Zaheen Farraz Ahmad

dblp:183/0903 · DBLP profile ↗
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3ranked-venue papers
2as first author
1since 2021 · last 2021
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 3 · 2 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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
3 papers
Reinforcement learning · 36% Motion planning and robot control · 27% Planning, search and constraint satisfaction · 20%
Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 100%

Topics — the 8 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search
0.512021
Monte Carlo Tree Search With Iteratively Refining State Abstractions · NeurIPS 2021
Machine learning › Reinforcement learning › function approximation › representation learning for reinforcement learning
state abstraction
0.512021
Monte Carlo Tree Search With Iteratively Refining State Abstractions · NeurIPS 2021
Natural language and speech › Language models and text generation › LLM agents
action generation
0.412020
Marginal Utility for Planning in Continuous or Large Discrete Action Spaces · NeurIPS 2020
Robotics › Motion planning and robot control › motion planning
sampling-based motion planning
0.412020
Marginal Utility for Planning in Continuous or Large Discrete Action Spaces · NeurIPS 2020
Machine learning › Reinforcement learning
action selection
0.212016
Action Selection for Hammer Shots in Curling · IJCAI 2016
Robotics › Motion planning and robot control
trajectory optimization
0.212016
Action Selection for Hammer Shots in Curling · IJCAI 2016
Machine learning › Reinforcement learning › model-based reinforcement learning › model-based planning
decision-time planning
0.112021
Monte Carlo Tree Search With Iteratively Refining State Abstractions · NeurIPS 2021
Games and playful interaction
sports analytics
0.112016
Action Selection for Hammer Shots in Curling · IJCAI 2016

Methods — techniques the papers use, named apart from their topics

progressive widening · 0.5abstraction refining · 0.5marginal utility · 0.4
YearPublicationVenuePosition
2021 Monte Carlo Tree Search With Iteratively Refining State Abstractions
abstract
Decision-time planning is the process of constructing a transient, local policy with the intent of using it to make the immediate decision. Monte Carlo tree search (MCTS), which has been leveraged to great success in Go, chess, shogi, Hex, Atari, and other settings, is perhaps the most celebrated decision-time planning algorithm. Unfortunately, in its original form, MCTS can degenerate to one-step search in domains with stochasticity. Progressive widening is one way to ameliorate this issue, but we argue that it possesses undesirable properties for some settings. In this work, we present a method, called abstraction refining, for extending MCTS to stochastic environments which, unlike progressive widening, leverages the geometry of the state space. We argue that leveraging the geometry of the space can offer advantages. To support this claim, we present a series of experimental examples in which abstraction refining outperforms progressive widening, given equal simulation budgets.
Samuel Sokota, Caleb Ho, Zaheen Farraz Ahmad, J. Zico Kolter
NeurIPS3
2020 Marginal Utility for Planning in Continuous or Large Discrete Action Spaces
abstract
Sample-based planning is a powerful family of algorithms for generating intelligent behavior from a model of the environment. Generating good candidate actions is critical to the success of sample-based planners, particularly in continuous or large action spaces. Typically, candidate action generation exhausts the action space, uses domain knowledge, or more recently, involves learning a stochastic policy to provide such search guidance. In this paper we explore explicitly learning a candidate action generator by optimizing a novel objective, marginal utility. The marginal utility of an action generator measures the increase in value of an action over previously generated actions. We validate our approach in both curling, a challenging stochastic domain with continuous state and action spaces, and a location game with a discrete but large action space. We show that a generator trained with the marginal utility objective outperforms hand-coded schemes built on substantial domain knowledge, trained stochastic policies, and other natural objectives for generating actions for sampled-based planners.
Zaheen Farraz Ahmad, Levi Lelis, Michael H. Bowling
NeurIPS1
2016 Action Selection for Hammer Shots in Curling
Zaheen Farraz Ahmad, Robert C. Holte, Michael H. Bowling
IJCAI1