VLDB 2026 Research / reviewers in the wild / expert
Wojciech Pawlik
dblp:267/5276
· DBLP profile ↗
3ranked-venue papers
0as first author
2since 2021 · last 2026
0000-0001-8997-452XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 since 2021Artificial intelligence and machine learning · 2 · 2 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
2 papers |
Planning, search and constraint satisfaction · 100% | |
| Theoretical computer science
1 paper |
Automata and formal languages · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game playing
general game playing |
1.2 | 2 | 2026 | Regular Games - an Automata-Based General Game Playing Language · AAAI 2026 Split Moves for Monte-Carlo Tree Search · AAAI 2022 |
Automata and formal languages
finite automata |
1.0 | 1 | 2026 | Regular Games - an Automata-Based General Game Playing Language · AAAI 2026 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search |
0.6 | 1 | 2022 | Split Moves for Monte-Carlo Tree Search · AAAI 2022 |
Methods — techniques the papers use, named apart from their topics
procedural content generation · 2.0monte carlo tree search · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Regular Games - an Automata-Based General Game Playing LanguageabstractWe propose a new General Game Playing (GGP) system called Regular Games (RG). The main goal of RG is to be both computationally efficient and convenient for game design. The system consists of several languages. The core component is a low-level language that defines the rules by a finite automaton. It is minimal with only a few mechanisms, which makes it easy for automatic processing (by agents, analysis, optimization, etc.). The language is universal for the class of all finite turn-based games with imperfect information. Higher-level languages are introduced for game design (by humans or Procedural Content Generation), which are eventually translated to a low-level language. RG generates faster forward models than the current state of the art, beating other GGP systems (Regular Boardgames, Ludii) in terms of efficiency. Additionally, RG's ecosystem includes an editor with LSP, automaton visualization, benchmarking tools, and a debugger of game description transformations. Radoslaw Miernik, Marek Szykula, Jakub Kowalski, Jakub Ciesluk, Lukasz Galas, Wojciech Pawlik |
AAAI | 6 |
| 2022 | Split Moves for Monte-Carlo Tree SearchabstractIn many games, moves consist of several decisions made by the player. These decisions can be viewed as separate moves, which is already a common practice in multi-action games for efficiency reasons. Such division of a player move into a sequence of simpler / lower level moves is called splitting. So far, split moves have been applied only in forementioned straightforward cases, and furthermore, there was almost no study revealing its impact on agents' playing strength. Taking the knowledge-free perspective, we aim to answer how to effectively use split moves within Monte-Carlo Tree Search (MCTS) and what is the practical impact of split design on agents' strength. This paper proposes a generalization of MCTS that works with arbitrarily split moves. We design several variations of the algorithm and try to measure the impact of split moves separately on efficiency, quality of MCTS, simulations, and action-based heuristics. The tests are carried out on a set of board games and performed using the Regular Boardgames General Game Playing formalism, where split strategies of different granularity can be automatically derived based on an abstract description of the game. The results give an overview of the behavior of agents using split design in different ways. We conclude that split design can be greatly beneficial for single- as well as multi-action games. Jakub Kowalski, Maksymilian Mika, Wojciech Pawlik, Jakub Sutowicz, Marek Szykula, Mark H. M. Winands |
AAAI | 3 |
| 2020 | Efficient Reasoning in Regular BoardgamesabstractWe present the technical side of reasoning in Regular Boardgames (RBG) language - a universal General Game Playing (GGP) formalism for the class of finite deterministic games with perfect information, encoding rules in the form of regular expressions. RBG serves as a research tool that aims to aid in the development of generalized algorithms for knowledge inference, analysis, generation, learning, and playing games. In all these tasks, both generality and efficiency are important.In the first part, this paper describes optimizations used by the RBG compiler. The impact of these optimizations ranges from 1.7 to even 33-fold efficiency improvement when measuring the number of possible game playouts per second. Then, we perform an in-depth efficiency comparison with three other modern GGP systems (GDL, Ludii, Ai Ai). We also include our own highly optimized game-specific reasoners to provide a point of reference of the maximum speed. Our experiments show that RBG is currently the fastest among the abstract general game playing languages, and its efficiency can be competitive to common interface-based systems that rely on handcrafted game-specific implementations. Finally, we discuss some issues and methodology of computing benchmarks like this. Jakub Kowalski, Radoslaw Miernik, Maksymilian Mika, Wojciech Pawlik, Jakub Sutowicz, Marek Szykula, Andrzej Tkaczyk |
CoG | 4 |