옥정슬 교수
Jungseul Ok
포항공과대학교 컴퓨터공학과 · 컴퓨터과학
연구실 소개
옥정슬 교수의 연구실은 강화학습, 스토케스틱 최적화, 그리고 네트워크 내 혁신 확산과 같은 핵심 문제를 중심으로 연구를 진행하고 있습니다. 특히, 복잡한 환경에서 최적의 결정을 효율적으로 탐색하는 알고리즘 설계와, 무선 통신에서의 데이터 전송 속도 최적화를 위한 온라인 학습 기반 기술 개발에 초점을 맞추고 있습니다. 또한, 사회적 네트워크에서의 혁신 확산 속도를 최대화하기 위한 최적의 초기 확산자 선정 전략에 대한 이론적 분석도 수행하고 있습니다.
연구 현황
연구 성과 추이
표시된 성과는 수집된 데이터 기준으로 산출되며, 일부 차이가 있을 수 있습니다.
주요 논문
15We study the Combinatorial Pure Exploration problem with Continuous and Separable reward functions (CPE-CS) in the stochastic multi-armed bandit setting. In a CPE-CS instance, we are given several stochastic arms with unknown distributions, as well as a collection of possible decisions. Each decision has a reward according to the distributions of arms. The goal is to identify the decision with the maximum reward, using as few arm samples as possible. The problem generalizes the combinatorial pur
Rate Adaptation (RA) is a fundamental mechanism in 802.11 systems. It allows transmitters to adapt the coding and modulation scheme as well as the MIMO transmission mode to the radio channel conditions, to learn and track the (mode, rate) pair providing the highest throughput. The design of RA mechanisms has been mainly driven by heuristics. In contrast, we rigorously formulate RA as an online stochastic optimization problem. We solve this problem and present G-ORS (Graphical Optimal Rate Sampli
Rate Adaptation (RA) is a fundamental mechanism in 802.11 systems. It allows transmitters to adapt the coding and modulation scheme as well as the MIMO transmission mode to the radio channel conditions, and in turn, to learn and track the (mode, rate) pair providing the highest throughput. So far, the design of RA mechanisms has been mainly driven by heuristics. In contrast, in this paper, we rigorously formulate such design as an online stochastic optimisation problem. We solve this problem and
We address reinforcement learning problems with finite state and action spaces where the underlying MDP has some known structure that could be potentially exploited to minimize the exploration rates of suboptimal (state, action) pairs. For any arbitrary structure, we derive problem-specific regret lower bounds satisfied by any learning algorithm. These lower bounds are made explicit for unstructured MDPs and for those whose transition probabilities and average reward functions are Lipschitz cont
A variety of models have been proposed and analyzed to understand how a new innovation (e.g., a technology, a product, or even a behavior) diffuses over a social network, broadly classified into either of epidemic-based or game-based ones. In this paper, we consider a game-based model, where each individual makes a selfish, rational choice in terms of its payoff in adopting the new innovation, but with some noise. We study how diffusion effect can be maximized by seeding a subset of individuals
A variety of models have been proposed and analyzed to understand how a new innovation (e.g., a technology, a product, or even a behavior) diffuses over a social network, broadly classified into either of epidemic-based or game-based ones. In this paper, we consider a game-based model, where each individual makes a selfish, rational choice in terms of its payoff in adopting the new innovation, but with some noise. We address the following two questions on the diffusion speed of a new innovation
Crowdsourcing systems are popular for solving large-scale labelling tasks with low-paid (or even non-paid) workers. We study the problem of recovering the true labels from noisy crowdsourced labels under the popular Dawid-Skene model. To address this inference problem, several algorithms have recently been proposed, but the best known guarantee is still significantly larger than the fundamental limit. We close this gap under a simple but canonical scenario where each worker is assigned at most t
Learning semantic segmentation requires pixel-wise annotations, which can be time-consuming and expensive. To reduce the annotation cost, we propose a superpixel-based active learning (AL) framework, which collects a dominant label per superpixel instead. To be specific, it consists of adaptive superpixel and sieving mechanisms, fully dedicated to AL. At each round of AL, we adaptively merge neighboring pixels of similar learned features into superpixels. We then query a selected subset of these
We address reinforcement learning problems with finite state and action spaces where the underlying MDP has some known structure that could be potentially exploited to minimize the exploration rates of suboptimal (state, action) pairs. For any arbitrary structure, we derive problem-specific regret lower bounds satisfied by any learning algorithm. These lower bounds are made explicit for unstructured MDPs and for those whose transition probabilities and average reward functions are Lipschitz cont
This paper studies how global information affects the diffusion of innovations on a network. The diffusion of innovation is modeled by the logit dynamics of a weighted N-person coordination game among (bounded) rational users where innovations spread through users' strategic choices. We find a critical asymptotic threshold for the weight on global information where the diffusion of innovations undergoes a transition in the rate of convergence regardless of any network structure. In particular, i
Audio super resolution aims to predict the missing high resolution components of the low resolution audio signals. While audio in nature is a continuous signal, current approaches treat it as discrete data (i.e., input is defined on discrete time domain), and consider the super resolution over a fixed scale factor (i.e., it is required to train a new neural network to change output resolution). To obtain a continuous representation of audio and enable super resolution for arbitrary scale factor,
A variety of models have been proposed and analyzed to understand how a new innovation (e.g., a technology, a product, or even a behavior) diffuses over a social network, broadly classified into either of epidemic-based or game-based ones. In this paper, we consider a game-based model, where each individual makes a selfish, rational choice in terms of its payoff in adopting the new innovation, but with some noise. We study how diffusion effect can be maximized by seeding a subset of individuals
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