VLDB 2026 Research / reviewers in the wild / expert
Shiwali Mohan
dblp:50/1174
· DBLP profile ↗
18ranked-venue papers
11as first author
6since 2021 · last 2025
0000-0002-9299-4414ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 18 · 11 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 8 · 6 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 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
7 papers |
Multi-agent systems · 27% Planning, search and constraint satisfaction · 24% Reinforcement learning · 19% | |
| Human-computer interaction and pervasive computing
1 paper |
Health and well-being technologies · 67% Collaborative and social computing · 33% |
Topics — the 16 heaviest of 21, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
metareasoning |
0.9 | 1 | 2025 | A Domain-Independent Agent Architecture for Adaptive Operation in Evolving Open Worlds · AAAI 2025 |
Machine learning › Transfer learning and domain adaptation
model adaptation |
0.9 | 1 | 2025 | A Domain-Independent Agent Architecture for Adaptive Operation in Evolving Open Worlds · AAAI 2025 |
Machine learning › Reinforcement learning › model-based reinforcement learning
model-based planning |
0.9 | 1 | 2025 | A Domain-Independent Agent Architecture for Adaptive Operation in Evolving Open Worlds · AAAI 2025 |
Knowledge, reasoning and agents › Multi-agent systems
agent architecture |
0.8 | 1 | 2024 | A domain-independent agent architecture for adaptive operation in evolving open worlds · Artif. Intell. 2024 |
Knowledge, reasoning and agents › Multi-agent systems
human-agent interaction |
0.5 | 3 | 2014 | Learning Goal-Oriented Hierarchical Tasks from Situated Interactive Instruction · AAAI 2014 Exploring Mixed-Initiative Interaction for Learning with Situated Instruction in Cognitive Agents · AAAI 2012 Learning Actions and Action Verbs from Human-Agent Interaction · AAAI 2012 |
Knowledge, reasoning and agents › Multi-agent systems
autonomous agents |
0.3 | 1 | 2018 | Learning Fast and Slow: Levels of Learning in General Autonomous Intelligent Agents · AAAI 2018 |
Health and well-being technologies › behavior change
behavior change support |
0.3 | 1 | 2017 | On Designing a Social Coach to Promote Regular Aerobic Exercise · AAAI 2017 |
Health and well-being technologies › physical activity support
exercise coaching |
0.3 | 1 | 2017 | On Designing a Social Coach to Promote Regular Aerobic Exercise · AAAI 2017 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
planning under uncertainty |
0.2 | 1 | 2024 | A domain-independent agent architecture for adaptive operation in evolving open worlds · Artif. Intell. 2024 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › machine learning for planning
hierarchical task learning |
0.2 | 1 | 2014 | Learning Goal-Oriented Hierarchical Tasks from Situated Interactive Instruction · AAAI 2014 |
Knowledge, reasoning and agents › Knowledge representation and reasoning › reasoning about action and change
action representation |
0.1 | 1 | 2012 | Learning Actions and Action Verbs from Human-Agent Interaction · AAAI 2012 |
Knowledge, reasoning and agents › Knowledge representation and reasoning › cognitive modeling
cognitive architecture |
0.1 | 1 | 2012 | Exploring Mixed-Initiative Interaction for Learning with Situated Instruction in Cognitive Agents · AAAI 2012 |
Natural language and speech › Language models and text generation
instruction learning |
0.1 | 1 | 2012 | Learning Actions and Action Verbs from Human-Agent Interaction · AAAI 2012 |
Knowledge, reasoning and agents › Knowledge representation and reasoning › cognitive modeling › cognitive architecture
soar |
0.1 | 1 | 2012 | Exploring Mixed-Initiative Interaction for Learning with Situated Instruction in Cognitive Agents · AAAI 2012 |
Machine learning › Reinforcement learning
relational reinforcement learning |
0.1 | 1 | 2010 | Relational Reinforcement Learning in Infinite Mario · AAAI 2010 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing |
0.0 | 1 | 2010 | Relational Reinforcement Learning in Infinite Mario · AAAI 2010 |
Methods — techniques the papers use, named apart from their topics
heuristic search · 0.9diagnosis and repair · 0.9PDDL+ · 0.9mixed-initiative learning · 0.2explanation-based learning · 0.2collaborative discourse theory · 0.1relational representation · 0.1background knowledge · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | A Domain-Independent Agent Architecture for Adaptive Operation in Evolving Open WorldsabstractModel-based reasoning agents are ill-equipped to act in novel situations in which their model of the environment no longer sufficiently represents the world. We propose HYDRA, a framework for designing model-based agents operating in mixed discrete-continuous worlds that can autonomously detect when the environment has evolved from its canonical setup, understand how it has evolved, and adapt the agents' models to perform effectively. HYDRA is based upon PDDL+, a rich modeling language for planning in mixed, discrete-continuous environments. It augments the planning module with visual reasoning, task selection, and action execution modules for closed-loop interaction with complex environments. HYDRA implements a novel meta-reasoning process that enables the agent to monitor its own behavior from a variety of aspects. The process employs a diverse set of computational methods to maintain expectations about the agent's own behavior in an environment. Divergences from those expectations are useful in detecting when the environment has evolved and identifying opportunities to adapt the underlying models. HYDRA builds upon ideas from diagnosis and repair and uses a heuristics-guided search over model changes such that they become competent in novel conditions. The HYDRA framework has been used to implement novelty-aware agents for three diverse domains - CartPole++ (a higher dimension variant of a classic control problem), Science Birds (an IJCAI competition problem), and PogoStick (a specific problem domain in Minecraft). We report empirical observations from these domains to demonstrate the efficacy of various components in the novelty meta-reasoning process. Shiwali Mohan, Wiktor Piotrowski, Roni Stern, Sachin Grover, Sookyung Kim, Jacob Le, Johan de Kleer, Yoni Sher |
AAAI | 1 |
| 2024 | Novelty Accommodating Multi-Agent Planning in High Fidelity Simulated Open WorldabstractAutonomous agents operating within real-world environments often rely on automated planners to ascertain optimal actions towards desired goals or the optimization of a specified objective function. Integral to these agents are common architectural components such as schedulers, tasked with determining the timing for executing planned actions, and execution engines, responsible for carrying out these scheduled actions while monitoring their outcomes. We address the significant challenge that arises when unexpected phenomena, termed novelties, emerge within the environment, altering its fundamental characteristics, composition, and dynamics. This challenge is inherent in all deployed real-world applications and may manifest suddenly and without prior notice or explanation. The introduction of novelties into the environment can lead to inaccuracies within the planner’s internal model, rendering previously generated plans obsolete. Recent research introduced agent design aimed at detecting and adapting to such novelties. However, these designs lack consideration for action scheduling in continuous time-space, coordination of concurrent actions by multiple agents, or memory-based novelty accommodation. Additionally, the application has been primarily demonstrated in lower fidelity environments. In our study, we propose a general purpose AI agent framework designed to detect, characterize, and adapt to novelties in highly noisy, complex, and stochastic environments that support concurrent actions and external scheduling. We showcase the efficacy of our agent through experimentation within a high-fidelity simulator for realistic military scenarios. James Chao, Wiktor Piotrowski, Roni Stern, Héctor J. Ortiz-Peña, Mitch Manzanares, Shiwali Mohan, Douglas S. Lange |
ECAI | 6 |
| 2024 | A domain-independent agent architecture for adaptive operation in evolving open worlds
Shiwali Mohan, Wiktor Piotrowski, Roni Stern, Sachin Grover, Sookyung Kim, Jacob Le, Yoni Sher, Johan de Kleer |
Artif. Intell. | 1 |
| 2023 | Heuristic Search for Physics-Based Problems: Angry Birds in PDDL+ [Extended Abstract]abstractAngry Birds is a very popular game that requires reasoning about sequential actions in a continuous world with discrete exogenous events. Different versions of the game are hard computationally, and the reigning world champion is still a human despite a long-running yearly competition in IJCAI conferences. In this work, we present the Hydra, the first successful game-playing agent for Angry Birds that uses a domain-independent planner and combinatorial search techniques. Hydra models the game using PDDL+, a rich planning language designed for mixed discrete/continuous domains. To reason about continuous aspects of the domain, Hydra employs time discretization techniques that raise a combinatorial search challenge. To meet this challenge, we propose domain-specific heuristics and a novel "preferred states" mechanism similar to the preferred operators mechanism from classical planning. We compared Hydra with state-of-the-art Angry Birds agents. The results show Hydra can solve a greater diversity of Angry Birds levels compared to other agents and highlight its current limitations. Wiktor Piotrowski, Yoni Sher, Sachin Grover, Roni Stern, Shiwali Mohan |
SOCS | 5 |
| 2021 | Unpacking Human Teachers' Intentions for Natural Interactive Task LearningabstractInteractive Task Learning (ITL) is an emerging research agenda that studies the design of complex intelligent robots that can acquire new knowledge through natural human teacher-robot learner interactions. ITL methods are particularly useful for designing intelligent robots whose behavior can be adapted by humans collaborating with them. Various research communities are contributing methods for ITL and a large subset of this research is robot-centered with a focus on developing algorithms that can learn online, quickly. This paper studies the ITL problem from a human-centered perspective to provide guidance for robot design so that human teachers can naturally teach ITL robots. In this paper, we present 1) a qualitative bidirectional analysis of an interactive teaching study (N=10) through which we characterize various aspects of actions intended and executed by human teachers when teaching a robot; 2) an in-depth discussion of the teaching approach employed by two participants to understand the need for personal adaptation to individual teaching styles; and 3) requirements for ITL robot design based on our analyses and informed by a computational theory of collaborative interactions, SharedPlans. Preeti Ramaraj, Charles L. Ortiz Jr., Shiwali Mohan |
RO-MAN | 3 |
| 2021 | Exploring the Role of Common Model of Cognition in Designing Adaptive Coaching Interactions for Health Behavior ChangeabstractOur research aims to develop intelligent collaborative agents that are human-aware : They can model, learn, and reason about their human partner’s physiological, cognitive, and affective states. In this article, we study how adaptive coaching interactions can be designed to help people develop sustainable healthy behaviors. We leverage the common model of cognition (CMC) [31] as a framework for unifying several behavior change theories that are known to be useful in human–human coaching. We motivate a set of interactive system desiderata based on the CMC-based view of behavior change. Then, we propose PARCoach, an interactive system that addresses the desiderata. PARCoach helps a trainee pick a relevant health goal, set an implementation intention, and track their behavior. During this process, the trainee identifies a specific goal-directed behavior as well as the situational context in which they will perform it. PARCCoach uses this information to send notifications to the trainee, reminding them of their chosen behavior and the context. We report the results from a 4-week deployment with 60 participants. Our results support the CMC-based view of behavior change and demonstrate that the desiderata for proposed interactive system design is useful in producing behavior change. Shiwali Mohan |
ACM Trans. Interact. Intell. Syst. | 1 |
| 2020 | Designing an AI Health Coach and Studying Its Utility in Promoting Regular Aerobic ExerciseabstractOur research aims to develop interactive, social agents that can coach people to learn new tasks, skills, and habits. In this article, we focus on coaching sedentary, overweight individuals (i.e., “trainees”) to exercise regularly. We employ adaptive goal setting in which the intelligent health coach generates, tracks, and revises personalized exercise goals for a trainee. The goals become incrementally more difficult as the trainee progresses through the training program. Our approach is model-based—the coach maintains a parameterized model of the trainee’s aerobic capability that drives its expectation of the trainee’s performance. The model is continually revised based on trainee-coach interactions. The coach is embodied in a smartphone application, N utri W alking , which serves as a medium for coach-trainee interaction. We adopt a task-centric evaluation approach for studying the utility of the proposed algorithm in promoting regular aerobic exercise. We show that our approach can adapt the trainee program not only to several trainees with different capabilities but also to how a trainee’s capability improves as they begin to exercise more. Experts rate the goals selected by the coach better than other plausible goals, demonstrating that our approach is consistent with clinical recommendations. Further, in a 6-week observational study with sedentary participants, we show that the proposed approach helps increase exercise volume performed each week. Shiwali Mohan, Anusha Venkatakrishnan, Andrea L. Hartzler |
ACM Trans. Interact. Intell. Syst. | 1 |
| 2019 | On Influencing Individual Behavior for Reducing Transportation Energy Expenditure in a Large PopulationabstractOur research aims at developing intelligent systems to reduce the transportation-related energy expenditure of a large city by influencing individual behavior. We introduce Copter - an intelligent travel assistant that evaluates multi-modal travel alternatives to find a plan that is acceptable to a person given their context and preferences. We propose a formulation for acceptable planning that brings together ideas from AI, machine learning, and economics. This formulation has been incorporated in Copter producing acceptable plans in real-time. We adopt a novel empirical evaluation framework that combines human decision data with high-fidelity simulation to demonstrate a 4% energy reduction and 20% delay reduction in a realistic deployment scenario in Los Angeles, California, USA. Shiwali Mohan, Frances Yan, Victoria Bellotti, Ahmed A. Elbery, Hesham A. Rakha, Matthew Klenk 0001 |
AIES | 1 |
| 2019 | Acceptable Planning: Influencing Individual Behavior to Reduce Transportation Energy Expenditure of a CityabstractOur research aims at developing intelligent systems to reduce the transportation-related energy expenditure of a large city by influencing individual behavior. We introduce Copter - an intelligent travel assistant that evaluates multi-modal travel alternatives to find a plan that is acceptable to a person given their context and preferences. We propose a formulation for acceptable planning that brings together ideas from AI, machine learning, and economics. This formulation has been incorporated in Copter that produces acceptable plans in real-time. We adopt a novel empirical evaluation framework that combines human decision data with a high fidelity multi-modal transportation simulation to demonstrate a 4% energy reduction and 20% delay reduction in a realistic deployment scenario in Los Angeles, California, USA. This article is part of the special track on AI and Society. Shiwali Mohan, Hesham A. Rakha, Matthew Klenk 0001 |
J. Artif. Intell. Res. | 1 |
| 2018 | Learning Fast and Slow: Levels of Learning in General Autonomous Intelligent AgentsabstractWe propose two distinct levels of learning for general autonomous intelligent agents. Level 1 consists of fixed architectural learning mechanisms that are innate and automatic. Level 2 consists of deliberate learning strategies that are controlled by the agent's knowledge. We describe these levels and provide an example of their use in a task-learning agent. We also explore other potential levels and discuss the implications of this view of learning for the design of autonomous agents. John E. Laird, Shiwali Mohan |
AAAI | 2 |
| 2017 | On Designing a Social Coach to Promote Regular Aerobic Exercise
Shiwali Mohan, Anusha Venkatakrishnan, Michael Silva, Peter Pirolli |
AAAI | 1 |
| 2014 | Learning Goal-Oriented Hierarchical Tasks from Situated Interactive InstructionabstractOur research aims at building interactive robots and agents that can expand their knowledge by interacting with human users. In this paper, we focus on learning goal-oriented tasks from situated interactive instructions. Learning the structure of novel tasks and how to execute them is a challenging computational problem requiring the agent to acquire a variety of knowledge including goal definitions and hierarchical control information. We frame acquisition of novel tasks as an explanation-based learning (EBL) problem and propose an interactive learning variant of EBL for a robotic agent. We show that our approach can exploit information in situated instructions along with the domain knowledge to demonstrate fast generalization on several tasks. The knowledge acquired transfers across structurally similar tasks. Finally, we show that our approach seamlessly combines agent-driven exploration with instructions for mixed-initiative learning. Shiwali Mohan, John E. Laird |
AAAI | 1 |
| 2012 | Learning Actions and Action Verbs from Human-Agent Interaction
Shiwali Mohan |
AAAI | 1 |
| 2012 | Exploring Mixed-Initiative Interaction for Learning with Situated Instruction in Cognitive AgentsabstractHuman-agent interaction for learning with instruction canbe viewed on a continuum of instructor/agent control. At one extreme are systems that learn by instructor-driveninteractions, such as learning by demonstration, examples,or imitation. The other extreme of the continuum isoccupied by systems where instructor interaction is limited to responding to the questions posed by the agent or toproviding feedback on agent’s performance. There are advantages to an approach that explores a mixed-initiative instructional dialog. We describe an approach to mixed-initiative interaction based on collaborative discourse theory that allows Soar agents to learn from situated instruction. Shiwali Mohan, John E. Laird |
AAAI | 1 |
| 2012 | Object-Oriented Representation and Hierarchical Reinforcement Learning in Infinite MarioabstractIn this work, we analyze and improve upon reinforcement learning techniques used to build agents that can learn to play Infinite Mario, an action game. We extend the object-oriented representation by introducing the concept of object classes which can be effectively used to constrain state spaces. We then use this representation combined with the hierarchical reinforcement learning model as a learning framework. We also extend the idea of hierarchical RL by designing a hierarchy in action selection using domain specific knowledge. With the help of experimental results, we show that this approach facilitates faster and efficient learning for this domain. Mandar Joshi, Rakesh Khobragade, Saurabh Sarda, Umesh A. Deshpande 0001, Shiwali Mohan |
ICTAI | 5 |
| 2010 | Relational Reinforcement Learning in Infinite MarioabstractRelational representations in reinforcement learning allow for the use of structural information like the presence of objects and relationships between them in the description of value functions. Through this paper, we show that such representations allow for the inclusion of background knowledge that qualitatively describes a state and can be used to design agents that demonstrate learning behavior in domains with large state and actions spaces such as computer games. Shiwali Mohan, John E. Laird |
AAAI | 1 |
| 2008 | Discovering Word Senses from Text Using Random Indexing
Niladri Chatterjee, Shiwali Mohan |
CICLing | 2 |
| 2007 | Extraction-Based Single-Document Summarization Using Random IndexingabstractThis paper presents a summarization technique for text documents exploiting the semantic similarity between sentences to remove the redundancy from the text. Semantic similarity scores are computed by mapping the sentences on a semantic space using random indexing. Random indexing, in comparison with other semantic space algorithms, presents a computationally efficient way of implicit dimensionality reduction. It involves inexpensive vector computations such as addition. It thus provides an efficient way to compute similarities between words, sentences and documents. Random indexing has been used to compute the semantic similarity scores of sentences and graph-based ranking algorithms have been employed to produce an extract of the given text. Niladri Chatterjee, Shiwali Mohan |
ICTAI (2) | 2 |