Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Daniel G. Shapiro

dblp:55/3978 · also Daniel Goodman Shapiro · DBLP profile ↗
← Back
15ranked-venue papers
3as first author
0since 2021 · last 2020
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 8 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 6 · 1 first-authorSoftware engineering, systems software and programming languages · 3 · 1 first-authorHuman-computer interaction and ubiquitous computing · 3Databases, data management, data science and information retrieval · 1Theory of computation · 1Applied, interdisciplinary, general and emerging 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.

Interdisciplinary, comprehensive, and emerging computing
1 paper
Computing education · 100%
Artificial intelligence
5 papers
Multi-agent systems · 32% Planning, search and constraint satisfaction · 32% Transfer learning and domain adaptation · 20%
Software engineering, system software, and programming languages
3 papers
Program verification · 69% Software testing · 21% Program synthesis and code generation · 10%

Topics — the 6 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Multi-agent systems › autonomous agents
game-playing agents
0.112020
Teaching Game AI as an Undergraduate Course in Computational Media · AAAI 2020
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
procedural content generation
0.112020
Teaching Game AI as an Undergraduate Course in Computational Media · AAAI 2020
Machine learning › Reinforcement learning
reward learning
0.012002
Separating Skills from Preference: Using Learning to Program by Reward · ICML 2002
Program synthesis and code generation
programming by demonstration
0.012002
Separating Skills from Preference: Using Learning to Program by Reward · ICML 2002
Knowledge, reasoning and agents › Knowledge representation and reasoning › cognitive modeling
cognitive architecture
0.012008
Achieving Far Transfer in an Integrated Cognitive Architecture · AAAI 2008
Information retrieval › document retrieval
concept-based retrieval
0.011985
RUBRIC: A System for Rule-Based Information Retrieval · IEEE Trans. Software Eng. 1985

Methods — techniques the papers use, named apart from their topics

dynamic taint analysis · 0.2classification model · 0.2reinforcement learning · 0.1uncertainty calculi · 0.0rule-based approach · 0.0production rules · 0.0fuzzy matching · 0.0
YearPublicationVenuePosition
2020 Teaching Game AI as an Undergraduate Course in Computational Media
abstract
We need to teach AI to students in and outside of traditional computer science degree programs, including those designer-engineer hybrid students who will design and implement games or engage in technical games research later. The need to rethink AI curriculum is pressing in a design education context because AI powers many emerging practical techniques such as drama management, procedural content generation, player modeling, and machine playtesting. In this paper, we describe a 5-year experimental effort to teach a Game AI course structured around a broad and expanding set of roles AI can play in game design (e.g., Adversary and Actor, as well as Design Assistant and Storyteller). This course sets up computer science and computer game design students to transform practices in the game industry as well as create new forms of media that were previously unreachable. Our students gained mastery over the relevant techniques and further demonstrated (via novel prototype systems) many new roles for AI along the way.
Adam M. Smith 0001, Daniel G. Shapiro
AAAI2
2016 Crowdsourcing program preconditions via a classification game
abstract
Invariant discovery is one of the central problems in software verification. This paper reports on an approach that addresses this problem in a novel way; it crowdsources logical expressions for likely invariants by turning invariant discovery into a computer game. The game, called Binary Fission, employs a classification model. In it, players compose preconditions by separating program states that preserve or violate program assertions. The players have no special expertise in formal methods or programming, and are not specifically aware they are solving verification tasks. We show that Binary Fission players discover concise, general, novel, and human readable program preconditions. Our proof of concept suggests that crowdsourcing offers a feasible and promising path towards the practical application of verification technology.
Daniel S. Fava, Daniel G. Shapiro, Joseph C. Osborn, Martin Schäf, E. James Whitehead Jr.
ICSE2
2014 Xylem: The Code of Plants
Heather Logas, E. James Whitehead Jr., Michael Mateas, Richard Vallejos, Lauren Scott, John T. Murray, Kate Compton, Joseph C. Osborn, Orlando Salvatore, Daniel G. Shapiro, Zhongpeng Lin, Huascar Sanchez, Michael Shavlovsky, Chris Lewis 0002, Daniel Cetina, Shayne Clementi
FDG10
2014 Software verification games: Designing Xylem, The Code of Plants
Heather Logas, E. James Whitehead Jr., Michael Mateas, Richard Vallejos, Lauren Scott, Daniel G. Shapiro, John T. Murray, Kate Compton, Joseph C. Osborn, Orlando Salvatore, Zhongpeng Lin, Huascar Sanchez, Michael Shavlovsky, Daniel Cetina, Shayne Clementi, Chris Lewis 0002
FDG6
2009 Knowledge-Directed Theory Revision
Kamal Ali, Kevin Leung, Tolga Könik, Dongkyu Choi, Daniel G. Shapiro
ILP5
2008 Achieving Far Transfer in an Integrated Cognitive Architecture
Daniel G. Shapiro, Tolga Könik, Paul O'Rorke
AAAI1
2007 Artificial Intelligence Methods for Ambient Intelligence
Paolo Remagnino, Daniel G. Shapiro
Comput. Intell.2
2002 Learning Hierarchical Skills from Observation
Ryutaro Ichise, Daniel G. Shapiro, Pat Langley
Discovery Science2
2002 Revising Engineering Models: Combining Computational Discovery with Knowledge
Stephen D. Bay, Daniel G. Shapiro, Pat Langley
ECML2
2002 Separating Skills from Preference: Using Learning to Program by Reward
Daniel G. Shapiro, Pat Langley
ICML1
1985 Experimental Investigations of Uncertainty in a Rule-Based System for Information Retrieval
Richard M. Tong, Daniel G. Shapiro
Int. J. Man Mach. Stud.2
1985 RUBRIC: A System for Rule-Based Information Retrieval
abstract
A research prototype software system for conceptual information retrieval has been developed. The goal of the system, called RUBRIC, is to provide more automated and relevant access to unformatted textual databases. The approach is to use production rules from artificial intelligence to define a hierarchy of retrieval subtopics, with fuzzy context expressions and specific word phrases at the bottom. RUBRIC allows the definition of detailed queries starting at a conceptual level, partial matching of a query and a document, selection of only the highest ranked documents for presentation to the user, and detailed explanation of how and why a particular document was selected. Initial experiments indicate that a RUBRIC rule set better matches human retrieval judgment than a standard Boolean keyword expression, given equal amounts of effort in defining each. The techniques presented may be useful in stand-alone retrieval systems, front-ends to existing information retrieval systems, or real-time document filtering and routing.
Brian P. McCune, Richard M. Tong, Jeffrey S. Dean, Daniel G. Shapiro
IEEE Trans. Software Eng.4
1984 A Knowledge Base for Supporting and Intelligent Program Editor
Daniel G. Shapiro, Jeffrey S. Dean, Brian P. McCune
ICSE1
1983 A Rule-Based Approach to Information Retrieval: Some Results and Comments
Richard M. Tong, Daniel G. Shapiro, Brian P. McCune, Jeffrey S. Dean
AAAI2
1983 A Comparison of Uncertainty Calculi in an Expert System for Information Retrieval
Richard M. Tong, Daniel G. Shapiro, Jeffrey S. Dean, Brian P. McCune
IJCAI2