VLDB 2026 Research / reviewers in the wild / expert
Florian Geißer
dblp:150/5887
· DBLP profile ↗
9ranked-venue papers
4as first author
1since 2021 · last 2022
0000-0002-1760-560XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 9 · 4 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-authorSystems, architecture and hardware · 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
4 papers |
Planning, search and constraint satisfaction · 80% Reinforcement learning · 20% |
Topics — the 6 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
classical planning |
0.5 | 2 | 2016 | State-Dependent Cost Partitionings for Cartesian Abstractions in Classical Planning · IJCAI 2016 Delete Relaxations for Planning with State-Dependent Action Costs · IJCAI 2015 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › heuristic search › heuristic search planning
abstraction heuristics |
0.2 | 1 | 2016 | State-Dependent Cost Partitionings for Cartesian Abstractions in Classical Planning · IJCAI 2016 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › heuristic search › planning heuristics
cost partitioning |
0.2 | 1 | 2016 | State-Dependent Cost Partitionings for Cartesian Abstractions in Classical Planning · IJCAI 2016 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › heuristic search
heuristic search planning |
0.2 | 1 | 2016 | State-Dependent Cost Partitionings for Cartesian Abstractions in Classical Planning · IJCAI 2016 |
Machine learning › Reinforcement learning
markov decision process |
0.2 | 1 | 2015 | Better Be Lucky than Good: Exceeding Expectations in MDP Evaluation · AAAI 2015 |
Machine learning › Reinforcement learning › online decision making
optimal stopping |
0.2 | 1 | 2015 | Better Be Lucky than Good: Exceeding Expectations in MDP Evaluation · AAAI 2015 |
Methods — techniques the papers use, named apart from their topics
edge-valued multi-valued decision diagrams · 0.3cartesian abstraction · 0.2delete relaxation · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | SymNet 2.0: Effectively handling Non-Fluents and Actions in Generalized Neural Policies for RDDL Relational MDPsabstractRelational MDPs (RMDPs) compactly represent an infinite set of MDPs with an unbounded number of objects. Solving an RMDP requires a generalized policy that applies to all instances of a domain. Recently, Garg et al. proposed SymNet for this task– it constructs a graph neural network that shares parameters across all instances in a domain, thus making it applicable to any instance in a zero-shot manner. Our analysis of SymNet reveals that it performs no better than random on 1/4th of planning competition domains. The key reasons are its design choices: it misses important information during graph construction, leading to (1) poor generalizability, and (2) potential non-identifiability of different actions. In response, our solution, SymNet2.0, substantially augments SymNet’s graph construction approach by introducing additional nodes and edges which allow a better transfer of important information about a domain. It also improves SymNet’s action decoders with relevant information from objects to make different actions identifiable during scoring. Extensive experiments on twelve competition domains, where we use imitation learning over data generated from the PROST planner, demonstrate that SymNet2.0 performs vastly better than SymNet. Interestingly, even though SymNet2.0 is trained over data from PROST, it outperforms the planner on several test instances due to former’s ability to scale to large instances in a zero-shot manner. Daman Arora, Florian Geißer, Mausam, Parag Singla |
UAI | 3 |
| 2020 | Trial-Based Heuristic Tree Search for MDPs with Factored Action SpacesabstractMDPs with factored action spaces, i.e., where actions are described as assignments to a set of action variables, allow reasoning over action variables instead of action states, yet most algorithms only consider a grounded action representation. This includes algorithms that are instantiations of the Trial-based Heuristic Tree Search (THTS) framework, such as AO* or UCT. To be able to reason over factored action spaces, we propose a generalization of THTS where nodes that branch over all applicable actions are replaced with subtrees that consist of nodes that represent the decision for a single action variable. We show that many THTS algorithms retain their theoretical properties under the generalised framework, and show how to approximate any state-action heuristic to a heuristic for partial action assignments. This allows to guide a UCT variant that is able to create exponentially fewer nodes than the same algorithm that considers ground actions. An empirical evaluation on the benchmark set of the probabilistic track of the latest International Planning Competition validates the benefits of the approach. Florian Geißer, David Speck 0001, Thomas Keller 0001 |
SOCS | 1 |
| 2018 | On the Relationship Between State-Dependent Action Costs and Conditional Effects in PlanningabstractWhen planning for tasks that feature both state-dependent action costs and conditional effects using relaxation heuristics, the following problem appears: handling costs and effects separately leads to worse-than-necessary heuristic values, since we may get the more useful effect at the lower cost by choosing different values of a relaxed variable when determining relaxed costs and relaxed active effects. In this paper, we show how this issue can be avoided by representing state-dependent costs and conditional effects uniformly, both as edge-valued multi-valued decision diagrams (EVMDDs) over different sets of edge values, and then working with their product diagram. We develop a theory of EVMDDs that is general enough to encompass state-dependent action costs, conditional effects, and even their combination.We define relaxed effect semantics in the presence of state-dependent action costs and conditional effects, and describe how this semantics can be efficiently computed using product EVMDDs. This will form the foundation for informative relaxation heuristics in the setting with state-dependent costs and conditional effects combined. Robert Mattmüller, Florian Geißer, Benedict Wright, Bernhard Nebel |
AAAI | 2 |
| 2016 | State-Dependent Cost Partitionings for Cartesian Abstractions in Classical Planning
Thomas Keller 0001, Florian Pommerening, Jendrik Seipp, Florian Geißer, Robert Mattmüller |
IJCAI | 4 |
| 2016 | Towards effective localization in dynamic environmentsabstractLocalization in dynamic environments is still a challenging problem in robotics - especially if rapid and large changes occur irregularly. Inspired by SLAM algorithms, our Bayesian approach to this so-called dynamic localization problem divides it into a localization problem and a mapping problem, respectively. To tackle the localization problem we use a particle filter, coupled with a distance filter and a scan matching method, which achieves a more robust localization against dynamic obstacles. For the mapping problem we use an extended sensor model which results in an effective and precise map update effect. We compare our approach against other localization methods and evaluate the impact the map update effect has on the localization in dynamic environments. Dali Sun, Florian Geißer, Bernhard Nebel |
IROS | 2 |
| 2015 | Better Be Lucky than Good: Exceeding Expectations in MDP EvaluationabstractWe introduce the MDP-Evaluation Stopping Problem, the optimization problem faced by participants of the International Probabilistic Planning Competition 2014 that focus on their own performance. It can be constructed as a meta-MDP where actions correspond to the application of a policy on a base-MDP, which is intractable in practice. Our theoretical analysis reveals that there are tractable special cases where the problem can be reduced to an optimal stopping problem. We derive approximate strategies of high quality by relaxing the general problem to an optimal stopping problem, and show both theoretically and experimentally that it not only pays off to pursue luck in the execution of the optimal policy, but that there are even cases where it is better to be lucky than good as the execution of a suboptimal base policy is part of an optimal strategy in the meta-MDP. Thomas Keller 0001, Florian Geißer |
AAAI | 2 |
| 2015 | Delete Relaxations for Planning with State-Dependent Action Costs
Florian Geißer, Thomas Keller 0001, Robert Mattmüller |
IJCAI | 1 |
| 2015 | Delete Relaxations for Planning with State-Dependent Action CostsabstractSupporting state-dependent action costs in planning admits a more compact representation of many tasks. We generalize the additive heuristic and compute it by embedding decision-diagram representations of action cost functions into the RPG. We give a theoretical evaluation and present an implementation of the generalized additive heuristic. This allows us to handle even the hardest instances of the combinatorial Academic Advising domain from the IPPC 2014. Florian Geißer, Thomas Keller 0001, Robert Mattmüller |
SOCS | 1 |
| 2014 | Past, Present, and Future: An Optimal Online Algorithm for Single-Player GDL-II GamesabstractIn General Game Playing, a player receives the rules of an unknown game and attempts to maximize his expected reward. Since 2011, the GDL-II rule language extension allows the formulation of nondeterministic and partially observable games. In this paper, we present an algorithm for such games, with a focus on the single-player case. Conceptually, at each stage, the proposed NORNS algorithm distinguishes between the past, present and future steps of the game. More specifically, a belief state tree is used to simulate a potential past that leads to a present that is consistent with received observations. Unlike other related methods, our method is asymptotically optimal. Moreover, augmenting the belief state tree with iteratively improved probabilities speeds up the process over time significantly. Florian Geißer, Thomas Keller 0001, Robert Mattmüller |
ECAI | 1 |