Demo Data from VLDB 2026 / reviewers in the wild / expert
Leon Illanes
dblp:133/1918 · also León Illanes
· DBLP profile ↗
6ranked-venue papers
3as first author
0since 2021 · last 2019
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 6 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-authorSoftware engineering, systems software and programming languages · 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
2 papers |
Planning, search and constraint satisfaction · 72% Reinforcement learning · 20% Knowledge representation and reasoning · 8% | |
| Theoretical computer science
1 paper |
Automated reasoning and model checking · 100% |
Topics — the 4 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
generalized planning |
0.4 | 1 | 2019 | Generalized Planning via Abstraction: Arbitrary Numbers of Objects · AAAI 2019 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
nondeterministic planning |
0.4 | 1 | 2019 | Generalized Planning via Abstraction: Arbitrary Numbers of Objects · AAAI 2019 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning › symbolic planning
numeric planning |
0.3 | 1 | 2017 | Numeric Planning via Abstraction and Policy Guided Search · IJCAI 2017 |
Machine learning › Reinforcement learning › model-based reinforcement learning
policy-guided search |
0.3 | 1 | 2017 | Numeric Planning via Abstraction and Policy Guided Search · IJCAI 2017 |
Methods — techniques the papers use, named apart from their topics
abstraction · 1.0policy learning · 0.6quantified reformulation · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | Generalized Planning via Abstraction: Arbitrary Numbers of ObjectsabstractWe consider a class of generalized planning problems based on the idea of quantifying over sets of similar objects. We show how we can adapt fully observable nondeterministic planning techniques to produce generalized solutions that are easy to instantiate over particular problem instances. We also describe how we can reformulate a classical planning problem into a quantified one. The reformulation allows us to solve the original planning task without grounding every action with respect to all objects in the problem, and a single solution can be applied to a possibly infinite set of related classical planning tasks. We report experimental results that show our approach is a practical and promising technique for solving an interesting class of problems. Leon Illanes, Sheila A. McIlraith |
AAAI | 1 |
| 2019 | Training Binarized Neural Networks Using MIP and CP
Rodrigo Toro Icarte, Leon Illanes, Margarita P. Castro, André Augusto Ciré, Sheila A. McIlraith, J. Christopher Beck |
CP | 2 |
| 2017 | Numeric Planning via Abstraction and Policy Guided SearchabstractThe real-world application of planning techniques often requires models with numeric fluents. However, these fluents are not directly supported by most planners and heuristics. We describe a family of planning algorithms that takes a numeric planning problem and produces an abstracted representation that can be solved using any classical planner. The resulting abstract plan is generalized into a policy and then used to guide the search in the original numeric domain. We prove that our approach is sound, and we evaluate it on a set of standard benchmarks. We show that it can provide competitive performance when compared to other well-known algorithms for numeric planning, and a significant performance improvement in certain domains. Leon Illanes, Sheila A. McIlraith |
IJCAI | 1 |
| 2016 | Numeric Planning via Search Space Abstraction (Extended Abstract)abstractMany real-world planning problems are best modeled as infinite search space problems, using numeric fluents. Unfortunately, most planners and planning heuristics do not directly support such fluents. We propose a search space abstraction technique that compiles a planning problem with numeric fluents into a finite state propositional planning problem. To account for the loss of precision resulting from the abstraction, we leverage a policy repair technique used for non-deterministic planning. We evaluate our approach on a set of benchmarks and compare it to state-of-the-art planners that deal with numeric fluents. Leon Illanes, Sheila A. McIlraith |
SOCS | 1 |
| 2014 | Reconnection with the Ideal Tree: A New Approach to Real-Time SearchabstractMany applications, ranging from video games to dynamic robotics, require solving single-agent, deterministic search problems in partially known environments under very tight time constraints. Real-Time Heuristic Search (RTHS) algorithms are specifically designed for those applications. As a subroutine, most of them invoke a standard, but bounded, search algorithm that searches for the goal. In this paper we present FRIT, a simple approach for single-agent deterministic search problems under tight constraints and partially known environments that unlike traditional RTHS does not search for the goal but rather searches for a path that connects the current state with a so-called ideal tree T . When the agent observes that an arc in the tree cannot be traversed in the actual environment, it removes such an arc from T and then carries out a reconnection search whose objective is to find a path between the current state and any node in T . The reconnection search is done using an algorithm that is passed as a parameter to FRIT. If such a parameter is an RTHS algorithm, then the resulting algorithm can be an RTHS algorithm. We show, in addition, that FRIT may be fed with a (bounded) complete blind-search algorithm. We evaluate our approach over grid pathfinding benchmarks including game maps and mazes. Our results show that FRIT, used with RTAA*, a standard RTHS algorithm, outperforms RTAA* significantly; by one order of magnitude under tight time constraints. In addition, FRIT(daRTAA*) substantially outperforms daRTAA*, a state-of-the-art RTHS algorithm, usually obtaining solutions 50% cheaper on average when performing the same search effort. Finally, FRIT(BFS), i.e., FRIT using breadth-first-search, obtains best-quality solutions when time is limited compared to Adaptive A* and Repeated A*. Finally we show that Bug2, a pathfinding-specific navigation algorithm, outperforms FRIT(BFS) when planning time is extremely limited, but when given more time, the situation reverses. Nicolas Rivera, Leon Illanes, Jorge A. Baier, Carlos Hernández 0003 |
J. Artif. Intell. Res. | 2 |
| 2013 | Reconnecting with the Ideal Tree: An Alternative to Heuristic Learning in Real-Time SearchabstractIn this paper, we present a conceptually simple, easy-to-implement real-time search algorithm suitable for a priori partially known environments. Instead of performing a series of searches towards the goal, like most Real-Time Heuristic Search Algorithms do, our algorithm follows the arcs of a tree T rooted in the goal state that is built initially using the heuristic h. When the agent observes that an arc in the tree cannot be traversed in the actual environment, it removes such an arc from T and our algorithm carries out a reconnection search whose objective is to find a path between the current state and any node in T. The reconnection search need not be guided by $h$, since the search objective is not to encounter the goal. Furthermore, h need not be updated. We implemented versions of our algorithm that utilize various blind search algorithms for reconnection. We show experimentally that these implementations significantly outperform state-of-the-art real-time heuristic search algorithms for the task of pathfinding in grids. In grids, our algorithms, which do not incorporate any geometrical knowledge, naturally behaves similarly to a bug algorithm, moving around obstacles, and never returning to areas that have been visited in the past. In addition, we prove theoretical properties of the algorithm. Nicolas Rivera, Leon Illanes, Jorge A. Baier, Carlos Hernández 0003 |
SOCS | 2 |