VLDB 2026 Research / reviewers in the wild / expert
Arnold K. Griffith
dblp:69/155
· DBLP profile ↗
5ranked-venue papers
5as first author
0since 2021 · last 1976
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 2 · 2 first-authorSystems, architecture and hardware · 2 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 first-author
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.
| Computer graphics and multimedia
3 papers |
Image and video processing · 100% | |
| Artificial intelligence
1 paper |
Planning, search and constraint satisfaction · 100% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Performance modeling and evaluation · 100% |
Topics — the 6 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Image and video processing › edge detection
line detection |
0.0 | 2 | 1973 | Mathematical Models for Automatic Line Detection · J. ACM 1973 Mathematical Models for Automatic Line Detection · IJCAI 1971 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search › minimax search
alpha-beta pruning |
0.0 | 1 | 1976 | Empirical Exploration of the Performance of the Alpha Beta Tree-Searching Heuristic · IEEE Trans. Computers 1976 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game tree search |
0.0 | 1 | 1976 | Empirical Exploration of the Performance of the Alpha Beta Tree-Searching Heuristic · IEEE Trans. Computers 1976 |
Performance modeling and evaluation
benchmarking |
0.0 | 1 | 1976 | Empirical Exploration of the Performance of the Alpha Beta Tree-Searching Heuristic · IEEE Trans. Computers 1976 |
Image and video processing
edge detection |
0.0 | 1 | 1973 | Edge Detection in Simple Scenes Using a Priori Information · IEEE Trans. Computers 1973 |
Image and video processing › edge detection
straight edge detection |
0.0 | 1 | 1973 | Edge Detection in Simple Scenes Using a Priori Information · IEEE Trans. Computers 1973 |
Methods — techniques the papers use, named apart from their topics
empirical analysis · 0.0statistical modeling · 0.0heuristic search · 0.0decision theory · 0.0a priori information · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 1976 | Empirical Exploration of the Performance of the Alpha Beta Tree-Searching HeuristicabstractThe alpha beta heuristic has been used extensively as a means for reducing the tree-searching effort in computer game-playing programs. It is well known that if the number of terminal nodes in a tree is N, then under optimal circumstances the alpha beta heuristic reduces the actual number of nodes examined to about 2N½. This is a substantial reduction in the case that N is on the order of ten thousand to a million. Unfortunately these optimal conditions are equivalent, in the case of game playing, to having immediate knowledge for every position in the tree as to which alternative is the best one; and this amount of foreknowledge would make tree searching unnecessary in the first place! This paper explores quantitively the performance of the alpha beta heuristic under a wide variety of conditions other than the optimal one, including several situations occurring in actual game-playing programs. Arnold K. Griffith |
IEEE Trans. Computers | 1 |
| 1974 | A Comparison and Evaluation of Three Machine Learning Procedures as Applied to the Game of Checkers
Arnold K. Griffith |
Artif. Intell. | 1 |
| 1973 | Mathematical Models for Automatic Line DetectionabstractA particular decision-theoretic approach to the problem of detecting straight edges and lines in pictures is discussed. A model is proposed of the appearance of scenes consisting of prismatic solids, taking into account blurring, noise, and smooth variations in intensity over faces. A suboptimal statistical decision procedure is developed for the identification of a line within a narrow band in the field of view, given an array of intensity values from within the band. The performance of this procedure is illustrated and discussed. Arnold K. Griffith |
J. ACM | 1 |
| 1973 | Edge Detection in Simple Scenes Using a Priori InformationabstractA system of programs is described for the detection of the straight edge lines in simple scenes. Distinct lines are detected by a procedure that is relatively inexpensive. The more subtle lines are then located by a search that is much more costly per unit area, but which is only applied to certain areas suggested by the locations of the lines already found. The considerable efficiency of this approach to edge detection is discussed both theoretically and in relation to the performance of the present system. The heuristics used in proposing possible subtle lines are described in detail. In addition, considerable attention is devoted to other aspects of the procedure such as: local edge-detection operators, vertex finding, and the extraction of lines from local evidence. Arnold K. Griffith |
IEEE Trans. Computers | 1 |
| 1971 | Mathematical Models for Automatic Line Detection
Arnold K. Griffith |
IJCAI | 1 |