VLDB 2026 Research / reviewers in the wild / expert
Matthias Müller-Brockhausen
dblp:262/3686
· DBLP profile ↗
6ranked-venue papers
4as first author
6since 2021 · last 2025
0000-0002-2107-2180ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 6 · 4 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 6 · 4 first-author · 6 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Quantum Checkers: The Development and Analysis of a Quantum Combinatorial GameabstractThis paper develops and analyses a novel quantum combinatorial game: quantum checkers (named Cheqqers). The concepts of superposition, entanglement, measurements and interference from quantum mechanics are integrated into the game of checkers by adding new types of legal moves. The addition of these new rules is done gradually by introducing several levels of 'quantumness'. Quantum checkers provides a framework for interpolating between a known and solved classical game and a more complex quantum game, and serves as 1) a benchmark for AI players learning to play quantum games and 2) an interesting game for human players that allows them to build intuition for quantum phenomena. We provide the initial analysis on the complexity of this game using random agents and a Monte Carlo tree search agent. Marien Raat, Luuk Van Den Nouweland, Matthias Müller-Brockhausen, Mike Preuss, Evert P. L. van Nieuwenburg |
CoG | 3 |
| 2023 | Chatter Generation through Language ModelsabstractThis work examines the feasibility of using Language Models (LMs) to generate chatter that stays in context based on persona descriptions. We clearly distinguish between chatter and dialogue, explain why we believe that chatter yields more promise for integration, and experimentally show that in 500 generated samples the majority (79%) of responses stayed in context. Additionally, we coarsely check that most (≈70%) consumer gaming hardware has enough random access memory (RAM) to store a small 7B 4-bit quantized LM model such as LLama.cpp on top of a demanding AAA game. Finally, we outline our vision for the future of games and language models and their potential synergies. Matthias Müller-Brockhausen, Giulio Barbero, Mike Preuss |
CoG | 1 |
| 2023 | Believable Minecraft Settlements by Means of Decentralised Iterative PlanningabstractProcedural city generation that focuses on believability and adaptability to random terrain is a difficult challenge in the field of Procedural Content Generation (PCG). Dozens of researchers compete for a realistic approach in challenges such as the Generative Settlement Design in Minecraft (GDMC), in which our method has won the 2022 competition. This was achieved through a decentralised, iterative planning process that is transferable to similar generation processes that aims to produce "organic" content procedurally. Arthur van der Staaij, Jelmer Prins, Vincent L. Prins, Julian Poelsma, Thera Smit, Matthias Müller-Brockhausen, Mike Preuss |
CoG | 6 |
| 2022 | Towards verifiable Benchmarks for Reinforcement LearningabstractReinforcement Learning (RL) is one of the most dynamic research areas in Game AI and AI as a whole, and a wide variety of games are used as its prominent test problems. However, it is subject to the replicability crisis that currently affects most algorithmic AI research. Benchmarking in Reinforcement Learning could be improved through verifiable results. There are numerous benchmark environments whose scores are used to compare different algorithms, such as Atari. Nevertheless, reviewers must trust that figures represent truthful values, as it is difficult to reproduce an exact training curve. We propose improving this situation by providing access to the original evaluation data to validate study results. To that end, we rely on the concept of replay traces. These allow re-simulation of action sequences in deterministic RL environments and, in turn, enable reviewers to verify, re-use, and manually inspect evaluation results without needing large compute clusters. It also permits validation of presented reward graphs, an inspection of individual episodes, and re-use of result data (baselines) for proper comparison in follow-up papers. We offer plug-and-play code that works with Gym so that our measures fit well in the existing RL and reproducibility eco-system. Our approach is freely available, easy to use, and adds minimal overhead, as replay traces allow a data compression ratio of up to $\approx 10^{4}$: 1 (94 GB to 8 MB for Atari Pong) compared to a regular MDP trace used in offline RL datasets. The paper presents proof-of-concept results for a variety of games. Matthias Müller-Brockhausen, Aske Plaat, Mike Preuss |
CoG | 1 |
| 2021 | A New Challenge: Approaching Tetris Link with AIabstractDecades of research have been invested in making computer programs for playing games such as Chess and Go. This paper introduces a board game, Tetris Link, that is yet unexplored and appears to be highly challenging. Tetris Link has a large branching factor and lines of play that can be very deceptive, that search has a hard time uncovering. Finding good moves is very difficult for a computer player, our experiments show. We explore heuristic planning and two other approaches: Reinforcement Learning and Monte Carlo tree search. Curiously, a naive heuristic approach that is fueled by expert knowledge is still stronger than the planning and learning approaches. We, therefore, presume that Tetris Link is more difficult than expected. We offer our findings to the community as a challenge to improve upon. Matthias Müller-Brockhausen, Mike Preuss, Aske Plaat |
CoG | 1 |
| 2021 | Procedural Content Generation: Better Benchmarks for Transfer Reinforcement LearningabstractThe idea of transfer in reinforcement learning (TRL) is intriguing: being able to transfer knowledge from one problem to another problem without learning everything from scratch. This promises quicker learning and learning more complex methods. To gain an insight into the field and to detect emerging trends, we performed a database search. We note a surprisingly late adoption of deep learning that starts in 2018. The introduction of deep learning has not yet solved the greatest challenge of TRL: generalization. Transfer between different domains works well when domains have strong similarities (e.g. MountainCar to Cartpole), and most TRL publications focus on different tasks within the same domain that have few differences. Most TRL applications we encountered compare their improvements against self-defined baselines, and the field is still missing unified benchmarks. We consider this to be a disappointing situation. For the future, we note that: (1) A clear measure of task similarity is needed. (2) Generalization needs to improve. Promising approaches merge deep learning with planning via MCTS or introduce memory through LSTMs. (3) The lack of benchmarking tools will be remedied to enable meaningful comparison and measure progress. Already Alchemy and Meta-World are emerging as interesting benchmark suites. We note that another development, the increase in procedural content generation (PCG), can improve both benchmarking and generalization in TRL. Matthias Müller-Brockhausen, Mike Preuss, Aske Plaat |
CoG | 1 |