Demo Data from VLDB 2026 / reviewers in the wild / expert
Michal Kempka
dblp:180/5971
· DBLP profile ↗
2ranked-venue papers
1as 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 · 2 · 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
1 paper |
Learning theory · 100% | |
| Theoretical computer science
1 paper |
Approximation and online algorithms · 100% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Learning theory
online learning |
0.4 | 1 | 2019 | Adaptive Scale-Invariant Online Algorithms for Learning Linear Models · ICML 2019 |
Machine learning › Learning theory › online learning › online regression
online linear regression |
0.4 | 1 | 2019 | Adaptive Scale-Invariant Online Algorithms for Learning Linear Models · ICML 2019 |
Approximation and online algorithms
online algorithms |
0.4 | 1 | 2019 | Adaptive Scale-Invariant Online Algorithms for Learning Linear Models · ICML 2019 |
Approximation and online algorithms › online learning
parameter-free online learning |
0.4 | 1 | 2019 | Adaptive Scale-Invariant Online Algorithms for Learning Linear Models · ICML 2019 |
Methods — techniques the papers use, named apart from their topics
scale-invariant learning rate · 0.8online gradient descent · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | Adaptive Scale-Invariant Online Algorithms for Learning Linear ModelsabstractWe consider online learning with linear models, where the algorithm predicts on sequentially revealed instances (feature vectors), and is compared against the best linear function (comparator) in hindsight. Popular algorithms in this framework, such as Online Gradient Descent (OGD), have parameters (learning rates), which ideally should be tuned based on the scales of the features and the optimal comparator, but these quantities only become available at the end of the learning process. In this paper, we resolve the tuning problem by proposing online algorithms making predictions which are invariant under arbitrary rescaling of the features. The algorithms have no parameters to tune, do not require any prior knowledge on the scale of the instances or the comparator, and achieve regret bounds matching (up to a logarithmic factor) that of OGD with optimally tuned separate learning rates per dimension, while retaining comparable runtime performance. Michal Kempka, Wojciech Kotlowski, Manfred K. Warmuth |
ICML | 1 |
| 2019 | ViZDoom Competitions: Playing Doom From PixelsabstractThis paper presents the first two editions of Visual Doom AI Competition, held in 2016 and 2017. The challenge was to create bots that compete in a multiplayer deathmatch in a first-person shooter game Doom. The bots had to make their decisions solely based on visual information, i.e., a raw screen buffer. To play well, the bots needed to understand their surroundings, navigate, explore, and handle the opponents at the same time. These aspects, together with the competitive multiagent aspect of the game, make the competition a unique platform for evaluating the state-of-the-art reinforcement learning algorithms. This paper discusses the rules, solutions, results, and statistics that give insight into the agents' behaviors. Best performing agents are described in more detail. The results of the competition lead to the conclusion that, although reinforcement learning can produce capable Doom bots, they still are not yet able to successfully compete against humans in this game. This paper also revisits the ViZDoom environment, which is a flexible, easy to use, and efficient three-dimensional platform for research for vision-based reinforcement learning, based on a well-recognized first-person perspective game Doom. Marek Wydmuch, Michal Kempka, Wojciech Jaskowski |
IEEE Trans. Games | 2 |