VLDB 2026 Research / reviewers in the wild / expert
Maurizio Parton
dblp:25/8488
· DBLP profile ↗
15ranked-venue papers
1as first author
10since 2021 · last 2026
0000-0003-4905-3544ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 11 · 1 first-author · 9 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 since 2021Software engineering, systems software and programming languages · 2Databases, data management, data science and information retrieval · 2 · 1 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 2 since 2021Theory of computation · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Eva Optimizer: Escaping Low-Curvature Traps in Deep Learning
Antonio Di Cecco, Carlo Metta, Andrea Papini, Marco Fantozzi, Silvia Giulia Galfrè, Michelangelo Vegliò, Luigi Amedeo Bianchi, Maurizio Parton, Francesco Morandin |
ICPR (5) | 8 |
| 2025 | Analyzing RL components for Wagner's framework via Brouwer's conjecture
Flora Angileri, Giulia Lombardi, Andrea Fois, Renato Faraone, Carlo Metta, Michele Salvi, Luigi Amedeo Bianchi, Marco Fantozzi, Silvia Giulia Galfrè, Daniele Pavesi, Maurizio Parton, Francesco Morandin |
Mach. Learn. | 11 |
| 2025 | Exploration and generalization in deep learning with SwitchPath activations
Antonio Di Cecco, Andrea Papini, Carlo Metta, Marco Fantozzi, Silvia Giulia Galfrè, Francesco Morandin, Maurizio Parton |
Mach. Learn. | 7 |
| 2024 | A Systematization of the Wagner Framework: Graph Theory Conjectures and Reinforcement Learning
Flora Angileri, Giulia Lombardi, Andrea Fois, Renato Faraone, Carlo Metta, Michele Salvi, Luigi Amedeo Bianchi, Marco Fantozzi, Silvia Giulia Galfrè, Daniele Pavesi, Maurizio Parton, Francesco Morandin |
DS (1) | 11 |
| 2024 | SwitchPath: Enhancing Exploration in Neural Networks Learning Dynamics
Antonio Di Cecco, Andrea Papini, Carlo Metta, Marco Fantozzi, Silvia Giulia Galfrè, Francesco Morandin, Maurizio Parton |
DS (1) | 7 |
| 2024 | GloNets: Globally Connected Neural Networks
Antonio Di Cecco, Carlo Metta, Marco Fantozzi, Francesco Morandin, Maurizio Parton |
IDA (1) | 5 |
| 2024 | Predicting the Failure of Component X in the Scania Dataset with Graph Neural Networks
Maurizio Parton, Andrea Fois, Michelangelo Vegliò, Carlo Metta, Marco Gregnanin |
IDA (2) | 1 |
| 2024 | Increasing biases can be more efficient than increasing weightsabstractWe introduce a novel computational unit for neural networks that features multiple biases, challenging the traditional perceptron structure. This unit emphasizes the importance of preserving uncorrupted information as it is passed from one unit to the next, applying activation functions later in the process with specialized biases for each unit. Through both empirical and theoretical analyses, we show that by focusing on increasing biases rather than weights, there is potential for significant enhancement in a neural network model’s performance. This approach offers an alternative perspective on optimizing information flow within neural networks. See source code [5]. Carlo Metta, Marco Fantozzi, Andrea Papini, Gianluca Amato, Matteo Bergamaschi, Silvia Giulia Galfrè, Alessandro Marchetti, Michelangelo Vegliò, Maurizio Parton, Francesco Morandin |
WACV | 9 |
| 2024 | Curious Explorer: A Provable Exploration Strategy in Policy LearningabstractA coverage assumption is critical with policy gradient methods, because while the objective function is insensitive to updates in unlikely states, the agent may need improvements in those states to reach a nearly optimal payoff. However, this assumption can be unfeasible in certain environments, for instance in online learning, or when restarts are possible only from a fixed initial state. In these cases, classical policy gradient algorithms like REINFORCE can have poor convergence properties and sample efficiency. Curious Explorer is an iterative state space pure exploration strategy improving coverage of any restart distribution $\rho$ρ. Using $\rho$ρ and intrinsic rewards, Curious Explorer produces a sequence of policies, each one more exploratory than the previous one, and outputs a restart distribution with coverage based on the state visitation distribution of the exploratory policies. This paper main results are a theoretical upper bound on how often an optimal policy visits poorly visited states, and a bound on the error of the return obtained by REINFORCE without any coverage assumption. Finally, we conduct ablation studies with REINFORCE and TRPO in two hard-exploration tasks, to support the claim that Curious Explorer can improve the performance of very different policy gradient algorithms. Marco Miani, Maurizio Parton, Marco Romito |
IEEE Trans. Pattern Anal. Mach. Intell. | 2 |
| 2022 | Score vs. Winrate in Score-Based Games: which Reward for Reinforcement Learning?abstractIn the last years, DeepMind algorithm AlphaZero has become the state of the art to efficiently tackle perfect information two-player zero-sum games with a win/lose outcome. However, when the win/lose outcome is decided by a final score difference, AlphaZero may play score-suboptimal moves, because all winning final positions are equivalent from the win/lose outcome perspective. This can be an issue, for instance when used for teaching, or when trying to understand whether there is a better move. Moreover, there is the theoretical quest of the perfect game. A naive approach would be training a AlphaZero-like agent to predict score differences instead of win/lose outcomes. Since the game of Go is deterministic, this should as well produce outcome-optimal play. However, it is a folklore belief that "this does not work".In this paper we first provide empirical evidence to this belief. We then give a theoretical interpretation of this suboptimality in a general perfect information two-player zero-sum game where the complexity of a game like Go is replaced by randomness of the environment. We show that an outcome-optimal policy has a different preference for uncertainty when it is winning or losing. In particular, when in a losing state, an outcome-optimal agent chooses actions leading to a higher variance of the score. We then posit that when approximation is involved, a deterministic game behaves like a nondeterministic game, where the score variance is modeled by how uncertain the position is. We validate this hypothesis in a AlphaZero-like software with a human expert. Luca Pasqualini, Maurizio Parton, Francesco Morandin, Gianluca Amato, Rosa Gini, Carlo Metta, Marco Fantozzi, Alessandro Marchetti |
ICMLA | 2 |
| 2020 | SAI: A Sensible Artificial Intelligence That Plays with Handicap and Targets High Scores in 9×9 GoabstractWe develop a new framework for the game of Go to target a high score, and thus a perfect play. We integrate this framework into the Monte Carlo tree search - policy iteration learning pipeline introduced by Google DeepMind with AlphaGo. Training on 9×9 Go produces a superhuman Go player, thus proving that this framework is stable and robust. We show that this player can be used to effectively play with both positional and score handicap. We develop a family of agents that can target high scores against any opponent, recover from very severe disadvantage against weak opponents, and avoid suboptimal moves. Francesco Morandin, Gianluca Amato, Marco Fantozzi, Rosa Gini, Carlo Metta, Maurizio Parton |
ECAI | 6 |
| 2019 | SAI a Sensible Artificial Intelligence that plays GoabstractWe propose a multiple-komi modification of the AlphaGo Zero/Leela Zero paradigm. The winrate as a function of the komi is modeled with a two-parameters sigmoid function, hence the winrate for all komi values is obtained, at the price of predicting just one more variable. A second novel feature is that training is based on self-play games that occasionaly branch -with changed komi- when the position is uneven. With this setting, reinforcement learning is shown to work on 7×7 Go, obtaining very strong playing agents. As a useful byproduct, the sigmoid parameters given by the network allow to estimate the score difference on the board, and to evaluate how much the game is decided. Finally, we introduce a family of agents which target winning moves with a higher score difference. Francesco Morandin, Gianluca Amato, Rosa Gini, Carlo Metta, Maurizio Parton, Gian-Carlo Pascutto |
IJCNN | 5 |
| 2012 | Discovering invariants via simple component analysis
Gianluca Amato, Maurizio Parton, Francesca Scozzari |
J. Symb. Comput. | 2 |
| 2010 | A Tool Which Mines Partial Execution Traces to Improve Static Analysis
Gianluca Amato, Maurizio Parton, Francesca Scozzari |
RV | 2 |
| 2010 | Deriving Numerical Abstract Domains via Principal Component Analysis
Gianluca Amato, Maurizio Parton, Francesca Scozzari |
SAS | 2 |