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Yu-Heng Lin

dblp:70/10292 · DBLP profile ↗
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3ranked-venue papers
0as first author
3since 2021 · last 2025
—ORCID · none

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

Artificial intelligence and machine learning · 3 · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 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 · 50% Optimization for machine learning · 50%
Interdisciplinary, comprehensive, and emerging computing
2 papers
Computational social science and digital humanities · 100%

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

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
reinforcement learning environment
1.522024
The CoachAI Badminton Environment: A Novel Reinforcement Learning Environment with Realistic Opponents (Student Abstract) · AAAI 2024
The CoachAI Badminton Environment: Bridging the Gap between a Reinforcement Learning Environment and Real-World Badminton Games · AAAI 2024
Computational social science and digital humanities
sports analytics
1.522024
The CoachAI Badminton Environment: A Novel Reinforcement Learning Environment with Realistic Opponents (Student Abstract) · AAAI 2024
The CoachAI Badminton Environment: Bridging the Gap between a Reinforcement Learning Environment and Real-World Badminton Games · AAAI 2024
Machine learning › Optimization for machine learning › model-based optimization
bayesian optimization
0.912025
BOFormer: Learning to Solve Multi-Objective Bayesian Optimization via Non-Markovian RL · ICLR 2025
Machine learning › Optimization for machine learning › model-based optimization › bayesian optimization
multi-objective bayesian optimization
0.912025
BOFormer: Learning to Solve Multi-Objective Bayesian Optimization via Non-Markovian RL · ICLR 2025
Machine learning › Reinforcement learning › deep reinforcement learning
deep q-learning
0.312025
BOFormer: Learning to Solve Multi-Objective Bayesian Optimization via Non-Markovian RL · ICLR 2025

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

tactical-forecasting models · 1.5reinforcement learning · 1.5opponent simulation · 1.5transformer · 0.9sequence modeling · 0.9
YearPublicationVenuePosition
2025 BOFormer: Learning to Solve Multi-Objective Bayesian Optimization via Non-Markovian RL
abstract
Bayesian optimization (BO) offers an efficient pipeline for optimizing black-box functions with the help of a Gaussian process prior and an acquisition function (AF). Recently, in the context of single-objective BO, learning-based AFs witnessed promising empirical results given its favorable non-myopic nature. Despite this, the direct extension of these approaches to multi-objective Bayesian optimization (MOBO) suffer from the hypervolume identifiability issue, which results from the non-Markovian nature of MOBO problems. To tackle this, inspired by the non-Markovian RL literature and the success of Transformers in language modeling, we present a generalized deep Q-learning framework and propose BOFormer, which substantiates this framework for MOBO via sequence modeling. Through extensive evaluation, we demonstrate that BOFormer constantly achieves better performance than the benchmark rule-based and learning-based algorithms in various synthetic MOBO and real-world multi-objective hyperparameter optimization problems.
Yu-Heng Hung, Kai-Jie Lin, Yu-Heng Lin, Chien-Yi Wang, Ping-Chun Hsieh
ICLR3
2024 The CoachAI Badminton Environment: Bridging the Gap between a Reinforcement Learning Environment and Real-World Badminton Games
abstract
We present the CoachAI Badminton Environment, a reinforcement learning (RL) environment tailored for AI-driven sports analytics. In contrast to traditional environments using rule-based opponents or simplistic physics-based randomness, our environment integrates authentic opponent AIs and realistic randomness derived from real-world matches data to bridge the performance gap encountered in real-game deployments. This novel feature enables RL agents to seamlessly adapt to genuine scenarios. The CoachAI Badminton Environment empowers researchers to validate strategies in intricate real-world settings, offering: i) Realistic opponent simulation for RL training; ii) Visualizations for evaluation; and iii) Performance benchmarks for assessing agent capabilities. By bridging the RL environment with actual badminton games, our environment is able to advance the discovery of winning strategies for players. Our code is available at https://github.com/wywyWang/CoachAI-Projects/tree/main/Strategic%20Environment.
Kuang-Da Wang, Yu-Tse Chen, Yu-Heng Lin, Wei-Yao Wang, Wen-Chih Peng
AAAI3
2024 The CoachAI Badminton Environment: A Novel Reinforcement Learning Environment with Realistic Opponents (Student Abstract)
abstract
The growing demand for precise sports analysis has been explored to improve athlete performance in various sports (e.g., basketball, soccer). However, existing methods for different sports face challenges in validating strategies in environments due to simple rule-based opponents leading to performance gaps when deployed in real-world matches. In this paper, we propose the CoachAI Badminton Environment, a novel reinforcement learning (RL) environment with realistic opponents for badminton, which serves as a compelling example of a turn-based game. It supports researchers in exploring various RL algorithms with the badminton context by integrating state-of-the-art tactical-forecasting models and real badminton game records. The Badminton Benchmarks are proposed with multiple widely adopted RL algorithms to benchmark the performance of simulating matches against real players. To advance novel algorithms and developments in badminton analytics, we make our environment open-source, enabling researchers to simulate more complex badminton sports scenarios based on this foundation. Our code is available at https://github.com/wywyWang/CoachAI-Projects/tree/main/CoachAI%20Badminton%20Environment.
Kuang-Da Wang, Wei-Yao Wang, Yu-Tse Chen, Yu-Heng Lin, Wen-Chih Peng
AAAI4