Demo Data from VLDB 2026 / reviewers in the wild / expert
Daniel G. Shapiro
dblp:55/3978 · also Daniel Goodman Shapiro
· DBLP profile ↗
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
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Knowledge, reasoning and agents › Multi-agent systems › autonomous agents
game-playing agents |
0.1 | 1 | 2020 | Teaching Game AI as an Undergraduate Course in Computational Media · AAAI 2020 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
procedural content generation |
0.1 | 1 | 2020 | Teaching Game AI as an Undergraduate Course in Computational Media · AAAI 2020 |
Machine learning › Reinforcement learning
reward learning |
0.0 | 1 | 2002 | Separating Skills from Preference: Using Learning to Program by Reward · ICML 2002 |
Program synthesis and code generation
programming by demonstration |
0.0 | 1 | 2002 | Separating Skills from Preference: Using Learning to Program by Reward · ICML 2002 |
Knowledge, reasoning and agents › Knowledge representation and reasoning › cognitive modeling
cognitive architecture |
0.0 | 1 | 2008 | Achieving Far Transfer in an Integrated Cognitive Architecture · AAAI 2008 |
Information retrieval › document retrieval
concept-based retrieval |
0.0 | 1 | 1985 | 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
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Teaching Game AI as an Undergraduate Course in Computational MediaabstractWe 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 |
AAAI | 2 |
| 2016 | Crowdsourcing program preconditions via a classification gameabstractInvariant 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. |
ICSE | 2 |
| 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 |
FDG | 10 |
| 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 |
FDG | 6 |
| 2009 | Knowledge-Directed Theory Revision
Kamal Ali, Kevin Leung, Tolga Könik, Dongkyu Choi, Daniel G. Shapiro |
ILP | 5 |
| 2008 | Achieving Far Transfer in an Integrated Cognitive Architecture
Daniel G. Shapiro, Tolga Könik, Paul O'Rorke |
AAAI | 1 |
| 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 Science | 2 |
| 2002 | Revising Engineering Models: Combining Computational Discovery with Knowledge
Stephen D. Bay, Daniel G. Shapiro, Pat Langley |
ECML | 2 |
| 2002 | Separating Skills from Preference: Using Learning to Program by Reward
Daniel G. Shapiro, Pat Langley |
ICML | 1 |
| 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 RetrievalabstractA 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 |
ICSE | 1 |
| 1983 | A Rule-Based Approach to Information Retrieval: Some Results and Comments
Richard M. Tong, Daniel G. Shapiro, Brian P. McCune, Jeffrey S. Dean |
AAAI | 2 |
| 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 |
IJCAI | 2 |