Demo Data from SIGIR 2026 / reviewers in the wild / expert
Fengjun Yang
dblp:218/7527
· DBLP profile ↗
2ranked-venue papers
0as first author
1since 2021 · last 2023
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 2 · 1 since 2021Systems, architecture and hardware · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1
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
1 paper |
Multi-agent systems · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Knowledge, reasoning and agents › Multi-agent systems
equilibrium computation |
0.3 | 1 | 2018 | A Regression Approach for Modeling Games With Many Symmetric Players · AAAI 2018 |
Knowledge, reasoning and agents › Multi-agent systems
game theory |
0.3 | 1 | 2018 | A Regression Approach for Modeling Games With Many Symmetric Players · AAAI 2018 |
Knowledge, reasoning and agents › Multi-agent systems › equilibrium computation
nash equilibrium approximation |
0.3 | 1 | 2018 | A Regression Approach for Modeling Games With Many Symmetric Players · AAAI 2018 |
Methods — techniques the papers use, named apart from their topics
radial basis function kernel · 0.3neural network · 0.3gaussian process regression · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | A Data-Driven Approach to Synthesizing Dynamics-Aware Trajectories for Underactuated Robotic SystemsabstractWe consider joint trajectory generation and tracking control for under-actuated robotic systems. A common solution is to use a layered control architecture, where the top layer uses a simplified model of system dynamics for trajectory generation, and the low layer ensures approximate tracking of this trajectory via feedback control. While such layered control architectures are standard and work well in practice, selecting the simplified model used for trajectory generation typically relies on engineering intuition and experience. In this paper, we propose an alternative data-driven approach to dynamicsaware trajectory generation. We show that a suitable augmented Lagrangian reformulation of a global nonlinear optimal control problem results in a layered decomposition of the overall problem into trajectory planning and feedback control layers. Crucially, the resulting trajectory optimization is dynamicsaware, in that, it is modified with a tracking penalty regularizer encoding the dynamic feasibility of the generated trajectory. We show that this tracking penalty regularizer can be learned from system rollouts for independently-designed low layer feedback control policies, and instantiate our framework in the context of a unicycle and a quadrotor control problem in simulation. Further, we show that our approach handles the sim-to-real gap through experiments on the quadrotor hardware platform without any additional training. For both the synthetic unicycle example and the quadrotor system, our framework shows significant improvements in both computation time and dynamic feasibility in simulation and hardware experiments. Anusha Srikanthan, Fengjun Yang, Igor Spasojevic, Dinesh Thakur, Vijay Kumar 0001, Nikolai Matni |
IROS | 2 |
| 2018 | A Regression Approach for Modeling Games With Many Symmetric PlayersabstractWe exploit player symmetry to formulate the representation of large normal-form games as a regression task. This formulation allows arbitrary regression methods to be employed in in estimating utility functions from a small subset of the game's outcomes. We demonstrate the applicability both neural networks and Gaussian process regression, but focus on the latter. Once utility functions are learned, computing Nash equilibria requires estimating expected payoffs of pure-strategy deviations from mixed-strategy profiles. Computing these expectations exactly requires an infeasible sum over the full payoff matrix, so we propose and test several approximation methods. Three of these are simple and generic, applicable to any regression method and games with any number of player roles. However, the best performance is achieved by a continuous integral that approximates the summation, which we formulate for the specific case of fully-symmetric games learned by Gaussian process regression with a radial basis function kernel. We demonstrate experimentally that the combination of learned utility functions and expected payoff estimation allows us to efficiently identify approximate equilibria of large games using sparse payoff data. Bryce Wiedenbeck, Fengjun Yang, Michael P. Wellman |
AAAI | 2 |