VLDB 2026 Research / reviewers in the wild / expert
Wiktor Piotrowski
dblp:16/3552
· DBLP profile ↗
7ranked-venue papers
2as first author
6since 2021 · last 2025
0000-0001-9837-5609ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 5 · 1 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 first-author · 1 since 2021Software engineering, systems software and programming languages · 1 · 1 first-author
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 · 28% Reinforcement learning · 23% Transfer learning and domain adaptation · 23% |
Topics — the 5 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
metareasoning |
0.9 | 1 | 2025 | A Domain-Independent Agent Architecture for Adaptive Operation in Evolving Open Worlds · AAAI 2025 |
Machine learning › Transfer learning and domain adaptation
model adaptation |
0.9 | 1 | 2025 | A Domain-Independent Agent Architecture for Adaptive Operation in Evolving Open Worlds · AAAI 2025 |
Machine learning › Reinforcement learning › model-based reinforcement learning
model-based planning |
0.9 | 1 | 2025 | A Domain-Independent Agent Architecture for Adaptive Operation in Evolving Open Worlds · AAAI 2025 |
Knowledge, reasoning and agents › Multi-agent systems
agent architecture |
0.8 | 1 | 2024 | A domain-independent agent architecture for adaptive operation in evolving open worlds · Artif. Intell. 2024 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
planning under uncertainty |
0.2 | 1 | 2024 | A domain-independent agent architecture for adaptive operation in evolving open worlds · Artif. Intell. 2024 |
Methods — techniques the papers use, named apart from their topics
heuristic search · 0.9diagnosis and repair · 0.9PDDL+ · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | A Domain-Independent Agent Architecture for Adaptive Operation in Evolving Open WorldsabstractModel-based reasoning agents are ill-equipped to act in novel situations in which their model of the environment no longer sufficiently represents the world. We propose HYDRA, a framework for designing model-based agents operating in mixed discrete-continuous worlds that can autonomously detect when the environment has evolved from its canonical setup, understand how it has evolved, and adapt the agents' models to perform effectively. HYDRA is based upon PDDL+, a rich modeling language for planning in mixed, discrete-continuous environments. It augments the planning module with visual reasoning, task selection, and action execution modules for closed-loop interaction with complex environments. HYDRA implements a novel meta-reasoning process that enables the agent to monitor its own behavior from a variety of aspects. The process employs a diverse set of computational methods to maintain expectations about the agent's own behavior in an environment. Divergences from those expectations are useful in detecting when the environment has evolved and identifying opportunities to adapt the underlying models. HYDRA builds upon ideas from diagnosis and repair and uses a heuristics-guided search over model changes such that they become competent in novel conditions. The HYDRA framework has been used to implement novelty-aware agents for three diverse domains - CartPole++ (a higher dimension variant of a classic control problem), Science Birds (an IJCAI competition problem), and PogoStick (a specific problem domain in Minecraft). We report empirical observations from these domains to demonstrate the efficacy of various components in the novelty meta-reasoning process. Shiwali Mohan, Wiktor Piotrowski, Roni Stern, Sachin Grover, Sookyung Kim, Jacob Le, Johan de Kleer, Yoni Sher |
AAAI | 2 |
| 2024 | Novelty Accommodating Multi-Agent Planning in High Fidelity Simulated Open WorldabstractAutonomous agents operating within real-world environments often rely on automated planners to ascertain optimal actions towards desired goals or the optimization of a specified objective function. Integral to these agents are common architectural components such as schedulers, tasked with determining the timing for executing planned actions, and execution engines, responsible for carrying out these scheduled actions while monitoring their outcomes. We address the significant challenge that arises when unexpected phenomena, termed novelties, emerge within the environment, altering its fundamental characteristics, composition, and dynamics. This challenge is inherent in all deployed real-world applications and may manifest suddenly and without prior notice or explanation. The introduction of novelties into the environment can lead to inaccuracies within the planner’s internal model, rendering previously generated plans obsolete. Recent research introduced agent design aimed at detecting and adapting to such novelties. However, these designs lack consideration for action scheduling in continuous time-space, coordination of concurrent actions by multiple agents, or memory-based novelty accommodation. Additionally, the application has been primarily demonstrated in lower fidelity environments. In our study, we propose a general purpose AI agent framework designed to detect, characterize, and adapt to novelties in highly noisy, complex, and stochastic environments that support concurrent actions and external scheduling. We showcase the efficacy of our agent through experimentation within a high-fidelity simulator for realistic military scenarios. James Chao, Wiktor Piotrowski, Roni Stern, Héctor J. Ortiz-Peña, Mitch Manzanares, Shiwali Mohan, Douglas S. Lange |
ECAI | 2 |
| 2024 | Crafting a Pogo Stick in Minecraft with Heuristic Search (Extended Abstract)abstractMinecraft is a widely popular video game renowned for its intricate environment. The game's open-ended design allows the creation of unique tasks and challenges for the agents, providing a broad spectrum for researchers to experiment with different AI techniques and applications. Indeed, various Minecraft tasks have been posed as an AI challenge. Most AI research on Minecraft focused on either applying Reinforcement Learning (RL) to solve the problem, learning an action model for planning, or modeling the problem for a domain-independent planner. In this work, we focus on the combinatorial search aspect of solving the Craft Wooden Pogo task within the Polycraft World AI Lab (PAL) Minecraft environment. PAL is an interface to Minecraft that provides an API for AI agents to interact with Minecraft's environment and send commands to the main character. PAL supports symbolic observations of the current state, making it ideal for planning algorithms, which require a symbolic model of the environment for problem-solving. Other Minecraft research frameworks such as MineRL, provide a visual, pixel-based representation of the game. Yarin Benyamin, Argaman Mordoch, Shahaf S. Shperberg, Wiktor Piotrowski, Roni Stern |
SOCS | 4 |
| 2024 | A domain-independent agent architecture for adaptive operation in evolving open worlds
Shiwali Mohan, Wiktor Piotrowski, Roni Stern, Sachin Grover, Sookyung Kim, Jacob Le, Yoni Sher, Johan de Kleer |
Artif. Intell. | 2 |
| 2024 | System Resilience through Health Monitoring and ReconfigurationabstractWe demonstrate an end-to-end framework to improve the resilience of man-made systems to unforeseen events. The framework is based on a physics-based digital twin model and three modules tasked with real-time fault diagnosis, prognostics and reconfiguration. The fault diagnosis module uses model-based diagnosis algorithms to detect and isolate faults and generates interventions in the system to disambiguate uncertain diagnosis solutions. We scale up the fault diagnosis algorithm to the required real-time performance through the use of parallelization and surrogate models of the physics-based digital twin. The prognostics module tracks fault progression and trains the online degradation models to compute remaining useful life of system components. In addition, we use the degradation models to assess the impact of the fault progression on the operational requirements. The reconfiguration module uses PDDL-based planning endowed with semantic attachments to adjust the system controls to minimize the fault impact on the system operation. We define a resilience metric and use a fuel system example to demonstrate how the metric improves with our framework. Ion Matei, Wiktor Piotrowski, Alexandre Perez, Johan de Kleer, Jorge Tierno, Wendy Mungovan, Vance Turnewitsch |
ACM Trans. Cyber Phys. Syst. | 2 |
| 2023 | Heuristic Search for Physics-Based Problems: Angry Birds in PDDL+ [Extended Abstract]abstractAngry Birds is a very popular game that requires reasoning about sequential actions in a continuous world with discrete exogenous events. Different versions of the game are hard computationally, and the reigning world champion is still a human despite a long-running yearly competition in IJCAI conferences. In this work, we present the Hydra, the first successful game-playing agent for Angry Birds that uses a domain-independent planner and combinatorial search techniques. Hydra models the game using PDDL+, a rich planning language designed for mixed discrete/continuous domains. To reason about continuous aspects of the domain, Hydra employs time discretization techniques that raise a combinatorial search challenge. To meet this challenge, we propose domain-specific heuristics and a novel "preferred states" mechanism similar to the preferred operators mechanism from classical planning. We compared Hydra with state-of-the-art Angry Birds agents. The results show Hydra can solve a greater diversity of Angry Birds levels compared to other agents and highlight its current limitations. Wiktor Piotrowski, Yoni Sher, Sachin Grover, Roni Stern, Shiwali Mohan |
SOCS | 1 |
| 2019 | Enhanced Interactive Parallel Coordinates using Machine Learning and Uncertainty Propagation for Engineering DesignabstractThe design process of an engineering system requires thorough consideration of varied specifications, each with potentially large number of dimensions. The sheer volume of data, as well as its complexity, can overwhelm the designer and obscure vital information. Visualisation of big data can mitigate the issue of information overload but static display can suffer from overplotting. To tackle the issue of overplotting and cluttered data, we present an interactive and touch-screen capable visualisation toolkit that combines Parallel Coordinates and Scatter Plot approaches for managing multidimensional engineering design data. As engineering projects require a multitude of varied software to handle the various aspects of the design process, the combined datasets often do not have an underlying mathematical model. We address this issue by enhancing our visualisation software with Machine Learning methods which also facilitate further insights into the data. Furthermore, various software within the engineering design cycle produce information of different level of fidelity (accuracy and trustworthiness), as well as with different speed. The induced uncertainty is also considered and modelled in the synthetic dataset and is also presented in an interactive way. This paper describes a new visualisation software package and demonstrates its functionality on a complex aircraft systems design dataset. Wiktor Piotrowski, Timoleon Kipouros, P. John Clarkson |
eScience | 1 |