizing a sub-modular objective. MALinZero demonstrates state-of-the-art performance on multi-agent benchmarks such as matrix games, SMAC, and SMACv2, outperforming both model-based and model-free multi-agent reinforcement learning baselines with faster learning speed and better performance.
Sizhe Tang, Jiayu Chen 0006, Tian Lan 0001
NeurIPS1
2024 A Crowdsensing Service Pricing Method in Vehicular Edge Computing
abstract
The rapid advancements in vehicular networking technology have enabled onboard users to access a variety of emerging services like precise navigation and real-time hazard avoidance. However, as the diversity and volume of required data expand and demands intensify, most of vehicular services are unable to satisfy user expectations. Although crowdsensing architectures based on edge computing have been proposed in vehicular networks, how to optimally allocate the sensing service time of roadside units and set appropriate prices for services to maximize user benefits still remain significant challenges. To solve the above issue, in this paper, a crowdsensing service pricing method is proposed in vehicular edge computing. Specifically, a vehicular networking crowdsensing framework based on the edge computing is designed. Then, the optimization problem of perception time pricing during the crowdsensing process is modeled into a Stackelberg game and further the multi-agent deep deterministic policy gradient-based algorithm is employed to obtain the optimal pricing strategy with user profits maximization. Finally, simulation results demonstrate that the proposed method significantly increases the payoff for all participants during the crowdsensing process.
Zheng Li 0026, Sizhe Tang, Hao Tian 0012, Haolong Xiang, Xiaolong Xu 0001, Wan-Chun Dou
ISPA2