Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Jing Yu 0025

dblp:42/6466-25 · DBLP profile ↗
← Back
2ranked-venue papers
0as first author
1since 2021 · last 2023
0000-0002-5570-4115ORCID · verified

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

Artificial intelligence and machine learning · 2 · 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.

Theoretical computer science
2 papers
Algorithmic game theory and mechanism design · 42% Mathematical optimization · 42% Computational complexity · 17%
Artificial intelligence
1 paper
Optimization for machine learning · 100%

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

TopicWeightPapersLastEvidence papers
Mathematical optimization
bilevel optimization
0.712023
Achieving Hierarchy-Free Approximation for Bilevel Programs with Equilibrium Constraints · ICML 2023
Algorithmic game theory and mechanism design
stackelberg game
0.712023
Achieving Hierarchy-Free Approximation for Bilevel Programs with Equilibrium Constraints · ICML 2023
Machine learning › Optimization for machine learning
implicit differentiation
0.412020
End-to-End Learning and Intervention in Games · NeurIPS 2020
Algorithmic game theory and mechanism design
equilibrium computation
0.412020
End-to-End Learning and Intervention in Games · NeurIPS 2020
Computational complexity › learning theory
exact learning
0.412020
End-to-End Learning and Intervention in Games · NeurIPS 2020
Mathematical optimization › continuous optimization › convex optimization
variational inequality
0.412020
End-to-End Learning and Intervention in Games · NeurIPS 2020

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

variational inequality · 0.9projection method · 0.9implicit differentiation · 0.9explicit differentiation · 0.9monopoly model approximation · 0.7first-order methods · 0.7cournot game approximation · 0.7
YearPublicationVenuePosition
2023 Achieving Hierarchy-Free Approximation for Bilevel Programs with Equilibrium Constraints
abstract
In this paper, we develop an approximation scheme for solving bilevel programs with equilibrium constraints, which are generally difficult to solve. Among other things, calculating the first-order derivative in such a problem requires differentiation across the hierarchy, which is computationally intensive, if not prohibitive. To bypass the hierarchy, we propose to bound such bilevel programs, equivalent to multiple-followers Stackelberg games, with two new hierarchy-free problems: a $T$-step Cournot game and a $T$-step monopoly model. Since they are standard equilibrium or optimization problems, both can be efficiently solved via first-order methods. Importantly, we show that the bounds provided by these problems — the upper bound by the $T$-step Cournot game and the lower bound by the $T$-step monopoly model — can be made arbitrarily tight by increasing the step parameter $T$ for a wide range of problems. We prove that a small $T$ usually suffices under appropriate conditions to reach an approximation acceptable for most practical purposes. Eventually, the analytical insights are highlighted through numerical examples.
Jiayang Li 0001, Jing Yu 0025, Boyi Liu 0001, Yu Marco Nie, Zhaoran Wang 0001
ICML2
2020 End-to-End Learning and Intervention in Games
abstract
In a social system, the self-interest of agents can be detrimental to the collective good, sometimes leading to social dilemmas. To resolve such a conflict, a central designer may intervene by either redesigning the system or incentivizing the agents to change their behaviors. To be effective, the designer must anticipate how the agents react to the intervention, which is dictated by their often unknown payoff functions. Therefore, learning about the agents is a prerequisite for intervention. In this paper, we provide a unified framework for learning and intervention in games. We cast the equilibria of games as individual layers and integrate them into an end-to-end optimization framework. To enable the backward propagation through the equilibria of games, we propose two approaches, respectively based on explicit and implicit differentiation. Specifically, we cast the equilibria as the solutions to variational inequalities (VIs). The explicit approach unrolls the projection method for solving VIs, while the implicit approach exploits the sensitivity of the solutions to VIs. At the core of both approaches is the differentiation through a projection operator. Moreover, we establish the correctness of both approaches and identify the conditions under which one approach is more desirable than the other. The analytical results are validated using several real-world problems.
Jiayang Li 0001, Jing Yu 0025, Yu Marco Nie, Zhaoran Wang 0001
NeurIPS2