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Bo Yuan 0008

dblp:41/1662-8 · DBLP profile ↗
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4ranked-venue papers
0as first author
3since 2021 · last 2022
—ORCID · conflict

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

Artificial intelligence and machine learning · 3 · 2 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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 · 73% Generative modeling · 21% Planning, search and constraint satisfaction · 6%
Databases, data mining, and information retrieval
1 paper
Recommender systems · 100%
Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 100%

Topics — the 8 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
offline reinforcement learning
0.722022
Boosting Offline Reinforcement Learning with Residual Generative Modeling · IJCAI 2021
Value Penalized Q-Learning for Recommender Systems · SIGIR 2022
Recommender systems › reinforcement-learning-based recommendation
offline reinforcement learning for recommendation
0.612022
Value Penalized Q-Learning for Recommender Systems · SIGIR 2022
Recommender systems
reinforcement-learning-based recommendation
0.612022
Value Penalized Q-Learning for Recommender Systems · SIGIR 2022
Machine learning › Reinforcement learning
deep reinforcement learning
0.412020
Towards Playing Full MOBA Games with Deep Reinforcement Learning · NeurIPS 2020
Machine learning › Reinforcement learning
multi-agent reinforcement learning
0.412020
Towards Playing Full MOBA Games with Deep Reinforcement Learning · NeurIPS 2020
Games and playful interaction › digital gaming
computer games
0.412020
Towards Playing Full MOBA Games with Deep Reinforcement Learning · NeurIPS 2020
Machine learning › Reinforcement learning › offline reinforcement learning
conservative q-learning
0.212022
Value Penalized Q-Learning for Recommender Systems · SIGIR 2022
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search
0.112020
Towards Playing Full MOBA Games with Deep Reinforcement Learning · NeurIPS 2020

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

uncertainty estimation · 1.1q-learning · 1.1policy distillation · 0.9off-policy adaptation · 0.9multi-head value estimation · 0.9curriculum self-play learning · 0.9residual modeling · 0.5action-conditioned q-learning · 0.5
YearPublicationVenuePosition
2022 Value Penalized Q-Learning for Recommender Systems
abstract
Scaling reinforcement learning (RL) to recommender systems (RS) is promising since maximizing the expected cumulative rewards for RL agents meets the objective of RS, i.e., improving customers' long-term satisfaction. A key approach to this goal is offline RL, which aims to learn policies from logged data rather than expensive online interactions. In this paper, we propose Value Penalized Q-learning (VPQ), a novel uncertainty-based offline RL algorithm that penalizes the unstable Q-values in the regression target using uncertainty-aware weights, achieving the conservative Q-function without the need of estimating the behavior policy, suitable for RS with a large number of items. Experiments on two real-world datasets show the proposed method serves as a gain plug-in for existing RS models.
Chengqian Gao, Ke Xu 0002, Kuangqi Zhou, Lanqing Li, Xueqian Wang 0001, Bo Yuan 0008, Peilin Zhao
SIGIR6
2022 Supervised Learning Achieves Human-Level Performance in MOBA Games: A Case Study of Honor of Kings
abstract
We present JueWu-SL, the first supervised-learning-based artificial intelligence (AI) program that achieves human-level performance in playing multiplayer online battle arena (MOBA) games. Unlike prior attempts, we integrate the macro-strategy and the micromanagement of MOBA-game-playing into neural networks in a supervised and end-to-end manner. Tested on Honor of Kings, the most popular MOBA at present, our AI performs competitively at the level of High King players in standard 5v5 games.
Deheng Ye, Peilin Zhao, Fuhao Qiu, Bo Yuan 0008, Mingfei Sun 0001, Siqin Li, Zhenjie Lian, Bei Shi, Liang Wang 0015, Tengfei Shi, Qiang Fu 0016, Wei Yang 0032, Lanxiao Huang
IEEE Trans. Neural Networks Learn. Syst.5
2021 Boosting Offline Reinforcement Learning with Residual Generative Modeling
abstract
Offline reinforcement learning (RL) tries to learn the near-optimal policy with recorded offline experience without online exploration.Current offline RL research includes: 1) generative modeling, i.e., approximating a policy using fixed data; and 2) learning the state-action value function. While most research focuses on the state-action function part through reducing the bootstrapping error in value function approximation induced by the distribution shift of training data, the effects of error propagation in generative modeling have been neglected. In this paper, we analyze the error in generative modeling. We propose AQL (action-conditioned Q-learning), a residual generative model to reduce policy approximation error for offline RL. We show that our method can learn more accurate policy approximations in different benchmark datasets. In addition, we show that the proposed offline RL method can learn more competitive AI agents in complex control tasks under the multiplayer online battle arena (MOBA) game, Honor of Kings.
Hua Wei 0001, Deheng Ye, Bo Yuan 0008, Qiang Fu 0016, Wei Yang 0032, Zhenhui Li
IJCAI5
2020 Towards Playing Full MOBA Games with Deep Reinforcement Learning
abstract
MOBA games, e.g., Honor of Kings, League of Legends, and Dota 2, pose grand challenges to AI systems such as multi-agent, enormous state-action space, complex action control, etc. Developing AI for playing MOBA games has raised much attention accordingly. However, existing work falls short in handling the raw game complexity caused by the explosion of agent combinations, i.e., lineups, when expanding the hero pool in case that OpenAI's Dota AI limits the play to a pool of only 17 heroes. As a result, full MOBA games without restrictions are far from being mastered by any existing AI system. In this paper, we propose a MOBA AI learning paradigm that methodologically enables playing full MOBA games with deep reinforcement learning. Specifically, we develop a combination of novel and existing learning techniques, including off-policy adaption, multi-head value estimation, curriculum self-play learning, policy distillation, and Monte-Carlo tree-search, in training and playing a large pool of heroes, meanwhile addressing the scalability issue skillfully. Tested on Honor of Kings, a popular MOBA game, we show how to build superhuman AI agents that can defeat top esports players. The superiority of our AI is demonstrated by the first large-scale performance test of MOBA AI agent in the literature.
Deheng Ye, Bo Yuan 0008, Fuhao Qiu, Hongsheng Yu, Yinyuting Yin, Bei Shi, Liang Wang 0015, Tengfei Shi, Qiang Fu 0016, Wei Yang 0032, Lanxiao Huang, Wei Liu 0005
NeurIPS5