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Liang Wang 0015

dblp:56/4499-15 · DBLP profile ↗
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13ranked-venue papers
3as first author
8since 2021 · last 2024
0000-0002-6981-557XORCID · conflict

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

Artificial intelligence and machine learning · 8 · 6 since 2021Applied, interdisciplinary, general and emerging computing · 4 · 3 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2

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
6 papers
Reinforcement learning · 60% Multi-agent systems · 28% Learning theory · 7%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Bioinformatics and computational biology · 100%
Human-computer interaction and pervasive computing
4 papers
Games and playful interaction · 88% Human-AI interaction · 12%

Topics — the 19 heaviest of 22, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
multi-agent reinforcement learning
1.532022
Honor of Kings Arena: an Environment for Generalization in Competitive Reinforcement Learning · NeurIPS 2022
Learning Diverse Policies in MOBA Games via Macro-Goals · NeurIPS 2021
Towards Playing Full MOBA Games with Deep Reinforcement Learning · NeurIPS 2020
Knowledge, reasoning and agents › Multi-agent systems › human-agent interaction
human-agent collaboration
1.422024
Enhancing Human Experience in Human-Agent Collaboration: A Human-Centered Modeling Approach Based on Positive Human Gain · ICLR 2024
Towards Effective and Interpretable Human-Agent Collaboration in MOBA Games: A Communication Perspective · ICLR 2023
Knowledge, reasoning and agents › Multi-agent systems › multi-agent collaboration
collaborative agents
0.922024
Towards Effective and Interpretable Human-Agent Collaboration in MOBA Games: A Communication Perspective · ICLR 2023
Enhancing Human Experience in Human-Agent Collaboration: A Human-Centered Modeling Approach Based on Positive Human Gain · ICLR 2024
Machine learning › Reinforcement learning
reinforcement learning from human feedback
0.812024
Enhancing Human Experience in Human-Agent Collaboration: A Human-Centered Modeling Approach Based on Positive Human Gain · ICLR 2024
Bioinformatics and computational biology › single-cell analysis › cell clustering
cell type clustering
0.812024
CTEC: a cross-tabulation ensemble clustering approach for single-cell RNA sequencing data analysis · Bioinform. 2024
Bioinformatics and computational biology
ensemble clustering
0.812024
CTEC: a cross-tabulation ensemble clustering approach for single-cell RNA sequencing data analysis · Bioinform. 2024
Bioinformatics and computational biology › single-cell analysis
single-cell transcriptomics
0.812024
CTEC: a cross-tabulation ensemble clustering approach for single-cell RNA sequencing data analysis · Bioinform. 2024
Machine learning › Reinforcement learning › multi-agent reinforcement learning
competitive reinforcement learning
0.612022
Honor of Kings Arena: an Environment for Generalization in Competitive Reinforcement Learning · NeurIPS 2022
Machine learning › Learning theory
generalization
0.612022
Honor of Kings Arena: an Environment for Generalization in Competitive Reinforcement Learning · NeurIPS 2022
Machine learning › Reinforcement learning
hierarchical reinforcement learning
0.512021
Learning Diverse Policies in MOBA Games via Macro-Goals · NeurIPS 2021
Machine learning › Reinforcement learning
policy diversity
0.512021
Learning Diverse Policies in MOBA Games via Macro-Goals · NeurIPS 2021
Machine learning › Reinforcement learning
deep 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
Games and playful interaction
game AI
0.422024
Enhancing Human Experience in Human-Agent Collaboration: A Human-Centered Modeling Approach Based on Positive Human Gain · ICLR 2024
Towards Effective and Interpretable Human-Agent Collaboration in MOBA Games: A Communication Perspective · ICLR 2023
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing
0.322021
Learning Diverse Policies in MOBA Games via Macro-Goals · NeurIPS 2021
Mastering Complex Control in MOBA Games with Deep Reinforcement Learning · AAAI 2020
Bioinformatics and computational biology › single-cell analysis › single-cell RNA sequencing
single-cell RNA-seq analysis
0.212024
CTEC: a cross-tabulation ensemble clustering approach for single-cell RNA sequencing data analysis · Bioinform. 2024
Human-AI interaction
human-AI collaboration
0.212023
Towards Effective and Interpretable Human-Agent Collaboration in MOBA Games: A Communication Perspective · ICLR 2023
Machine learning › Reinforcement learning › multi-agent reinforcement learning
self-play
0.212022
Honor of Kings Arena: an Environment for Generalization in Competitive Reinforcement Learning · NeurIPS 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

reinforcement learning · 4.0curriculum self-play learning · 0.9re-clustering · 0.8ensemble clustering · 0.8cross-tabulation · 0.8communication protocols · 0.7communication protocol · 0.7meta-controller · 0.5imitation learning · 0.5deep reinforcement learning · 0.5policy distillation · 0.4off-policy adaptation · 0.4multi-head value estimation · 0.4attention · 0.4actor-critic · 0.4action mask · 0.4PPO · 0.4
YearPublicationVenuePosition
2024 Multi-agent Multi-game Entity Transformer: Towards Generalist Models in MARL
abstract
Building large-scale generalist pre-trained models for many tasks is becoming an emerging and potential direction in reinforcement learning (RL).Research such as Gato and Multi-Game Decision Transformer have displayed outstanding performance and generalization capabilities on many games and domains.However, there exists a research blank about developing highly capable and generalist models in multi-agent RL (MARL), which can substantially accelerate progress toward general AI.To fill this gap, we propose Multi-Agent multi-Game ENtity TrAnsformer (MA-GENTA) from the entity perspective as orthogonal research to previous time-sequential modeling.Specifically, to deal with different state/observation spaces in different games, we analogize games as languages by aligning one single game to one single language, thus training different "tokenizers" and a shared transformer for various games.The feature inputs are split according to different entities and tokenized in the same continuous space.Then, two types of transformer-based models are proposed as permutationinvariant architectures to deal with various numbers of entities and capture the attention of different entities.MAGENTA is trained on
Xianhan Zeng, Liang Wang 0015, Zhengjie Liang, Yiming Gao 0007, Feiyu Liu, Siqin Li, Xianliang Wang, Qiang Fu 0016, Wei Yang 0032, Lanxiao Huang, Longtao Zheng, Zinovi Rabinovich, Bo An 0001
DAI4
2024 Enhancing Human Experience in Human-Agent Collaboration: A Human-Centered Modeling Approach Based on Positive Human Gain
abstract
Existing game AI research mainly focuses on enhancing agents' abilities to win games, but this does not inherently make humans have a better experience when collaborating with these agents. For example, agents may dominate the collaboration and exhibit unintended or detrimental behaviors, leading to poor experiences for their human partners. In other words, most game AI agents are modeled in a "self-centered" manner. In this paper, we propose a "human-centered" modeling scheme for collaborative agents that aims to enhance the experience of humans. Specifically, we model the experience of humans as the goals they expect to achieve during the task. We expect that agents should learn to enhance the extent to which humans achieve these goals while maintaining agents' original abilities (e.g., winning games). To achieve this, we propose the Reinforcement Learning from Human Gain (RLHG) approach. The RLHG approach introduces a "baseline", which corresponds to the extent to which humans primitively achieve their goals, and encourages agents to learn behaviors that can effectively enhance humans in achieving their goals better. We evaluate the RLHG agent in the popular Multi-player Online Battle Arena (MOBA) game, Honor of Kings, by conducting real-world human-agent tests. Both objective performance and subjective preference results show that the RLHG agent provides participants better gaming experience.
Yiming Gao 0007, Feiyu Liu, Liang Wang 0015, Dehua Zheng, Zhenjie Lian, Siqin Li, Xianliang Wang, Qiang Fu 0016, Wei Yang 0032, Lanxiao Huang, Wei Liu 0005
ICLR3
2024 CTEC: a cross-tabulation ensemble clustering approach for single-cell RNA sequencing data analysis
abstract
MOTIVATION: Cell-type clustering is a crucial first step for single-cell RNA-seq data analysis. However, existing clustering methods often provide different results on cluster assignments with respect to their own data pre-processing, choice of distance metrics, and strategies of feature extraction, thereby limiting their practical applications. RESULTS: We propose Cross-Tabulation Ensemble Clustering (CTEC) method that formulates two re-clustering strategies (distribution- and outlier-based) via cross-tabulation. Benchmarking experiments on five scRNA-Seq datasets illustrate that the proposed CTEC method offers significant improvements over the individual clustering methods. Moreover, CTEC-DB outperforms the state-of-the-art ensemble methods for single-cell data clustering, with 45.4% and 17.1% improvement over the single-cell aggregated from ensemble clustering method (SAFE) and the single-cell aggregated clustering via Mixture model ensemble method (SAME), respectively, on the two-method ensemble test. AVAILABILITY AND IMPLEMENTATION: The source code of the benchmark in this work is available at the GitHub repository https://github.com/LWCHN/CTEC.git.
Liang Wang 0015, Chenyang Hong, Jiangning Song, Jianhua Yao 0001
Bioinform.1
2023 Towards Effective and Interpretable Human-Agent Collaboration in MOBA Games: A Communication Perspective
Yiming Gao 0007, Feiyu Liu, Liang Wang 0015, Zhenjie Lian, Siqin Li, Xianliang Wang, Xianhan Zeng, Qiang Fu 0016, Wei Yang 0032, Lanxiao Huang, Wei Liu 0005
ICLR3
2023 Interpretable artificial intelligence model for accurate identification of medical conditions using immune repertoire
abstract
Underlying medical conditions, such as cancer, kidney disease and heart failure, are associated with a higher risk for severe COVID-19. Accurate classification of COVID-19 patients with underlying medical conditions is critical for personalized treatment decision and prognosis estimation. In this study, we propose an interpretable artificial intelligence model termed VDJMiner to mine the underlying medical conditions and predict the prognosis of COVID-19 patients according to their immune repertoires. In a cohort of more than 1400 COVID-19 patients, VDJMiner accurately identifies multiple underlying medical conditions, including cancers, chronic kidney disease, autoimmune disease, diabetes, congestive heart failure, coronary artery disease, asthma and chronic obstructive pulmonary disease, with an average area under the receiver operating characteristic curve (AUC) of 0.961. Meanwhile, in this same cohort, VDJMiner achieves an AUC of 0.922 in predicting severe COVID-19. Moreover, VDJMiner achieves an accuracy of 0.857 in predicting the response of COVID-19 patients to tocilizumab treatment on the leave-one-out test. Additionally, VDJMiner interpretively mines and scores V(D)J gene segments of the T-cell receptors that are associated with the disease. The identified associations between single-cell V(D)J gene segments and COVID-19 are highly consistent with previous studies. The source code of VDJMiner is publicly accessible at https://github.com/TencentAILabHealthcare/VDJMiner. The web server of VDJMiner is available at https://gene.ai.tencent.com/VDJMiner/.
Yu Zhao 0009, Yidan Zhang 0001, Zhi-an Huang, Fan Yang 0081, Liang Wang 0015, Lei Duan, Jiangning Song, Jianhua Yao 0001
Briefings Bioinform.8
2022 Honor of Kings Arena: an Environment for Generalization in Competitive Reinforcement Learning
abstract
This paper introduces Honor of Kings Arena, a reinforcement learning (RL) environment based on the Honor of Kings, one of the world’s most popular games at present. Compared to other environments studied in most previous work, ours presents new generalization challenges for competitive reinforcement learning. It is a multi-agent problem with one agent competing against its opponent; and it requires the generalization ability as it has diverse targets to control and diverse opponents to compete with. We describe the observation, action, and reward specifications for the Honor of Kings domain and provide an open-source Python-based interface for communicating with the game engine. We provide twenty target heroes with a variety of tasks in Honor of Kings Arena and present initial baseline results for RL-based methods with feasible computing resources. Finally, we showcase the generalization challenges imposed by Honor of Kings Arena and possible remedies to the challenges. All of the software, including the environment-class, are publicly available.
Hua Wei 0001, Jingxiao Chen, Xiyang Ji, Hongyang Qin, Minwen Deng, Siqin Li, Liang Wang 0015, Weinan Zhang 0001, Yong Yu 0001, Lanxiao Huang, Deheng Ye, Qiang Fu 0016, Wei Yang 0032
NeurIPS7
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.14
2021 Learning Diverse Policies in MOBA Games via Macro-Goals
abstract
Recently, many researchers have made successful progress in building the AI systems for MOBA-game-playing with deep reinforcement learning, such as on Dota 2 and Honor of Kings. Even though these AI systems have achieved or even exceeded human-level performance, they still suffer from the lack of policy diversity. In this paper, we propose a novel Macro-Goals Guided framework, called MGG, to learn diverse policies in MOBA games. MGG abstracts strategies as macro-goals from human demonstrations and trains a Meta-Controller to predict these macro-goals. To enhance policy diversity, MGG samples macro-goals from the Meta-Controller prediction and guides the training process towards these goals. Experimental results on the typical MOBA game Honor of Kings demonstrate that MGG can execute diverse policies in different matches and lineups, and also outperform the state-of-the-art methods over 102 heroes.
Yiming Gao 0007, Bei Shi, Xueying Du, Liang Wang 0015, Guangwei Chen, Zhenjie Lian, Fuhao Qiu, Guoan Han, Deheng Ye, Qiang Fu 0016, Wei Yang 0032, Lanxiao Huang
NeurIPS4
2020 Mastering Complex Control in MOBA Games with Deep Reinforcement Learning
abstract
We study the reinforcement learning problem of complex action control in the Multi-player Online Battle Arena (MOBA) 1v1 games. This problem involves far more complicated state and action spaces than those of traditional 1v1 games, such as Go and Atari series, which makes it very difficult to search any policies with human-level performance. In this paper, we present a deep reinforcement learning framework to tackle this problem from the perspectives of both system and algorithm. Our system is of low coupling and high scalability, which enables efficient explorations at large scale. Our algorithm includes several novel strategies, including control dependency decoupling, action mask, target attention, and dual-clip PPO, with which our proposed actor-critic network can be effectively trained in our system. Tested on the MOBA game Honor of Kings, the trained AI agents can defeat top professional human players in full 1v1 games.
Deheng Ye, Mingfei Sun 0001, Bei Shi, Peilin Zhao, Hongsheng Yu, Xipeng Wu, Qingwei Guo, Qiaobo Chen, Yinyuting Yin, Tengfei Shi, Liang Wang 0015, Qiang Fu 0016, Wei Yang 0032, Lanxiao Huang
AAAI15
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
NeurIPS13
2019 A gradient-based optical-flow cardiac motion estimation method for cine and tagged MR images
Liang Wang 0015, Patrick Clarysse, Zhengjun Liu, Bin Gao 0012, Pierre Croisille, Philippe Delachartre
Medical Image Anal.1
2015 Analytic signal phase-based myocardial motion estimation in tagged MRI sequences by a bilinear model and motion compensation
Liang Wang 0015, Adrian Basarab, Patrick R. Girard, Pierre Croisille, Patrick Clarysse, Philippe Delachartre
Medical Image Anal.1
2014 Cardiac motion analysis using wavelet projections from tagged MR sequences
abstract
We present an optical flow technique in a differential projected framework adapted to local myocardial motion estimation from MR Tagged images. The algorithm is based on the Dual Tree design of Hilbert transform pairs of wavelet bases. Such a design allows one to construct several orientation-sensitive wavelet filters for better analysis of the complex motion of the heart. The complex wavelet transform (CWT) integrates both energy and phase information in the wavelets coefficients for an effective motion estimation. The CWT also provides a high frequency analysis and enjoys a multiresolution aspect that allows multiscale flow estimate. Performances of the algorithm are evaluated on synthetic tagged MRI sequences for both displacement and strain estimation.
Younes Farouj, Liang Wang 0015, Patrick Clarysse, Laurent Navarro, Marianne Clausel, Philippe Delachartre
ICIP2