Demo Data from VLDB 2026 / reviewers in the wild / expert
Ishaan Grover
dblp:165/2938
· DBLP profile ↗
6ranked-venue papers
2as first author
2since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 5 · 2 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 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
5 papers |
Reinforcement learning · 44% Trustworthy machine learning · 22% Question answering and dialogue systems · 13% | |
| Human-computer interaction and pervasive computing
3 papers |
Learning and educational technologies · 45% Human-robot interaction · 38% Collaborative and social computing · 10% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Computing education · 100% |
Topics — the 13 heaviest of 16, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Trustworthy machine learning › robustness
distribution shift |
0.9 | 1 | 2025 | The Indoor-Training Effect: Unexpected Gains from Distribution Shifts in the Transition Function · AAAI 2025 |
Machine learning › Reinforcement learning
robust reinforcement learning |
0.9 | 1 | 2025 | The Indoor-Training Effect: Unexpected Gains from Distribution Shifts in the Transition Function · AAAI 2025 |
Natural language and speech › Question answering and dialogue systems
open-domain dialogue |
0.5 | 1 | 2021 | MRF-Chat: Improving Dialogue with Markov Random Fields · EMNLP (1) 2021 |
Natural language and speech › Information extraction and text analysis › text similarity
semantic similarity |
0.4 | 1 | 2019 | A Semantics-based Model for Predicting Children's Vocabulary · IJCAI 2019 |
Computing education
intelligent tutoring systems |
0.4 | 1 | 2019 | A Semantics-based Model for Predicting Children's Vocabulary · IJCAI 2019 |
Human-robot interaction
social robot |
0.4 | 1 | 2019 | A Model-Free Affective Reinforcement Learning Approach to Personalization of an Autonomous Social Robot Companion for Early Literacy Education · AAAI 2019 |
Machine learning › Reinforcement learning
markov decision process |
0.3 | 1 | 2025 | The Indoor-Training Effect: Unexpected Gains from Distribution Shifts in the Transition Function · AAAI 2025 |
Machine learning › Reinforcement learning › human-in-the-loop reinforcement learning
interactive reinforcement learning |
0.2 | 1 | 2015 | Policy Shaping with Human Teachers · IJCAI 2015 |
Machine learning › Probabilistic and Bayesian machine learning › structured models
graphical models |
0.1 | 1 | 2021 | MRF-Chat: Improving Dialogue with Markov Random Fields · EMNLP (1) 2021 |
Machine learning › Probabilistic and Bayesian machine learning › structured models › graphical models
markov random field |
0.1 | 1 | 2021 | MRF-Chat: Improving Dialogue with Markov Random Fields · EMNLP (1) 2021 |
Natural language and speech › Information extraction and text analysis
lexical semantics |
0.1 | 1 | 2019 | A Semantics-based Model for Predicting Children's Vocabulary · IJCAI 2019 |
Learning and educational technologies › language learning
early literacy |
0.1 | 1 | 2019 | A Model-Free Affective Reinforcement Learning Approach to Personalization of an Autonomous Social Robot Companion for Early Literacy Education · AAAI 2019 |
Human-AI interaction › human-in-the-loop
human-in-the-loop learning |
0.1 | 1 | 2015 | Policy Shaping with Human Teachers · IJCAI 2015 |
Methods — techniques the papers use, named apart from their topics
noise injection · 0.9semantics-based model · 0.8reinforcement learning · 0.8ensemble prediction · 0.8affective computing · 0.8markov random field · 0.5deep learning · 0.5human feedback · 0.4dataset construction · 0.3behavioral annotation · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | The Indoor-Training Effect: Unexpected Gains from Distribution Shifts in the Transition FunctionabstractIs it better to perform tennis training in a pristine indoor environment or a noisy outdoor one? To model this problem, here we investigate whether shifts in the transition probabilities between the training and testing environments in reinforcement learning problems can lead to better performance under certain conditions. We generate new Markov Decision Processes (MDPs) starting from a given MDP, by adding quantifiable, parametric noise into the transition function. We refer to this process as Noise Injection and the resulting environments as δ-environments. This process allows us to create variations of the same environment with quantitative control over noise serving as a metric of distance between environments. Conventional wisdom suggests that training and testing on the same MDP should yield the best results. In stark contrast, we observe that agents can perform better when trained on the noise-free environment and tested on the noisy δ-environments, compared to training and testing on the same δ-environments. We confirm that this finding extends beyond noise variations: it is possible to showcase the same phenomenon in ATARI game variations including varying Ghost behavior in PacMan, and Paddle behavior in Pong. We demonstrate this intriguing behavior in 60 different variations of ATARI games, including PacMan, Pong, and Breakout. We refer to this phenomenon as the Indoor-Training Effect. Code to reproduce our experiments and to implement Noise Injection. Serena Bono, Spandan Madan, Ishaan Grover, Mao Yasueda, Cynthia Breazeal, Hanspeter Pfister, Gabriel Kreiman |
AAAI | 3 |
| 2021 | MRF-Chat: Improving Dialogue with Markov Random FieldsabstractRecent state-of-the-art approaches in opendomain dialogue include training end-to-end deep-learning models to learn various conversational features like emotional content of response, symbolic transitions of dialogue contexts in a knowledge graph and persona of the agent and the user, among others.While neural models have shown reasonable results, modelling the cognitive processes that humans use when conversing with each other may improve the agent's quality of responses.A key element of natural conversation is to tailor one's response such that it accounts for concepts that the speaker and listener may or may not know and the contextual relevance of all prior concepts used in conversation.We show that a rich representation and explicit modeling of these psychological processes can improve predictions made by existing neural network models.In this work, we propose a novel probabilistic approach using Markov Random Fields (MRF) to augment existing deep-learning methods for improved next utterance prediction.Using human and automatic evaluations, we show that our augmentation approach significantly improves the performance of existing state-ofthe-art retrieval models for open-domain conversational agents. Ishaan Grover, Matthew Huggins, Cynthia Breazeal, Hae Won Park 0001 |
EMNLP (1) | 1 |
| 2019 | A Model-Free Affective Reinforcement Learning Approach to Personalization of an Autonomous Social Robot Companion for Early Literacy EducationabstractPersonalized education technologies capable of delivering adaptive interventions could play an important role in addressing the needs of diverse young learners at a critical time of school readiness. We present an innovative personalized social robot learning companion system that utilizes children’s verbal and nonverbal affective cues to modulate their engagement and maximize their long-term learning gains. We propose an affective reinforcement learning approach to train a personalized policy for each student during an educational activity where a child and a robot tell stories to each other. Using the personalized policy, the robot selects stories that are optimized for each child’s engagement and linguistic skill progression. We recruited 67 bilingual and English language learners between the ages of 4–6 years old to participate in a between-subjects study to evaluate our system. Over a three-month deployment in schools, a unique storytelling policy was trained to deliver a personalized story curriculum for each child in the Personalized group. We compared their engagement and learning outcomes to a Non-personalized group with a fixed curriculum robot, and a baseline group that had no robot intervention. In the Personalization condition, our results show that the affective policy successfully personalized to each child to boost their engagement and outcomes with respect to learning and retaining more target words as well as using more target syntax structures as compared to children in the other groups. Hae Won Park 0001, Ishaan Grover, Samuel Spaulding, Louis Gomez, Cynthia Breazeal |
AAAI | 2 |
| 2019 | A Semantics-based Model for Predicting Children's VocabularyabstractIntelligent tutoring systems (ITS) provide educational benefits through one-on-one tutoring by assessing children's existing knowledge and providing tailored educational content. In the domain of language acquisition, several studies have shown that children often learn new words by forming semantic relationships with words they already know. In this paper, we present a model that uses word semantics (semantics-based model) to make inferences about a child's vocabulary from partial information about their existing vocabulary knowledge. We show that the proposed semantics-based model outperforms models that do not use word semantics (semantics-free models) on average. A subject-level analysis of results reveals that different models perform well for different children, thus motivating the need to combine predictions. To this end, we use two methods to combine predictions from semantics-based and semantics-free models and show that these methods yield better predictions of a child's vocabulary knowledge. Our results motivate the use of semantics-based models to assess children's vocabulary knowledge and build ITS that maximizes children's semantic understanding of words. Ishaan Grover, Hae Won Park 0001, Cynthia Breazeal |
IJCAI | 1 |
| 2018 | P2PSTORY: Dataset of Children as Storytellers and Listeners in Peer-to-Peer InteractionsabstractUnderstanding social-emotional behaviors in storytelling interactions plays a critical role in the development of interactive educational technologies for children. A challenge when designing for such interactions using technology like social robots, virtual agents, and tablets is understanding the social-emotional behaviors pertinent to storytelling-especially when emulating a natural peer-to-peer relation between the child and the technology. We present P2PSTORY, a dataset of young children (5-6 years old) engaging in natural peer-to-peer storytelling interactions with fellow classmates. The dataset consists of rich social behaviors of children without adult supervision, with each participant demonstrating being a storyteller and a listener. The dataset contains 58 video recorded sessions along with a diverse set of behavioral annotations as well as developmental and demographic profiles of each child participant. We describe the main characteristics of the dataset in addition to findings that reveal perceptual differences between adults and children when evaluating the attentiveness of listeners. Nikhita Singh, Jin Joo Lee, Ishaan Grover, Cynthia Breazeal |
CHI | 3 |
| 2015 | Policy Shaping with Human Teachers
Thomas Cederborg, Ishaan Grover, Charles L. Isbell Jr., Andrea Thomaz |
IJCAI | 2 |