Demo Data from VLDB 2026 / reviewers in the wild / expert
Ariel Kwiatkowski
dblp:301/5442
· DBLP profile ↗
7ranked-venue papers
4as first author
7since 2021 · last 2025
0000-0002-9391-9993ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 5 · 2 first-author · 5 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 4 first-author · 4 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
3 papers |
Reinforcement learning · 95% Language models and text generation · 5% | |
| Computer graphics and multimedia
1 paper |
Computer animation and physical simulation · 100% |
Topics — the 6 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning
reinforcement learning environment |
0.9 | 1 | 2025 | Gymnasium: A Standard Interface for Reinforcement Learning Environments · NeurIPS 2025 |
Machine learning › Reinforcement learning
reinforcement learning from human feedback |
0.9 | 1 | 2025 | PILAF: Optimal Human Preference Sampling for Reward Modeling · ICML 2025 |
Machine learning › Reinforcement learning › reward learning
reward modeling |
0.9 | 1 | 2025 | PILAF: Optimal Human Preference Sampling for Reward Modeling · ICML 2025 |
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
0.6 | 1 | 2022 | Creating Interactive Crowds with Reinforcement Learning · AAAI 2022 |
Computer animation and physical simulation
crowd simulation |
0.6 | 1 | 2022 | Creating Interactive Crowds with Reinforcement Learning · AAAI 2022 |
Natural language and speech › Language models and text generation
alignment |
0.3 | 1 | 2025 | PILAF: Optimal Human Preference Sampling for Reward Modeling · ICML 2025 |
Methods — techniques the papers use, named apart from their topics
multi-agent reinforcement learning · 1.1standard API · 0.9response sampling · 0.9preference labeling · 0.9environment abstractions · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | PILAF: Optimal Human Preference Sampling for Reward ModelingabstractAs large language models increasingly drive real-world applications, aligning them with human values becomes paramount. Reinforcement Learning from Human Feedback (RLHF) has emerged as a key technique, translating preference data into reward models when oracle human values remain inaccessible. In practice, RLHF mostly relies on approximate reward models, which may not consistently guide the policy toward maximizing the underlying human values. We propose Policy-Interpolated Learning for Aligned Feedback (PILAF), a novel response sampling strategy for preference labeling that explicitly aligns preference learning with maximizing the underlying oracle reward. PILAF is theoretically grounded, demonstrating optimality from both an optimization and a statistical perspective. The method is straightforward to implement and demonstrates strong performance in iterative and online RLHF settings where feedback curation is critical. Yunzhen Feng, Ariel Kwiatkowski, Kunhao Zheng, Julia Kempe, Yaqi Duan |
ICML | 2 |
| 2025 | Gymnasium: A Standard Interface for Reinforcement Learning EnvironmentsabstractReinforcement Learning (RL) is a continuously growing field that has the potential to revolutionize many areas of artificial intelligence. However, despite its promise, RL research is often hindered by the lack of standardization in environment and algorithm implementations. This makes it difficult for researchers to compare and build upon each other's work, slowing down progress in the field.Gymnasium is an open-source library that provides a standard API for RL environments, aiming to tackle this issue. Gymnasium's main feature is a set of abstractions that allow for wide interoperability between environments and training algorithms, making it easier for researchers to develop and test RL algorithms. In addition, Gymnasium provides a collection of easy-to-use environments, tools for easily customizing environments, and tools to ensure the reproducibility and robustness of RL research.Through this unified framework, Gymnasium significantly streamlines the process of developing and testing RL algorithms, enabling researchers to focus more on innovation and less on implementation details. By providing a standardized platform for RL research, Gymnasium helps to drive forward the field of reinforcement learning and unlock its full potential. Gymnasium is available online at \url{https://github.com/Farama-Foundation/Gymnasium}. Mark Towers, Ariel Kwiatkowski, John U. Balis, Gianluca De Cola, Tristan Deleu, Manuel Goulão, Andreas Kallinteris, Markus Krimmel, Arjun KG, Rodrigo Perez-Vicente, J. K. Terry 0001, Andrea Pierré, Sander Schulhoff, Jun Jet Tai, Hannah Tan, Omar G. Younis |
NeurIPS | 2 |
| 2023 | Reward Function Design for Crowd Simulation via Reinforcement LearningabstractCrowd simulation is important for video-games design, since it enables to populate virtual worlds with autonomous avatars that navigate in a human-like manner. Reinforcement learning has shown great potential in simulating virtual crowds, but the design of the reward function is critical to achieving effective and efficient results. In this work, we explore the design of reward functions for reinforcement learning-based crowd simulation. We provide theoretical insights on the validity of certain reward functions according to their analytical properties, and evaluate them empirically using a range of scenarios, using the energy efficiency as the metric. Our experiments show that directly minimizing the energy usage is a viable strategy as long as it is paired with an appropriately scaled guiding potential, and enable us to study the impact of the different reward components on the behavior of the simulated crowd. Our findings can inform the development of new crowd simulation techniques, and contribute to the wider study of human-like navigation. Ariel Kwiatkowski, Vicky Kalogeiton, Julien Pettré, Marie-Paule Cani |
MIG | 1 |
| 2023 | Understanding reinforcement learned crowds
Ariel Kwiatkowski, Vicky Kalogeiton, Julien Pettré, Marie-Paule Cani |
Comput. Graph. | 1 |
| 2022 | Creating Interactive Crowds with Reinforcement LearningabstractThe entertainment industry, as well as the field of Computer Graphics, frequently faces the issue of creating large virtual crowds that would populate a scene. One of the ways to achieve that, particularly with modern rendering techniques, is by using simulation -- this, however, is nontrivial to design and control. The main goal of my PhD work is working towards the creation of a tool enabling the creation of virtual crowds that one can interact with, and we believe the best way to that is through Multiagent Reinforcement Learning techniques. These animated crowds can then be used both in movies and video games. Especially for the latter, it is highly desirable that both the crowd as a whole, as well as the individual characters, can react to the user's input in real time. Ariel Kwiatkowski |
AAAI | 1 |
| 2022 | A Survey on Reinforcement Learning Methods in Character AnimationabstractAbstract Reinforcement Learning is an area of Machine Learning focused on how agents can be trained to make sequential decisions, and achieve a particular goal within an arbitrary environment. While learning, they repeatedly take actions based on their observation of the environment, and receive appropriate rewards which define the objective. This experience is then used to progressively improve the policy controlling the agent's behavior, typically represented by a neural network. This trained module can then be reused for similar problems, which makes this approach promising for the animation of autonomous, yet reactive characters in simulators, video games or virtual reality environments. This paper surveys the modern Deep Reinforcement Learning methods and discusses their possible applications in Character Animation, from skeletal control of a single, physically‐based character to navigation controllers for individual agents and virtual crowds. It also describes the practical side of training DRL systems, comparing the different frameworks available to build such agents. Ariel Kwiatkowski, Eduardo Alvarado, Vicky Kalogeiton, C. Karen Liu, Julien Pettré, Michiel van de Panne, Marie-Paule Cani |
Comput. Graph. Forum | 1 |
| 2021 | Behaviour-Conditioned Policies for Cooperative Reinforcement Learning Tasks
Antti Keurulainen, Isak Westerlund, Ariel Kwiatkowski, Samuel Kaski, Alexander Ilin |
ICANN (4) | 3 |