Demo Data from VLDB 2026 / reviewers in the wild / expert
Emily Haigh
dblp:294/0999
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2021
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
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 · 56% Multi-agent systems · 44% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Knowledge, reasoning and agents › Multi-agent systems › autonomous agents
game-playing agents |
0.5 | 1 | 2021 | Extracting Learned Discard and Knocking Strategies from a Gin Rummy Bot · AAAI 2021 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
opponent modeling |
0.1 | 1 | 2021 | Extracting Learned Discard and Knocking Strategies from a Gin Rummy Bot · AAAI 2021 |
Methods — techniques the papers use, named apart from their topics
monte carlo counterfactual regret minimization · 0.5expected utility estimation · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | Extracting Learned Discard and Knocking Strategies from a Gin Rummy BotabstractVarious Gin Rummy strategy guides provide heuristics for human players to improve their gameplay. Often these heuristics are either conflicting or contain ambiguity that limits their applicability, especially for discard and end-of-game decisions. This paper describes an approach to analyzing the machine learning capabilities of a Gin Rummy agent to help resolve these conflicts and ambiguities. There are three main decision points in the game: when to draw from the discard pile, which card to discard from the player's hand, and when to knock. The agent us-es a learning approach to estimate the expected utility for discards. An analysis of these utility values provides in-sight into resolving ambiguities in tips for discard decisions in human play. The agent’s end-of-game, or knocking, strategy was derived using Monte Carlo Counterfactual regret minimization (MCCFR). This approach was applied to estimate Nash equilibrium knocking strategies under different rules of the game. The analysis suggests that conflicts in the end-of-game playing tips are due in part to different rules used in common Gin Rummy variants. Jean-Pierre Astudillo Guerra, Emily Haigh, Bryan Cruz Ulloa, Jeremy Blum |
AAAI | 3 |