Demo Data from SIGIR 2026 / reviewers in the wild / expert
Feifei Tong
dblp:177/4803
· DBLP profile ↗
3ranked-venue papers
0as first author
3since 2021 · last 2023
—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 · 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 · 87% Optimization for machine learning · 13% |
Topics — the 7 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
1.2 | 2 | 2023 | MANSA: Learning Fast and Slow in Multi-Agent Systems · ICML 2023 LIGS: Learnable Intrinsic-Reward Generation Selection for Multi-Agent Learning · ICLR 2022 |
Machine learning › Reinforcement learning › reward design
reward shaping |
1.2 | 2 | 2023 | Learning to Shape Rewards Using a Game of Two Partners · AAAI 2023 LIGS: Learnable Intrinsic-Reward Generation Selection for Multi-Agent Learning · ICLR 2022 |
Machine learning › Optimization for machine learning
convergence guarantees |
0.7 | 1 | 2023 | MANSA: Learning Fast and Slow in Multi-Agent Systems · ICML 2023 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning › decentralized multi-agent reinforcement learning
independent learning |
0.7 | 1 | 2023 | MANSA: Learning Fast and Slow in Multi-Agent Systems · ICML 2023 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
markov games |
0.7 | 1 | 2023 | Learning to Shape Rewards Using a Game of Two Partners · AAAI 2023 |
Machine learning › Reinforcement learning › exploration
intrinsic motivation |
0.6 | 1 | 2022 | LIGS: Learnable Intrinsic-Reward Generation Selection for Multi-Agent Learning · ICLR 2022 |
Machine learning › Reinforcement learning
value-based reinforcement learning |
0.2 | 1 | 2023 | MANSA: Learning Fast and Slow in Multi-Agent Systems · ICML 2023 |
Methods — techniques the papers use, named apart from their topics
switching control · 1.3reinforcement learning · 0.7independent learning · 0.7centralized learning · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Learning to Shape Rewards Using a Game of Two PartnersabstractReward shaping (RS) is a powerful method in reinforcement learning (RL) for overcoming the problem of sparse or uninformative rewards. However, RS typically relies on manually engineered shaping-reward functions whose construc- tion is time-consuming and error-prone. It also requires domain knowledge which runs contrary to the goal of autonomous learning. We introduce Reinforcement Learning Optimising Shaping Algorithm (ROSA), an automated reward shaping framework in which the shaping-reward function is constructed in a Markov game between two agents. A reward-shaping agent (Shaper) uses switching controls to determine which states to add shaping rewards for more efficient learning while the other agent (Controller) learns the optimal policy for the task using these shaped rewards. We prove that ROSA, which adopts existing RL algorithms, learns to construct a shaping-reward function that is beneficial to the task thus ensuring efficient convergence to high performance policies. We demonstrate ROSA’s properties in three didactic experiments and show its superior performance against state-of-the-art RS algorithms in challenging sparse reward environments. David Mguni, Taher Jafferjee, Nicolas Perez Nieves, Wenbin Song, Feifei Tong, Matthew E. Taylor, Tianpei Yang, Zipeng Dai, Jiangcheng Zhu, Kun Shao, Jun Wang 0012, Yaodong Yang 0001 |
AAAI | 6 |
| 2023 | MANSA: Learning Fast and Slow in Multi-Agent SystemsabstractIn multi-agent reinforcement learning (MARL), independent learning (IL) often shows remarkable performance and easily scales with the number of agents. Yet, using IL can be inefficient and runs the risk of failing to successfully train, particularly in scenarios that require agents to coordinate their actions. Using centralised learning (CL) enables MARL agents to quickly learn how to coordinate their behaviour but employing CL everywhere is often prohibitively expensive in real-world applications. Besides, using CL in value-based methods often needs strong representational constraints (e.g. individual-global-max condition) that can lead to poor performance if violated. In this paper, we introduce a novel plug & play IL framework named Multi-Agent Network Selection Algorithm (MANSA) which selectively employs CL only at states that require coordination. At its core, MANSA has an additional agent that uses switching controls to quickly learn the best states to activate CL during training, using CL only where necessary and vastly reducing the computational burden of CL. Our theory proves MANSA preserves cooperative MARL convergence properties, boosts IL performance and can optimally make use of a fixed budget on the number CL calls. We show empirically in Level-based Foraging (LBF) and StarCraft Multi-agent Challenge (SMAC) that MANSA achieves fast, superior and more reliable performance while making 40% fewer CL calls in SMAC and using CL at only 1% CL calls in LBF. David Mguni, Haojun Chen, Taher Jafferjee, Longfei Yue, Xidong Feng, Stephen McAleer, Feifei Tong, Jun Wang 0012, Yaodong Yang 0001 |
ICML | 8 |
| 2022 | LIGS: Learnable Intrinsic-Reward Generation Selection for Multi-Agent Learning
David Mguni, Taher Jafferjee, Nicolas Perez Nieves, Oliver Slumbers, Feifei Tong, Yang Li 0116, Jiangcheng Zhu, Yaodong Yang 0001, Jun Wang 0012 |
ICLR | 6 |