Demo Data from SIGIR 2026 / reviewers in the wild / expert
Haosheng Zou
dblp:202/2444
· DBLP profile ↗
3ranked-venue papers
2as first author
1since 2021 · last 2021
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 3 · 2 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author · 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 · 72% Autonomous driving · 19% Multi-agent systems · 10% |
Topics — the 11 heaviest of 12, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning
meta-reinforcement learning |
0.5 | 1 | 2021 | Learning Task-Distribution Reward Shaping with Meta-Learning · AAAI 2021 |
Machine learning › Reinforcement learning › reward design
reward shaping |
0.5 | 1 | 2021 | Learning Task-Distribution Reward Shaping with Meta-Learning · AAAI 2021 |
Machine learning › Reinforcement learning
exploration |
0.4 | 1 | 2019 | Playing FPS Games With Environment-Aware Hierarchical Reinforcement Learning · IJCAI 2019 |
Machine learning › Reinforcement learning
hierarchical reinforcement learning |
0.4 | 1 | 2019 | Playing FPS Games With Environment-Aware Hierarchical Reinforcement Learning · IJCAI 2019 |
Machine learning › Reinforcement learning › exploration
intrinsic motivation |
0.4 | 1 | 2019 | Playing FPS Games With Environment-Aware Hierarchical Reinforcement Learning · IJCAI 2019 |
Knowledge, reasoning and agents › Multi-agent systems › agent-based simulation › crowd simulation
crowd behavior modeling |
0.3 | 1 | 2018 | Understanding Human Behaviors in Crowds by Imitating the Decision-Making Process · AAAI 2018 |
Robotics › Autonomous driving › trajectory prediction
pedestrian trajectory prediction |
0.3 | 1 | 2018 | Understanding Human Behaviors in Crowds by Imitating the Decision-Making Process · AAAI 2018 |
Robotics › Autonomous driving
trajectory prediction |
0.3 | 1 | 2018 | Understanding Human Behaviors in Crowds by Imitating the Decision-Making Process · AAAI 2018 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
credit assignment |
0.1 | 1 | 2021 | Learning Task-Distribution Reward Shaping with Meta-Learning · AAAI 2021 |
Machine learning › Reinforcement learning › imitation learning › generative imitation learning
generative adversarial imitation learning |
0.1 | 1 | 2018 | Understanding Human Behaviors in Crowds by Imitating the Decision-Making Process · AAAI 2018 |
Machine learning › Reinforcement learning
imitation learning |
0.1 | 1 | 2018 | Understanding Human Behaviors in Crowds by Imitating the Decision-Making Process · AAAI 2018 |
Methods — techniques the papers use, named apart from their topics
meta-learning · 0.5MAML · 0.5options framework · 0.4mutual information maximization · 0.3generative adversarial imitation learning · 0.3LSTM · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | Learning Task-Distribution Reward Shaping with Meta-LearningabstractReward shaping is one of the most effective methods to tackle the crucial yet challenging problem of credit assignment and accelerate Reinforcement Learning. However, designing shaping functions usually requires rich expert knowledge and hand-engineering, and the difficulties are further exacerbated given multiple tasks to solve. In this paper, we consider reward shaping on a distribution of tasks that share state spaces but not necessarily action spaces. We provide insights into optimal reward shaping, and propose a novel meta-learning framework to automatically learn such reward shaping to apply on newly sampled tasks. Theoretical analysis and extensive experiments establish us as the state-of-the-art in learning task-distribution reward shaping, outperforming previous such works (Konidaris and Barto 2006; Snel and Whiteson 2014). We further show that our method outperforms learning intrinsic rewards (Yang et al. 2019; Zheng et al. 2020), outperforms Rainbow (Hessel et al. 2018) in complex pixel-based CoinRun games, and is also better than hand-designed reward shaping on grids. While the goal of this paper is to learn reward shaping rather than to propose new general meta-learning algorithms as PEARL (Rakelly et al. 2019) or MQL (Fakoor et al. 2020), our framework based on MAML (Finn, Abbeel, and Levine 2017) also outperforms PEARL / MQL, and could combine with them for further improvement. Haosheng Zou, Tongzheng Ren, Hang Su 0006, Jun Zhu 0001 |
AAAI | 1 |
| 2019 | Playing FPS Games With Environment-Aware Hierarchical Reinforcement LearningabstractLearning rational behaviors in First-person-shooter (FPS) games is a challenging task for Reinforcement Learning (RL) with the primary difficulties of huge action space and insufficient exploration. To address this, we propose a hierarchical agent based on combined options with intrinsic rewards to drive exploration. Specifically, we present a hierarchical model that works in a manager-worker fashion over two levels of hierarchy. The high-level manager learns a policy over options, and the low-level workers, motivated by intrinsic reward, learn to execute the options. Performance is further improved with environmental signals appropriately harnessed. Extensive experiments demonstrate that our trained bot significantly outperforms the alternative RL-based models on FPS games requiring maze solving and combat skills, etc. Notably, we achieved first place in VDAIC 2018 Track(1). Shihong Song, Jiayi Weng, Hang Su 0006, Haosheng Zou, Jun Zhu 0001 |
IJCAI | 5 |
| 2018 | Understanding Human Behaviors in Crowds by Imitating the Decision-Making ProcessabstractCrowd behavior understanding is crucial yet challenging across a wide range of applications, since crowd behavior is inherently determined by a sequential decision-making process based on various factors, such as the pedestrians' own destinations, interaction with nearby pedestrians and anticipation of upcoming events. In this paper, we propose a novel framework of Social-Aware Generative Adversarial Imitation Learning (SA-GAIL) to mimic the underlying decision-making process of pedestrians in crowds. Specifically, we infer the latent factors of human decision-making process in an unsupervised manner by extending the Generative Adversarial Imitation Learning framework to anticipate future paths of pedestrians. Different factors of human decision making are disentangled with mutual information maximization, with the process modeled by collision avoidance regularization and Social-Aware LSTMs. Experimental results demonstrate the potential of our framework in disentangling the latent decision-making factors of pedestrians and stronger abilities in predicting future trajectories. Haosheng Zou, Hang Su 0006, Shihong Song, Jun Zhu 0001 |
AAAI | 1 |