VLDB 2026 Research / reviewers in the wild / expert
Philip Bontrager
dblp:200/8193
· DBLP profile ↗
6ranked-venue papers
1as first author
4since 2021 · last 2025
0000-0002-1011-2976ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-author · 4 since 2021Human-computer interaction and ubiquitous computing · 4 · 1 first-author · 3 since 2021Artificial intelligence and machine learning · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Multi-Modal Large Language Models are Effective Vision LearnersabstractLarge language models (LLMs), pre-trained on vast amounts of text, have shown remarkable abilities in understanding general knowledge and commonsense. There-fore, it's desirable to leverage pre-trained LLM to help solve computer vision tasks. Previous works on multi-modal LLM mainly focus on the generation capability. In this work, we propose LLM-augmented visual representation learning (LMVR). Our approach involves initially using a vision encoder to extract features, which are then projected into the word embedding space of the LLM. The LLM then generates responses based on the visual representation and a text prompt. Finally, we aggregate sequence-level features from the hidden layers of the LLM to obtain image-level representations. We conduct extensive experiments on multiple datasets, and have the following findings: (a) LMVR outperforms traditional vision encoder on various down-stream tasks, and effectively learns the correspondence between words and image regions; (b) LMVR improves the generalizability compared to using a vision encoder alone, as evidenced by its superior resistance to domain shift; (c) LMVR improves the robustness of models to corrupted and perturbed visual data. Our findings demonstrate LLM-augmented visual representation learning is effective as it learns object-level concepts and commonsense knowledge. Li Sun 0010, Chaitanya Ahuja, Matt D'Zmura, Kayhan Batmanghelich, Philip Bontrager |
WACV | 6 |
| 2021 | Learning to Generate Levels From NothingabstractMachine learning for procedural content generation has recently become an active area of research. Levels vary in both form and function and are mostly unrelated to each other across games. This has made it difficult to assemble suitably large datasets to bring machine learning to level design in the same way as it's been used for image generation. Here we propose Generative Playing Networks which design levels for itself to play. The algorithm is built in two parts; an agent that learns to play game levels, and a generator that learns the distribution of playable levels. As the agent learns and improves its ability, the space of playable levels, as defined by the agent, grows. The generator targets the agents playability estimates to then update its understanding of what constitutes a playable level. We call this process of learning the distribution of data found through self-discovery with an environment, self-supervised inductive learning. Unlike previous approaches to procedural content generation, Generative Playing Networks are end-to-end differentiable and does not require human-designed examples or domain knowledge. We demonstrate the capability of this framework by training an agent and level generator for a 2D dungeon crawler game. Philip Bontrager, Julian Togelius |
CoG | 1 |
| 2021 | Learning Controllable Content GeneratorsabstractIt has recently been shown that reinforcement learning can be used to train generators capable of producing high-quality game levels, with quality defined in terms of some user-specified heuristic. To ensure that these generators' output is sufficiently diverse (that is, not amounting to the reproduction of a single optimal level configuration), the generation process is constrained such that the initial seed results in some variance in the generator's output. However, this results in a loss of control over the generated content for the human user. We propose to train generators capable of producing controllably diverse output, by making them “goal-aware.” To this end, we add conditional inputs representing how close a generator is to some heuristic, and also modify the reward mechanism to incorporate that value. Testing on multiple domains, we show that the resulting level generators are capable of exploring the space of possible levels in a targeted, controllable manner, producing levels of comparable quality as their goal-unaware counterparts, that are diverse along designer-specified dimensions. Sam Earle, Maria Edwards, Ahmed Khalifa 0001, Philip Bontrager, Julian Togelius |
CoG | 4 |
| 2021 | Game Mechanic Alignment TheoryabstractWe present a new concept called Game Mechanic Alignment theory as a way to organize game mechanics through the lens of systemic rewards and agential motivations. By disentangling player and systemic influences, mechanics may be better identified for use in an automated tutorial generation system, which could tailor tutorials for a particular playstyle or player. Within, we apply this theory to several well-known games to demonstrate how designers can benefit from it, we describe a methodology for how to estimate “mechanic alignment”, and we apply this methodology on multiple games in the GVGAI framework. We discuss how effectively this estimation captures agential motivations and systemic rewards and how our theory could be used as an alternative way to find mechanics for tutorial generation. Michael Cerny Green, Ahmed Khalifa 0001, Rodrigo Canaan, Philip Bontrager, Julian Togelius |
FDG | 4 |
| 2020 | Rotation, Translation, and Cropping for Zero-Shot GeneralizationabstractDeep Reinforcement Learning (DRL) has shown impressive performance on domains with visual inputs, in particular various games. However, the agent is usually trained on a fixed environment, e.g. a fixed number of levels. A growing mass of evidence suggests that these trained models fail to generalize to even slight variations of the environments they were trained on. This paper advances the hypothesis that the lack of generalization is partly due to the input representation, and explores how rotation, cropping and translation could increase generality. We show that a cropped, translated and rotated observation can get better generalization on unseen levels of two-dimensional arcade games from the GVGAI framework. The generality of the agents is evaluated on both human-designed and procedurally generated levels. Chang Ye, Ahmed Khalifa 0001, Philip Bontrager, Julian Togelius |
CoG | 3 |
| 2020 | Deep Learning for Video Game PlayingabstractIn this paper, we review recent deep learning advances in the context of how they have been applied to play different types of video games such as first-person shooters, arcade games, and real-time strategy games. We analyze the unique requirements that different game genres pose to a deep learning system and highlight important open challenges in the context of applying these machine learning methods to video games, such as general game playing, dealing with extremely large decision spaces and sparse rewards. Niels Justesen, Philip Bontrager, Julian Togelius, Sebastian Risi |
IEEE Trans. Games | 2 |