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Chengpeng Hu

dblp:278/3130 · DBLP profile ↗
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10ranked-venue papers
6as first author
10since 2021 · last 2025
0000-0001-8343-4186ORCID · corroborated

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

Artificial intelligence and machine learning · 6 · 5 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 3 · 1 first-author · 3 since 2021Applied, interdisciplinary, general and emerging computing · 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
1 paper
Reinforcement learning · 33% Planning, search and constraint satisfaction · 33% Generative modeling · 33%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Generative modeling › computational creativity › creative generation
level generation
0.812024
Negatively Correlated Ensemble Reinforcement Learning for Online Diverse Game Level Generation · ICLR 2024
Machine learning › Reinforcement learning › ensemble reinforcement learning
policy ensemble
0.812024
Negatively Correlated Ensemble Reinforcement Learning for Online Diverse Game Level Generation · ICLR 2024
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
procedural content generation
0.812024
Negatively Correlated Ensemble Reinforcement Learning for Online Diverse Game Level Generation · ICLR 2024

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

policy regularization · 0.8ensemble reinforcement learning · 0.8
YearPublicationVenuePosition
2025 Elevating GPR Imaging With DDPM: A Comprehensive Study on Synthetic Data Generation
abstract
Ground Penetrating Radar (GPR) plays a crucial role in subsurface imaging, but its utility is often constrained by issues such as noise and data incompleteness. To overcome these limitations, this study explored the application of Denoising Diffusion Probabilistic Models (DDPMs) for generating high-resolution GPR images and proposed a comprehensive strategy integrating dataset preparation, model development, and hyperparameter optimization. Dataset preparation involved diverse data acquisition and sample augmentation to improve model generalizability. DDPM employed a TwoResUnet-based noise prediction network and was trained with 1,000 diffusion time steps and 200,000 training iterations. The results demonstrated that the model could generate GPR images with substantial diversity and feature realism, thereby closely reflecting real-world conditions. It provided a robust framework for synthetic GPR image generation and served as a valuable resource for AI-driven downstream applications. The high quality and variability of the outputs render them suitable for data augmentation, model training, and validation. Moreover, the model’s architecture and training parameters were readily adjustable, enabling customization for specific tasks or broader applications. This study contributes a novel strategy for expanding GPR image datasets and enhancing synthetic image fidelity, thereby improving the interpretability and practical utility of GPR data in archaeology, civil engineering, and environmental monitoring.
Gaoxiang Chen, Chengpeng Hu, Liya Hou, Shuangcheng Ge, Li-Yun Fu, Yonghui Zhao
IEEE Trans. Geosci. Remote. Sens.2
2025 Robust Dynamic Material Handling via Adaptive Constrained Evolutionary Reinforcement Learning
abstract
Dynamic material handling (DMH) involves the assignment of dynamically arriving material transporting tasks to suitable vehicles in real time for minimizing makespan and tardiness. In real-world scenarios, historical task records are usually available, which enables the training of a decision policy on multiple instances consisting of historical records. Recently, reinforcement learning (RL) has been applied to solve DMH. Due to the occurrence of dynamic events such as new tasks, adaptability is highly required. Solving DMH is challenging since constraints, including task delay, should be satisfied. A feedback is received only when all tasks are served, which leads to sparse reward. Besides, making the best use of limited computational resources and historical records for training a robust policy is crucial. The time allocated to different problem instances would highly impact the learning process. To tackle those challenges, this article proposes a novel adaptive constrained evolutionary RL (ACERL) approach, which maintains a population of actors for diverse exploration. ACERL accesses each actor for tackling sparse rewards and constraint violation to restrict the behavior of the policy. Moreover, ACERL adaptively selects the most beneficial training instances for improving the policy. Extensive experiments on eight training and eight unseen test instances demonstrate the outstanding performance of ACERL compared with several state-of-the-art algorithms. Policies trained by ACERL can schedule the vehicles while fully satisfying the constraints. Additional experiments on 40 unseen noised instances show the robust performance of ACERL. Cross validation further presents the overall effectiveness of ACREL. Besides, a rigorous ablation study highlights the coordination and benefits of each ingredient of ACERL.
Chengpeng Hu, Ziming Wang 0003, Bo Yuan 0006, Jialin Liu 0001, Chengqi Zhang, Xin Yao 0001
IEEE Trans. Neural Networks Learn. Syst.1
2024 3D Building Generation in Minecraft via Large Language Models
abstract
Recently, procedural content generation has exhibited considerable advancements in the domain of 2D game level generation such as Super Mario Bros. and Sokoban through large language models (LLMs). To further validate the capabilities of LLMs, this paper explores how LLMs contribute to the generation of 3D buildings in a sandbox game, Minecraft. We propose a Text to Building in Minecraft (T2BM) model, which involves refining prompts, decoding interlayer representation and repairing. Facade, indoor scene and functional blocks like doors are supported in the generation. Experiments are conducted to evaluate the completeness and satisfaction of buildings generated via LLMs. It shows that LLMs hold significant potential for 3D building generation. Given appropriate prompts, LLMs can generate correct buildings in Minecraft with complete structures and incorporate specific building blocks such as windows and beds, meeting the specified requirements of human users.
Shiying Hu, Zengrong Huang, Chengpeng Hu, Jialin Liu 0001
CoG3
2024 Game Generation via Large Language Models
abstract
Recently, the emergence of large language models (LLMs) has unlocked new opportunities for procedural content generation. However, recent attempts mainly focus on level generation for specific games with defined game rules such as Super Mario Bros. and Zelda. This paper investigates the game generation via LLMs. Based on video game description language, this paper proposes an LLM-based framework to generate game rules and levels simultaneously. Experiments demonstrate how the framework works with prompts considering different combinations of context. Our findings extend the current applications of LLMs and offer new insights for generating new games in the area of procedural content generation.
Chengpeng Hu, Yunlong Zhao 0005, Jialin Liu 0001
CoG1
2024 Evolutionary Reinforcement Learning via Cooperative Coevolution
abstract
Recently, evolutionary reinforcement learning has obtained much attention in various domains. Maintaining a population of actors, evolutionary reinforcement learning utilises the collected experiences to improve the behaviour policy through efficient exploration. However, the poor scalability of genetic operators limits the efficiency of optimising high-dimensional neural networks. To address this issue, this paper proposes a novel cooperative coevolutionary reinforcement learning (CoERL) algorithm. Inspired by cooperative coevolution, CoERL periodically and adaptively decomposes the policy optimisation problem into multiple subproblems and evolves a population of neural networks for each of the subproblems. Instead of using genetic operators, CoERL directly searches for partial gradients to update the policy. Updating policy with partial gradients maintains consistency between the behaviour spaces of parents and offspring across generations. The experiences collected by the population are then used to improve the entire policy, which enhances the sampling efficiency. Experiments on six benchmark locomotion tasks demonstrate that CoERL outperforms seven state-of-the-art algorithms and baselines. Ablation study verifies the unique contribution of CoERL’s core ingredients.
Chengpeng Hu, Jialin Liu 0001, Xin Yao 0001
ECAI1
2024 Negatively Correlated Ensemble Reinforcement Learning for Online Diverse Game Level Generation
abstract
Deep reinforcement learning has recently been successfully applied to online procedural content generation in which a policy determines promising game-level segments. However, existing methods can hardly discover diverse level patterns, while the lack of diversity makes the gameplay boring. This paper proposes an ensemble reinforcement learning approach that uses multiple negatively correlated sub-policies to generate different alternative level segments, and stochastically selects one of them following a selector model. A novel policy regularisation technique is integrated into the approach to diversify the generated alternatives. In addition, we develop theorems to provide general methodologies for optimising policy regularisation in a Markov decision process. The proposed approach is compared with several state-of-the-art policy ensemble methods and classic methods on a well-known level generation benchmark, with two different reward functions expressing game-design goals from different perspectives. Results show that our approach boosts level diversity notably with competitive performance in terms of the reward. Furthermore, by varying the regularisation coefficient, the trained generators form a well-spread Pareto front, allowing explicit trade-offs between diversity and rewards of generated levels.
Ziqi Wang 0005, Chengpeng Hu, Jialin Liu 0001, Xin Yao 0001
ICLR2
2023 Generating Redstone Style Cities in Minecraft
abstract
Procedurally generating cities in Minecraft provides players more diverse scenarios and could help understand and improve the design of cities in other digital worlds and the real world. This paper presents a city generator that was submitted as an entry to the 2023 Edition of Minecraft Settlement Generation Competition for Minecraft. The generation procedure is composed of six main steps, namely vegetation clearing, terrain reshaping, building layout generation, route planning, streetlight placement, and wall construction. Three algorithms, including a heuristic-based algorithm, an evolving layout algorithm, and a random one are applied to generate the building layout, thus determining where to place different redstone style buildings, and tested by generating cities on random maps in limited time. Experimental results show that the heuristic-based algorithm is capable of finding an acceptable building layout faster for flat maps, while the evolving layout algorithm performs better in evolving layout for rugged maps. A user study is conducted to compare our generator with outstanding entries of the competition’s 2022 edition using the competition’s evaluation criteria and shows that our generator performs well in the adaptation and functionality criteria.
Shuo Huang 0002, Chengpeng Hu, Julian Togelius, Jialin Liu 0001
CoG2
2023 Evolving Constrained Reinforcement Learning Policy
abstract
Evolutionary algorithms have been used to evolve a population of actors to generate diverse experiences for training reinforcement learning agents, which helps to tackle the temporal credit assignment problem and improves the exploration efficiency. However, when adapting this approach to address constrained problems, balancing the trade-off between the reward and constraint violation is hard. In this paper, we propose a novel evolutionary constrained reinforcement learning (ECRL) algorithm, which adaptively balances the reward and constraint violation with stochastic ranking, and at the same time, restricts the policy's behaviour by maintaining a set of Lagrange relaxation coefficients with a constraint buffer. Extensive experiments on robotic control benchmarks show that our ECRL achieves outstanding performance compared to state-of-the-art algorithms. Ablation analysis shows the benefits of introducing stochastic ranking and constraint buffer.
Chengpeng Hu, Jiyuan Pei, Jialin Liu 0001, Xin Yao 0001
IJCNN1
2023 Constrained Reinforcement Learning for Dynamic Material Handling
abstract
As one of the core parts of flexible manufacturing systems, material handling involves storage and transportation of materials between workstations with automated vehicles. The improvement in material handling can impulse the overall efficiency of the manufacturing system. However, the occurrence of dynamic events during the optimisation of task arrangements poses a challenge that requires adaptability and effectiveness. In this paper, we aim at the scheduling of automated guided vehicles for dynamic material handling. Motivated by some real-world scenarios, unknown new tasks and unexpected vehicle breakdowns are regarded as dynamic events in our problem. We formulate the problem as a constrained Markov decision process which takes into account tardiness and available vehicles as cumulative and instantaneous constraints, respectively. An adaptive constrained reinforcement learning algorithm that combines Lagrangian relaxation and invalid action masking, named RCPOM, is proposed to address the problem with two hybrid constraints. Moreover, a gym-like dynamic material handling simulator, named DMH-GYM, is developed and equipped with diverse problem instances, which can be used as benchmarks for dynamic material handling. Experimental results on the problem instances demonstrate the outstanding performance of our proposed approach compared with eight state-of-the-art constrained and non-constrained reinforcement learning algorithms, and widely used dispatching rules for material handling.
Chengpeng Hu, Ziming Wang 0003, Jialin Liu 0001, Junyi Wen, Bifei Mao, Xin Yao 0001
IJCNN1
2023 Reinforcement Learning With Dual-Observation for General Video Game Playing
abstract
Reinforcement learning algorithms have performed well in playing challenging board and video games. More and more studies focus on improving the generalisation ability of reinforcement learning algorithms. The GVGAI Learning Competition aims to develop agents capable of learning to play different game levels that were unseen during training. This paper summarises the five years' GVGAI Learning Competition editions. At each edition, three new games were designed. The training and test levels were designed separately in the first three editions. Since 2020, three test levels of each game were generated by perturbing or combining two training levels. Then, we present a novel reinforcement learning technique with dual-observation for general video game playing, assuming that it is more likely to observe similar local information in different levels rather than global information. Instead of directly inputting a single, raw pixel-based screenshot of the current game screen, our proposed general technique takes the encoded, transformed global and local observations of the game screen as two simultaneous inputs, aiming at learning local information for playing new levels. Our proposed technique is implemented with three state-of-the-art reinforcement learning algorithms and tested on the game set of the 2020 GVGAI Learning Competition. Ablation studies show the outstanding performance of using encoded, transformed dual observations as input.
Chengpeng Hu, Ziqi Wang 0005, Tianye Shu, Julian Togelius, Xin Yao 0001, Jialin Liu 0001
IEEE Trans. Games1