VLDB 2026 Research / reviewers in the wild / expert
Nick Peterson
dblp:218/7276
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2018
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 1Graphics, computer vision, multimedia, augmented reality and games · 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.
| Human-computer interaction and pervasive computing
1 paper |
Games and playful interaction · 100% | |
| Databases, data mining, and information retrieval
1 paper |
Recommender systems · 100% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Cloud and datacenter computing · 100% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Games and playful interaction › game AI
dynamic difficulty adjustment |
0.3 | 1 | 2018 | Horizontal Scaling With a Framework for Providing AI Solutions Within a Game Company · AAAI 2018 |
Games and playful interaction
game AI |
0.3 | 1 | 2018 | Horizontal Scaling With a Framework for Providing AI Solutions Within a Game Company · AAAI 2018 |
Cloud and datacenter computing › elastic computing › cloud elasticity
horizontal scaling |
0.1 | 1 | 2018 | Horizontal Scaling With a Framework for Providing AI Solutions Within a Game Company · AAAI 2018 |
Methods — techniques the papers use, named apart from their topics
recommendation engine · 1.0machine learning · 1.0data warehouse · 1.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2018 | Horizontal Scaling With a Framework for Providing AI Solutions Within a Game CompanyabstractGames have been a major focus of AI since the field formed seventy years ago. Recently, video games have replaced chess and go as the current "Mt. Everest Problem." This paper looks beyond the video games themselves to the application of AI techniques within the ecosystems that produce them. Electronic Arts (EA) must deal with AI at scale across many game studios as it develops many AAA games each year, and not a single, AI-based, flagship application. EA has adopted a horizontal scaling strategy in response to this challenge and built a platform for delivering AI artifacts anywhere within EA's software universe. By combining a data warehouse for player history, an Agent Store for capturing processes acquired through machine learning, and a recommendation engine as an action layer, EA has been delivering a wide range of AI solutions throughout the company during the last two years. These solutions, such as dynamic difficulty adjustment, in-game content and activity recommendations, matchmaking, and game balancing, have had major impact on engagement, revenue, and development resources within EA. John F. Kolen, Mohsen Sardari, Marwan Mattar, Nick Peterson |
AAAI | 4 |