Yunlong Lu

AI
h-index6
10papers
457citations
Novelty36%
AI Score50

10 Papers

PFMar 31
Closed-Loop Integrated Sensing, Communication, and Control for Efficient Drone Flight

Jingli Li, Yiyan Ma, Bo Ai et al.

Low-altitude wireless networks (LAWN) require drones to follow specific trajectories controlled by ground base stations (GBSs). However, given complex low-altitude channel conditions and limited spectrum and power resources, sensing errors and wireless link unreliability cannot be ignored, leading to trajectory deviations that threaten flight safety. To address this issue, this paper proposes an integrated sensing-communication-control (ISCC) closed-loop trajectory tracking approach, aiming to reveal the coupling mechanisms among communication, sensing, and control during drone flight. In detail, we incorporate sensing errors in trajectory state estimation, packet losses in control command transmission, and finite blocklength transmission effects into the closed-loop dynamics. First, through theoretical analysis, we identify the dominant role of the time-frequency resources allocated to control in ensuring system stability and derive a lower bound on the resources required to guarantee stable operation. Second, to minimize tracking error, we formulate a time-frequency resource allocation optimization problem for the sensing, communication, and control components, subject to constraints on communication rate and closed-loop stability. Accordingly, a solution algorithm based on successive convex approximation is proposed. Third, simulation results indicate that once stability is ensured, system performance is primarily determined by sensing accuracy, with the trajectory tracking error exhibiting an approximately linear dependence on the position error bound. Finally, it is shown that the proposed ISCC scheme avoids trajectory divergence under FBL transmission compared with ISCC designs ignoring control packet loss, and could achieve decimeter-level average tracking accuracy, reducing the error to only 17.37% of that observed in the baseline global navigation satellite system scheme.

AIMar 18
ShuttleEnv: An Interactive Data-Driven RL Environment for Badminton Strategy Modeling

Ang Li, Xinyang Gong, Bozhou Chen et al.

We present ShuttleEnv, an interactive and data-driven simulation environment for badminton, designed to support reinforcement learning and strategic behavior analysis in fast-paced adversarial sports. The environment is grounded in elite-player match data and employs explicit probabilistic models to simulate rally-level dynamics, enabling realistic and interpretable agent-opponent interactions without relying on physics-based simulation. In this demonstration, we showcase multiple trained agents within ShuttleEnv and provide live, step-by-step visualization of badminton rallies, allowing attendees to explore different play styles, observe emergent strategies, and interactively analyze decision-making behaviors. ShuttleEnv serves as a reusable platform for research, visualization, and demonstration of intelligent agents in sports AI. Our ShuttleEnv demo video URL: https://drive.google.com/file/d/1hTR4P16U27H2O0-w316bR73pxE2ucczX/view

AIJan 22
BotzoneBench: Scalable LLM Evaluation via Graded AI Anchors

Lingfeng Li, Yunlong Lu, Yuefei Zhang et al.

Large Language Models (LLMs) are increasingly deployed in interactive environments requiring strategic decision-making, yet systematic evaluation of these capabilities remains challenging. Existing benchmarks for LLMs primarily assess static reasoning through isolated tasks and fail to capture dynamic strategic abilities. Recent game-based evaluations employ LLM-vs-LLM tournaments that produce relative rankings dependent on transient model pools, incurring quadratic computational costs and lacking stable performance anchors for longitudinal tracking. The central challenge is establishing a scalable evaluation framework that measures LLM strategic reasoning against consistent, interpretable standards rather than volatile peer models. Here we show that anchoring LLM evaluation to fixed hierarchies of skill-calibrated game Artificial Intelligence (AI) enables linear-time absolute skill measurement with stable cross-temporal interpretability. Built on the Botzone platform's established competitive infrastructure, our BotzoneBench evaluates LLMs across eight diverse games spanning deterministic perfect-information board games to stochastic imperfect-information card games. Through systematic assessment of 177,047 state-action pairs from five flagship models, we reveal significant performance disparities and identify distinct strategic behaviors, with top-performing models achieving proficiency comparable to mid-to-high-tier specialized game AI in multiple domains. This anchored evaluation paradigm generalizes beyond games to any domain with well-defined skill hierarchies, establishing a scalable and reusable framework for assessing interactive AI capabilities.

AIJan 13
Adapting Rules of Official International Mahjong for Online Players

Chucai Wang, Lingfeng Li, Yunlong Lu et al.

As one of the worldwide spread traditional game, Official International Mahjong can be played and promoted online through remote devices instead of requiring face-to-face interaction. However, online players have fragmented playtime and unfixed combination of opponents in contrary to offline players who have fixed opponents for multiple rounds of play. Therefore, the rules designed for offline players need to be modified to ensure the fairness of online single-round play. Specifically, We employ a world champion AI to engage in self-play competitions and conduct statistical data analysis. Our study reveals the first-mover advantage and issues in the subgoal scoring settings. Based on our findings, we propose rule adaptations to make the game more suitable for the online environment, such as introducing compensatory points for the first-mover advantage and refining the scores of subgoals for different tile patterns. Compared with the traditional method of rotating positions over multiple rounds to balance first-mover advantage, our compensatory points mechanism in each round is more convenient for online players. Furthermore, we implement the revised Mahjong game online, which is open for online players. This work is an initial attempt to use data from AI systems to evaluate Official Internatinoal Mahjong's game balance and develop a revised version of the traditional game better adapted for online players.

AIJun 20, 2025
Style-Preserving Policy Optimization for Game Agents

Lingfeng Li, Yunlong Lu, Yongyi Wang et al.

Proficient game agents with diverse play styles enrich the gaming experience and enhance the replay value of games. However, recent advancements in game AI based on reinforcement learning have predominantly focused on improving proficiency, whereas methods based on evolution algorithms generate agents with diverse play styles but exhibit subpar performance compared to RL methods. To address this gap, this paper proposes Mixed Proximal Policy Optimization (MPPO), a method designed to improve the proficiency of existing suboptimal agents while retaining their distinct styles. MPPO unifies loss objectives for both online and offline samples and introduces an implicit constraint to approximate demonstrator policies by adjusting the empirical distribution of samples. Empirical results across environments of varying scales demonstrate that MPPO achieves proficiency levels comparable to, or even superior to, pure online algorithms while preserving demonstrators' play styles. This work presents an effective approach for generating highly proficient and diverse game agents, ultimately contributing to more engaging gameplay experiences.

CLJun 17, 2025
From Multimodal Perception to Strategic Reasoning: A Survey on AI-Generated Game Commentary

Qirui Zheng, Xingbo Wang, Keyuan Cheng et al.

The advent of artificial intelligence has propelled AI-Generated Game Commentary (AI-GGC) into a rapidly expanding field, offering benefits such as unlimited availability and personalized narration. However, current researches in this area remain fragmented, and a comprehensive survey that systematically unifies existing efforts is still missing. To bridge this gap, our survey introduces a unified framework that systematically organizes the AI-GGC landscape. We present a novel taxonomy focused on three core commentator capabilities: Live Observation, Strategic Analysis, and Historical Recall. Commentary is further categorized into three functional types: Descriptive, Analytical, and Background. Building on this structure, we provide an in-depth review of state-of-the-art methods, datasets, and evaluation metrics across various game genres. Finally, we highlight key challenges such as real-time reasoning, multimodal integration, and evaluation bottlenecks, and outline promising directions for future research and system development in AI-GGC.

AIJun 17, 2025
Mxplainer: Explain and Learn Insights by Imitating Mahjong Agents

Lingfeng Li, Yunlong Lu, Yongyi Wang et al.

People need to internalize the skills of AI agents to improve their own capabilities. Our paper focuses on Mahjong, a multiplayer game involving imperfect information and requiring effective long-term decision-making amidst randomness and hidden information. Through the efforts of AI researchers, several impressive Mahjong AI agents have already achieved performance levels comparable to those of professional human players; however, these agents are often treated as black boxes from which few insights can be gleaned. This paper introduces Mxplainer, a parameterized search algorithm that can be converted into an equivalent neural network to learn the parameters of black-box agents. Experiments conducted on AI and human player data demonstrate that the learned parameters provide human-understandable insights into these agents' characteristics and play styles. In addition to analyzing the learned parameters, we also showcase how our search-based framework can locally explain the decision-making processes of black-box agents for most Mahjong game states.

SEJul 14, 2021
FAPR: Fast and Accurate Program Repair for Introductory Programming Courses

Yunlong Lu, Na Meng, Wenxin Li

In introductory programming courses, it is challenging for instructors to provide debugging feedback on students' incorrect programs. Some recent tools automatically offer program repair feedback by identifying any differences between incorrect and correct programs, but suffer from issues related to scalability, accuracy, and cross-language portability. This paper presents FAPR -- our novel approach that suggests repairs based on program differences in a fast and accurate manner. FAPR is different from current tools in three aspects. First, it encodes syntactic information into token sequences to enable high-speed comparison between incorrect and correct programs. Second, to accurately extract program differences, FAPR adopts a novel matching algorithm that maximizes token-level matches and minimizes statement-level differences. Third, FAPR relies on testing instead of static/dynamic analysis to validate and refine candidate repairs, so it eliminates the language dependency or high runtime overhead incurred by complex program analysis. We implemented FAPR to suggest repairs for both C and C++ programs; our experience shows the great cross-language portability of FAPR. More importantly, we empirically compared FAPR with a state-of-the-art tool Clara. FAPR suggested repairs for over 95.5% of incorrect solutions. We sampled 250 repairs among FAPR's suggestions, and found 89.6% of the samples to be minimal and correct. FAPR outperformed Clara by suggesting repairs for more cases, creating smaller repairs, producing higher-quality fixes, and causing lower runtime overheads. Our results imply that FAPR can potentially help instructors or TAs to effectively locate bugs in incorrect code, and to provide debugging hints/guidelines based on those generated repairs.

LGNov 17, 2020
Low-latency Federated Learning and Blockchain for Edge Association in Digital Twin empowered 6G Networks

Yunlong Lu, Xiaohong Huang, Ke Zhang et al.

Emerging technologies such as digital twins and 6th Generation mobile networks (6G) have accelerated the realization of edge intelligence in Industrial Internet of Things (IIoT). The integration of digital twin and 6G bridges the physical system with digital space and enables robust instant wireless connectivity. With increasing concerns on data privacy, federated learning has been regarded as a promising solution for deploying distributed data processing and learning in wireless networks. However, unreliable communication channels, limited resources, and lack of trust among users, hinder the effective application of federated learning in IIoT. In this paper, we introduce the Digital Twin Wireless Networks (DTWN) by incorporating digital twins into wireless networks, to migrate real-time data processing and computation to the edge plane. Then, we propose a blockchain empowered federated learning framework running in the DTWN for collaborative computing, which improves the reliability and security of the system, and enhances data privacy. Moreover, to balance the learning accuracy and time cost of the proposed scheme, we formulate an optimization problem for edge association by jointly considering digital twin association, training data batch size, and bandwidth allocation. We exploit multi-agent reinforcement learning to find an optimal solution to the problem. Numerical results on real-world dataset show that the proposed scheme yields improved efficiency and reduced cost compared to benchmark learning method.

GTJan 17, 2020
Algorithms in Multi-Agent Systems: A Holistic Perspective from Reinforcement Learning and Game Theory

Yunlong Lu, Kai Yan

Deep reinforcement learning (RL) has achieved outstanding results in recent years, which has led a dramatic increase in the number of methods and applications. Recent works are exploring learning beyond single-agent scenarios and considering multi-agent scenarios. However, they are faced with lots of challenges and are seeking for help from traditional game-theoretic algorithms, which, in turn, show bright application promise combined with modern algorithms and boosting computing power. In this survey, we first introduce basic concepts and algorithms in single agent RL and multi-agent systems; then, we summarize the related algorithms from three aspects. Solution concepts from game theory give inspiration to algorithms which try to evaluate the agents or find better solutions in multi-agent systems. Fictitious self-play becomes popular and has a great impact on the algorithm of multi-agent reinforcement learning. Counterfactual regret minimization is an important tool to solve games with incomplete information, and has shown great strength when combined with deep learning.