Demo Data from VLDB 2026 / reviewers in the wild / expert
Stephen Lee-Urban
dblp:00/4538
· DBLP profile ↗
6ranked-venue papers
1as first author
0since 2021 · last 2013
0000-0003-1473-6628ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 4 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 4Human-computer interaction and ubiquitous computing · 2
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
2 papers |
Language models and text generation · 39% Planning, search and constraint satisfaction · 39% Reinforcement learning · 17% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Computational social science and digital humanities · 100% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
domain model learning |
0.2 | 1 | 2013 | Story Generation with Crowdsourced Plot Graphs · AAAI 2013 |
Natural language and speech › Language models and text generation › text generation
story generation |
0.2 | 1 | 2013 | Story Generation with Crowdsourced Plot Graphs · AAAI 2013 |
Machine learning › Reinforcement learning
policy learning |
0.1 | 1 | 2007 | RETALIATE: Learning Winning Policies in First-Person Shooter Games · AAAI 2007 |
Knowledge, reasoning and agents › Multi-agent systems › autonomous agents
game-playing agents |
0.0 | 1 | 2007 | RETALIATE: Learning Winning Policies in First-Person Shooter Games · AAAI 2007 |
Methods — techniques the papers use, named apart from their topics
sampling from domain model · 0.3crowdsourcing · 0.3reinforcement learning · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2013 | Story Generation with Crowdsourced Plot GraphsabstractStory generation is the problem of automatically selecting a sequence of events that meet a set of criteria and can be told as a story. Story generation is knowledge-intensive; traditional story generators rely on a priori defined domain models about fictional worlds, including characters, places, and actions that can be performed. Manually authoring the domain models is costly and thus not scalable. We present a novel class of story generation system that can generate stories in an unknown domain. Our system (a) automatically learns a domain model by crowdsourcing a corpus of narrative examples and (b) generates stories by sampling from the space defined by the domain model. A large-scale evaluation shows that stories generated by our system for a previously unknown topic are comparable in quality to simple stories authored by untrained humans Boyang Li 0001, Stephen Lee-Urban, George Johnston, Mark O. Riedl |
AAAI | 2 |
| 2013 | Crowdsourcing interactive fiction games
Boyang Li 0001, Stephen Lee-Urban, Mark O. Riedl |
FDG | 2 |
| 2012 | Automated scenario generation: toward tailored and optimized military training in virtual environmentsabstractScenario-based training exemplifies the learning-by-doing approach to human performance improvement. In this paper, we enumerate the advantages of incorporating automated scenario generation technologies into the traditional scenario development pipeline. An automated scenario generator is a system that creates training scenarios from scratch, augmenting human authoring to rapidly develop new scenarios, providing a richer diversity of tailored training opportunities, and delivering training scenarios on demand. We introduce a combinatorial optimization approach to scenario generation to deliver the requisite diversity and quality of scenarios while tailoring the scenarios to a particular learner's needs and abilities. We propose a set of evaluation metrics appropriate to scenario generation technologies and present preliminary evidence for the suitability of our approach compared to other scenario generation approaches. Alexander Zook, Stephen Lee-Urban, Mark O. Riedl, Heather K. Holden, Robert A. Sottilare, Keith W. Brawner |
FDG | 2 |
| 2010 | Imitating Inscrutable Enemies: Learning from Stochastic Policy Observation, Retrieval and Reuse
Kellen Gillespie, Justin Karneeb, Stephen Lee-Urban, Hector Muñoz-Avila |
ICCBR | 3 |
| 2009 | Adaptation versus Retrieval Trade-Off Revisited: An Analysis of Boundary Conditions
Stephen Lee-Urban, Hector Muñoz-Avila |
ICCBR | 1 |
| 2007 | RETALIATE: Learning Winning Policies in First-Person Shooter Games
Megan Smith, Stephen Lee-Urban, Hector Muñoz-Avila |
AAAI | 2 |