Demo Data from EDBT 2026 / reviewers in the wild / expert
Xu Chen 0033
dblp:83/6331-33
· DBLP profile ↗
6ranked-venue papers
2as first author
6since 2021 · last 2025
0000-0002-1006-0926ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 6 · 2 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 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 · 47% Robot navigation and mapping · 32% Planning, search and constraint satisfaction · 11% | |
| Theoretical computer science
2 papers |
Mathematical optimization · 54% Algorithmic game theory and mechanism design · 46% |
Topics — the 10 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning › multi-agent reinforcement learning
mean field games |
1.6 | 2 | 2025 | Stochastic Semi-Gradient Descent for Learning Mean Field Games with Population-Aware Function Approximation · ICLR 2025 Graphon Mean Field Games with a Representative Player: Analysis and Learning Algorithm · ICML 2024 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
equilibrium learning |
0.9 | 1 | 2025 | Stochastic Semi-Gradient Descent for Learning Mean Field Games with Population-Aware Function Approximation · ICLR 2025 |
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
0.9 | 1 | 2025 | Stochastic Semi-Gradient Descent for Learning Mean Field Games with Population-Aware Function Approximation · ICLR 2025 |
Mathematical optimization › stochastic optimization › stochastic gradient methods
stochastic gradient descent |
0.9 | 1 | 2025 | Stochastic Semi-Gradient Descent for Learning Mean Field Games with Population-Aware Function Approximation · ICLR 2025 |
Robotics › Robot navigation and mapping › SLAM
active SLAM |
0.8 | 1 | 2024 | SLAMuZero: Plan and Learn to Map for Joint SLAM and Navigation · ICAPS 2024 |
Knowledge, reasoning and agents › Multi-agent systems › game theory
graphon mean field games |
0.8 | 1 | 2024 | Graphon Mean Field Games with a Representative Player: Analysis and Learning Algorithm · ICML 2024 |
Robotics › Robot navigation and mapping
mobile robot navigation |
0.8 | 1 | 2024 | SLAMuZero: Plan and Learn to Map for Joint SLAM and Navigation · ICAPS 2024 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search |
0.8 | 1 | 2024 | SLAMuZero: Plan and Learn to Map for Joint SLAM and Navigation · ICAPS 2024 |
Robotics › Robot navigation and mapping
SLAM |
0.8 | 1 | 2024 | SLAMuZero: Plan and Learn to Map for Joint SLAM and Navigation · ICAPS 2024 |
Algorithmic game theory and mechanism design
equilibrium computation |
0.8 | 1 | 2024 | Graphon Mean Field Games with a Representative Player: Analysis and Learning Algorithm · ICML 2024 |
Methods — techniques the papers use, named apart from their topics
stochastic gradient descent · 1.7population-aware function approximation · 1.7linear function approximation · 1.7sample complexity analysis · 1.5online learning algorithms · 0.8online learning algorithm · 0.8muzero · 0.8monte carlo tree search · 0.8encoder-decoder architecture · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Stochastic Semi-Gradient Descent for Learning Mean Field Games with Population-Aware Function ApproximationabstractMean field games (MFGs) model interactions in large-population multi-agent systems through population distributions. Traditional learning methods for MFGs are based on fixed-point iteration (FPI), where policy updates and induced population distributions are computed separately and sequentially. However, FPI-type methods may suffer from inefficiency and instability due to potential oscillations caused by this forward-backward procedure. In this work, we propose a novel perspective that treats the policy and population as a unified parameter controlling the game dynamics. By applying stochastic parameter approximation to this unified parameter, we develop SemiSGD, a simple stochastic gradient descent (SGD)-type method, where an agent updates its policy and population estimates simultaneously and fully asynchronously. Building on this perspective, we further apply linear function approximation (LFA) to the unified parameter, resulting in the first population-aware LFA (PA-LFA) for learning MFGs on continuous state-action spaces. A comprehensive finite-time convergence analysis is provided for SemiSGD with PA-LFA, including its convergence to the equilibrium for linear MFGs—a class of MFGs with a linear structure concerning the population—under the standard contractivity condition, and to a neighborhood of the equilibrium under a more practical condition. We also characterize the approximation error for non-linear MFGs. We validate our theoretical findings with six experiments on three MFGs. Chenyu Zhang 0002, Xu Chen 0033, Xuan Di |
ICLR | 2 |
| 2024 | A Single Online Agent Can Efficiently Learn Mean Field GamesabstractMean field games (MFGs) are a promising framework for modeling the behavior of large-population systems. However, solving MFGs can be challenging due to the coupling of forward population evolution and backward agent dynamics. Typically, obtaining mean field Nash equilibria (MFNE) involves an iterative approach where the forward and backward processes are solved alternately, known as fixed-point iteration (FPI). This method requires fully observed population propagation and agent dynamics over the entire spatial domain, which could be impractical in some real-world scenarios. To overcome this limitation, this paper introduces a novel online single-agent model-free learning scheme, which enables a single agent to learn MFNE using online samples, without prior knowledge of the state-action space, reward function, or transition dynamics. Specifically, the agent updates its policy through the value function (Q), while simultaneously evaluating the mean field state (M), using the same batch of observations. We develop two variants of this learning scheme: off-policy and on-policy QM iteration. We prove that they efficiently approximate FPI, and a sample complexity guarantee is provided. The efficacy of our methods is confirmed by numerical experiments. Chenyu Zhang 0002, Xu Chen 0033, Xuan Di |
ECAI | 2 |
| 2024 | SLAMuZero: Plan and Learn to Map for Joint SLAM and NavigationabstractMuZero has demonstrated remarkable performance in board and video games where Monte Carlo tree search (MCTS) method is utilized to learn and adapt to different game environments. This paper leverages the strength of MuZero to enhance agents’ planning capability for joint active simultaneous localization and mapping (SLAM) and navigation tasks, which require an agent to navigate an unknown environment while simultaneously constructing a map and localizing itself. We propose SLAMuZero, a novel approach for joint SLAM and navigation, which employs a search process that uses an explicit encoder-decoder architecture for mapping, followed by a prediction function to evaluate policy and value based on the generated map. SLAMuZero outperforms the state-of-the-art baseline and significantly reduces training time, underscoring the efficiency of our approach. Additionally, we develop a new open source library for implementing SLAMuZero, which is a flexible and modular toolkit for researchers and practitioners (https://github.com/bwfbowen/SLAMuZero). Xu Chen 0033, Zhengkun Pan, Xuan Di |
ICAPS | 2 |
| 2024 | Graphon Mean Field Games with a Representative Player: Analysis and Learning AlgorithmabstractWe propose a discrete time graphon game formulation on continuous state and action spaces using a representative player to study stochastic games with heterogeneous interaction among agents. This formulation admits both conceptual and mathematical advantages, compared to a widely adopted formulation using a continuum of players. We prove the existence and uniqueness of the graphon equilibrium with mild assumptions, and show that this equilibrium can be used to construct an approximate solution for the finite player game, which is challenging to analyze and solve due to curse of dimensionality. An online oracle-free learning algorithm is developed to solve the equilibrium numerically, and sample complexity analysis is provided for its convergence. Fuzhong Zhou, Chenyu Zhang 0002, Xu Chen 0033, Xuan Di |
ICML | 3 |
| 2023 | Learning Dual Mean Field Games on GraphsabstractReinforcement learning (RL) has been developed for mean field games over graphs (G-MFG) in social media and network economics, in which the transition of agents between a node pair incurs an instantaneous reward. However, agents’ en-route choices on edges are largely neglected that incur an experienced reward depending on agents’ actions and population evolution along edges. Here we focus on a broader class of MFGs, named “dual MFG on graphs” (G-dMFG), which models two interacting MFGs, namely, one on edges and one at nodes over a graph. In this setting, agents select travel speed along edges and next-go-to edge at nodes for a minimum cumulative cost, which arises from the congestion effect when many agents compete for the same resource. This has various implications for autonomous driving navigation, spatial resource allocation, and internet packet routing. We establish formally that G-dMFG is a generic G-MFG, encompassing a more complex cost structure (that is nonseparable between states and actions) and with no need to pre-specify a termination time horizon. RL algorithms are designed to solve mean field equilibria (MFE) on large networks. Xu Chen 0033, Shuo Liu 0018, Xuan Di |
ECAI | 1 |
| 2022 | Social Learning In Markov Games: Empowering Autonomous DrivingabstractIn a multi-agent system (MAS), a social learning scheme allows independent agents to learn through interactions with agents randomly selected from a pool. Such a scheme is important for autonomous vehicles (AV) to navigate complex traffic environments consisting of many road users. In this paper, we apply the social learning scheme to Markov games and leverage deep reinforcement learning (DRL) to investigate how individual AVs learn policies and form social norms in traffic scenarios. To capture agents’ different attitudes toward traffic environments, a heterogeneous agent pool with cooperative and defective AVs is introduced to the social learning scheme. To solve social norms formed by AVs, we propose a DRL algorithm, and apply them to traffic scenarios: unsignalized intersection and highway platoon. We find that compared to defective AVs, cooperative AVs can easily conform to expected social norms. In addition, cooperative AVs would lead to lower crash rates. We also find that prioritized roads/lanes can make AVs conform to expected social norms. Xu Chen 0033, Zechu Li, Xuan Di |
IV | 1 |