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Chen Yanai

dblp:222/4920 · DBLP profile ↗
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2ranked-venue papers
1as first author
1since 2021 · last 2022
—ORCID · none

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

Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 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
1 paper
Reinforcement learning · 100%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computational social science and digital humanities · 100%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
deep reinforcement learning
0.612022
Q-Ball: Modeling Basketball Games Using Deep Reinforcement Learning · AAAI 2022
Machine learning › Reinforcement learning
player evaluation
0.612022
Q-Ball: Modeling Basketball Games Using Deep Reinforcement Learning · AAAI 2022
Machine learning › Reinforcement learning
value-based reinforcement learning
0.612022
Q-Ball: Modeling Basketball Games Using Deep Reinforcement Learning · AAAI 2022
Computational social science and digital humanities
sports analytics
0.212022
Q-Ball: Modeling Basketball Games Using Deep Reinforcement Learning · AAAI 2022

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

deep reinforcement learning · 1.1
YearPublicationVenuePosition
2022 Q-Ball: Modeling Basketball Games Using Deep Reinforcement Learning
abstract
Basketball is one of the most popular types of sports in the world. Recent technological developments have made it possible to collect large amounts of data on the game, analyze it, and discover new insights. We propose a novel approach for modeling basketball games using deep reinforcement learning. By analyzing multiple aspects of both the players and the game, we are able to model the latent connections among players' movements, actions, and performance, into a single measure - the Q-Ball. Using Q-Ball, we are able to assign scores to the performance of both players and whole teams. Our approach has multiple practical applications, including evaluating and improving players' game decisions and producing tactical recommendations. We train and evaluate our approach on a large dataset of National Basketball Association games, and show that the Q-Ball is capable of accurately assessing the performance of players and teams. Furthermore, we show that Q-Ball is highly effective in recommending alternatives to players' actions.
Chen Yanai, Adir Solomon, Gilad Katz, Bracha Shapira, Lior Rokach
AAAI1
2018 Predict Demographic Information Using Word2vec on Spatial Trajectories
abstract
Inferring socio-demographic attributes of users is an important and challenging task that could help with personalization, recommendation, advertising, etc. Sensor data collected from mobile devices can be utilized for inferring such attributes. Previous works have focused on combining different types of sensors, such as applications, accelerometer, GPS, battery, and many others, to achieve this task. In this study, we were able to infer attributes, such as gender, age, marital status, and whether the user has children, using solely the GPS sensor. We suggest a novel inference technique, which learns an embedding representation of preprocessed spatial GPS trajectories using an adaption of the Word2vec approach. Based on the embedding representation, we later train multiple classification models to achieve the inference goals. Our empirical results indicate that the suggested embedding approach outperforms a classification approach which does not take into consideration the embedding patterns. Experiments on real datasets collected from Android devices show that the proposed method achieves over 80% accuracy for various demographic prediction tasks.
Adir Solomon, Ariel Bar, Chen Yanai, Bracha Shapira, Lior Rokach
UMAP3