VLDB 2026 Research / reviewers in the wild / expert
Jakub Kowalski
dblp:93/11142
· DBLP profile ↗
22ranked-venue papers
13as first author
12since 2021 · last 2026
0000-0003-1932-4278ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 16 · 10 first-author · 9 since 2021Graphics, computer vision, multimedia, augmented reality and games · 8 · 6 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 3 · 3 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 3 first-authorTheory of computation · 2Security and privacy · 1 · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Regular Games - an Automata-Based General Game Playing LanguageabstractWe propose a new General Game Playing (GGP) system called Regular Games (RG). The main goal of RG is to be both computationally efficient and convenient for game design. The system consists of several languages. The core component is a low-level language that defines the rules by a finite automaton. It is minimal with only a few mechanisms, which makes it easy for automatic processing (by agents, analysis, optimization, etc.). The language is universal for the class of all finite turn-based games with imperfect information. Higher-level languages are introduced for game design (by humans or Procedural Content Generation), which are eventually translated to a low-level language. RG generates faster forward models than the current state of the art, beating other GGP systems (Regular Boardgames, Ludii) in terms of efficiency. Additionally, RG's ecosystem includes an editor with LSP, automaton visualization, benchmarking tools, and a debugger of game description transformations. Radoslaw Miernik, Marek Szykula, Jakub Kowalski, Jakub Ciesluk, Lukasz Galas, Wojciech Pawlik |
AAAI | 3 |
| 2025 | Generalized Proof-Number Monte-Carlo Tree SearchabstractThis paper presents Generalized Proof-Number Monte-Carlo Tree Search: a generalization of recently proposed combinations of Proof-Number Search (PNS) with Monte-Carlo Tree Search (MCTS), which use (dis)proof numbers to bias UCB1-based Selection strategies towards parts of the search that are expected to be easily (dis)proven. We propose three core modifications of prior combinations of PNS with MCTS. First, we track proof numbers per player. This reduces code complexity in the sense that we no longer need disproof numbers, and generalizes the technique to be applicable to games with more than two players. Second, we propose and extensively evaluate different methods of using proof numbers to bias the selection strategy, achieving strong performance with strategies that are simpler to implement and compute. Third, we merge our technique with Score Bounded MCTS, enabling the algorithm to prove and leverage upper and lower bounds on scores—as opposed to only proving wins or not-wins. Experiments demonstrate substantial performance increases, reaching the range of 80% for 8 out of the 11 tested board games. Jakub Kowalski, Dennis J. N. J. Soemers, Szymon Kosakowski, Mark H. M. Winands |
ECAI | 1 |
| 2025 | Identification of the supply of business incubation services specializing in artificial intelligence (AI) and the Internet of Things (IoT) for SMEs in Lower SilesiaabstractThe article presents the results of research aimed at identifying the availability and adequacy of incubation services for small and medium-sized enterprises (SMEs) operating in the field of Artificial Intelligence (AI) and the Internet of Things (IoT) in Lower Silesia, Poland. A mixed-methods approach was used, combining desk research with a survey conducted among business support institutions. The findings indicate a significant gap in specialized support for AI and IoT-focused SMEs, suggesting the potential need for a dedicated incubator aligned with regional smart specialization strategies. Recommendations include strengthening public-private partnerships and aligning incubation services with the technological needs of SMEs Grzegorz Krzos, Jakub Kowalski |
KES | 2 |
| 2025 | Proof Number-Based Monte Carlo Tree SearchabstractThis paper proposes a new game-search algorithm, PN-MCTS, which combines Monte-Carlo Tree Search (MCTS) and Proof-Number Search (PNS). These two algorithms have been successfully applied for decision making in a range of domains. We define three areas where the additional knowledge provided by the proof and disproof numbers gathered in MCTS trees might be used: final move selection, solving subtrees, and the UCB1 selection mechanism. We test all possible combinations on different time settings, playing against vanilla UCT on several games: Lines of Action (7×7 and 8×8 board sizes), MiniShogi, Knightthrough, and Awari. Furthermore, we extend this new algorithm to properly address games with draws, like Awari, by adding an additional layer of PNS on top of the MCTS tree. The experiments show that PN-MCTS is able to outperform MCTS in all tested game domains, achieving win rates up to 96.2% for Lines of Action. Jakub Kowalski, Elliot Doe, Mark H. M. Winands, Daniel Górski, Dennis J. N. J. Soemers |
IEEE Trans. Games | 1 |
| 2024 | Fast and Knowledge-Free Deep Learning for General Game Playing (Student Abstract)abstractWe develop a method of adapting the AlphaZero model to General Game Playing (GGP) that focuses on faster model generation and requires less knowledge to be extracted from the game rules. The dataset generation uses MCTS playing instead of self-play; only the value network is used, and attention layers replace the convolutional ones. This allows us to abandon any assumptions about the action space and board topology. We implement the method within the Regular Boardgames GGP system and show that we can build models outperforming the UCT baseline for most games efficiently. Michal Maras, Michal Kepa, Jakub Kowalski, Marek Szykula |
AAAI | 3 |
| 2024 | Introducing Tales of Tribute AI CompetitionabstractThis paper presents a new AI challenge, the Tales of Tribute AI Competition (TOTAIC), based on a two-player deck-building card game released with the High Isle chapter of The Elder Scrolls Online. Currently, there is no other AI competition covering Collectible Card Games (CCG) genre, and there has never been one that targets a deck-building game. Thus, apart from usual CCG-related obstacles to overcome, like randomness, hidden information, and large branching factor, the successful approach additionally requires long-term planning and versatility. The game can be tackled with multiple approaches, including classic adversarial search, single-player planning, and Neural Networks-based algorithms. This paper introduces the competition framework, describes the rules of the game, and presents the results of a tournament between sample AI agents. Jakub Kowalski, Radoslaw Miernik, Katarzyna Polak, Dominik Budzki, Damian Kowalik |
CoG | 1 |
| 2024 | Selective Population Protocols
Adam Ganczorz, Leszek Gasieniec, Tomasz Jurdzinski, Jakub Kowalski, Grzegorz Stachowiak |
SSS | 4 |
| 2023 | Summarizing Strategy Card Game AI CompetitionabstractThis paper concludes five years of AI competitions based on Legends of Code and Magic (LOCM), a small Collectible Card Game (CCG), designed with the goal of supporting research and algorithm development. The game was used in a number of events, including Community Contests on the CodinGame platform, and Strategy Card Game AI Competition at the IEEE Congress on Evolutionary Computation and IEEE Conference on Games. LOCM has been used in a number of publications related to areas such as game tree search algorithms, neural networks, evaluation functions, and CCG deckbuilding. We present the rules of the game, the history of organized competitions, and a listing of the participant and their approaches, as well as some general advice on organizing AI competitions for the research community. Although the COG 2022 edition was announced to be the last one, the game remains available and can be played using an online leaderboard arena. Jakub Kowalski, Radoslaw Miernik |
CoG | 1 |
| 2023 | Use of hydrogen and AI as an opportunities to increase energy autarky and create business more sustainableabstractThe article discusses the challenges and possibilities of using hydrogen and artificial intelligence (AI) to optimize energy consumption and achieve energy self-sufficiency in Polish enterprises. The current economic situation in Europe, including the global energy and economic crisis caused by the Covid-19 pandemic, broken supply chains, and geopolitical conflicts, has led to a shift towards alternative fuels and AI-supported technologies. Hydrogen is identified as a key resource for this energy transformation, with potential applications as an energy source, energy carrier, and raw material. The article highlights the importance of green hydrogen produced through electrolysis powered by renewable energy sources. The use of AI is proposed to enhance the efficiency, control, monitoring, and prediction of hydrogen generation and storage technologies. The Polish energy sector, which heavily relies on coal, is analyzed, and the need for diversification through the integration of renewable energy sources and hydrogen technologies is emphasized. The article also discusses the challenges faced by prosumers (energy producers and consumers) in the context of intermittent energy production and grid limitations. Energy storage technologies, such as electrochemical batteries and hydrogen storage, are considered as solutions to overcome these challenges. The potential of hydrogen as an energy carrier and the role of AI in controlling and optimizing energy systems are highlighted. The article concludes with a discussion of the findings and a summary of the presented information. Grzegorz Krzos, Estera Piwoni-Krzeszowska, Jakub Kowalski, Gunnar Klaus Prause |
KES | 3 |
| 2022 | Split Moves for Monte-Carlo Tree SearchabstractIn many games, moves consist of several decisions made by the player. These decisions can be viewed as separate moves, which is already a common practice in multi-action games for efficiency reasons. Such division of a player move into a sequence of simpler / lower level moves is called splitting. So far, split moves have been applied only in forementioned straightforward cases, and furthermore, there was almost no study revealing its impact on agents' playing strength. Taking the knowledge-free perspective, we aim to answer how to effectively use split moves within Monte-Carlo Tree Search (MCTS) and what is the practical impact of split design on agents' strength. This paper proposes a generalization of MCTS that works with arbitrarily split moves. We design several variations of the algorithm and try to measure the impact of split moves separately on efficiency, quality of MCTS, simulations, and action-based heuristics. The tests are carried out on a set of board games and performed using the Regular Boardgames General Game Playing formalism, where split strategies of different granularity can be automatically derived based on an abstract description of the game. The results give an overview of the behavior of agents using split design in different ways. We conclude that split design can be greatly beneficial for single- as well as multi-action games. Jakub Kowalski, Maksymilian Mika, Wojciech Pawlik, Jakub Sutowicz, Marek Szykula, Mark H. M. Winands |
AAAI | 1 |
| 2022 | Developing a Successful Bomberman AgentabstractIn this paper, we study AI approaches to successfully play a 2-4 players, full information, Bomberman variant published on the CodinGame platform. We compare the behavior of three search algorithms: Monte Carlo Tree Search, Rolling Horizon Evolution, and Beam Search. We present various enhancements leading to improve the agents' strength that concern search, opponent prediction, game state evaluation, and game engine encoding. Our top agent variant is based on a Beam Search with low-level bit-based state representation and evaluation function heavy relying on pruning unpromising states based on simulation-based estimation of survival. It reached the top one position among the 2,300 AI agents submitted on the CodinGame arena. Dominik Kowalczyk, Jakub Kowalski, Hubert Obrzut, Michal Maras, Szymon Kosakowski, Radoslaw Miernik |
ICAART (2) | 2 |
| 2022 | Evolving Evaluation Functions for Collectible Card Game AIabstractIn this work, we presented a study regarding two important aspects of evolving feature-based game evaluation functions: the choice of genome representation and the choice of opponent used to test the model. We compared three representations. One simpler and more limited, based on a vector of weights that are used in a linear combination of predefined game features. And two more complex, based on binary and n-ary trees. On top of this test, we also investigated the influence of fitness defined as a simulation-based function that: plays against a fixed weak opponent, plays against a fixed strong opponent, and plays against the best individual from the previous population. For a testbed, we have chosen a recently popular domain of digital collectible card games. We encoded our experiments in a programming game, Legends of Code and Magic, used in Strategy Card Game AI Competition. However, as the problems stated are of general nature we are convinced that our observations are applicable in the other domains as well. Radoslaw Miernik, Jakub Kowalski |
ICAART (3) | 2 |
| 2020 | Evolutionary Approach to Collectible Arena Deckbuilding using Active Card Game GenesabstractIn this paper, we evolve a card-choice strategy for the arena mode of Legends of Code and Magic, a programming game inspired by popular collectible card games like Hearthstone or TES: Legends. In the arena game mode, before each match, a player has to construct his deck choosing cards one by one from the previously unknown options. Such a scenario is difficult from the optimization point of view, as not only the fitness function is non-deterministic, but its value, even for a given problem instance, is impossible to be calculated directly and can only be estimated with simulation-based approaches. We propose a variant of the evolutionary algorithm that uses a concept of an active gene to reduce the range of the operators only to generation-specific subsequences of the genotype. Thus, we batched learning process and constrained evolutionary updates only to the cards relevant for the particular draft, without forgetting the knowledge from the previous tests.We developed and tested various implementations of this idea, investigating their performance by taking into account the computational cost of each variant. Performed experiments show that some of the introduced active-genes algorithms tend to learn faster and produce statistically better draft policies than the compared methods. Jakub Kowalski, Radoslaw Miernik |
CEC | 1 |
| 2020 | Efficient Reasoning in Regular BoardgamesabstractWe present the technical side of reasoning in Regular Boardgames (RBG) language - a universal General Game Playing (GGP) formalism for the class of finite deterministic games with perfect information, encoding rules in the form of regular expressions. RBG serves as a research tool that aims to aid in the development of generalized algorithms for knowledge inference, analysis, generation, learning, and playing games. In all these tasks, both generality and efficiency are important.In the first part, this paper describes optimizations used by the RBG compiler. The impact of these optimizations ranges from 1.7 to even 33-fold efficiency improvement when measuring the number of possible game playouts per second. Then, we perform an in-depth efficiency comparison with three other modern GGP systems (GDL, Ludii, Ai Ai). We also include our own highly optimized game-specific reasoners to provide a point of reference of the maximum speed. Our experiments show that RBG is currently the fastest among the abstract general game playing languages, and its efficiency can be competitive to common interface-based systems that rely on handcrafted game-specific implementations. Finally, we discuss some issues and methodology of computing benchmarks like this. Jakub Kowalski, Radoslaw Miernik, Maksymilian Mika, Wojciech Pawlik, Jakub Sutowicz, Marek Szykula, Andrzej Tkaczyk |
CoG | 1 |
| 2019 | Regular BoardgamesabstractWe propose a new General Game Playing (GGP) language called Regular Boardgames (RBG), which is based on the theory of regular languages. The objective of RBG is to join key properties as expressiveness, efficiency, and naturalness of the description in one GGP formalism, compensating certain drawbacks of the existing languages. This often makes RBG more suitable for various research and practical developments in GGP. While dedicated mostly for describing board games, RBG is universal for the class of all finite deterministic turn-based games with perfect information. We establish foundations of RBG, and analyze it theoretically and experimentally, focusing on the efficiency of reasoning. Regular Boardgames is the first GGP language that allows efficient encoding and playing games with complex rules and with large branching factor (e.g. amazons, arimaa, large chess variants, go, international checkers, paper soccer). Jakub Kowalski, Maksymilian Mika, Jakub Sutowicz, Marek Szykula |
AAAI | 1 |
| 2018 | Mapping Chess Aesthetics onto Procedurally Generated Chess-Like Games
Jakub Kowalski, Antonios Liapis, Lukasz Zarczynski |
EvoApplications | 1 |
| 2017 | A New Evolutionary Algorithm for Synchronization
Jakub Kowalski, Adam Roman |
EvoApplications (1) | 1 |
| 2016 | Evolving Chess-like Games Using Relative Algorithm Performance Profiles
Jakub Kowalski, Marek Szykula |
EvoApplications (1) | 1 |
| 2016 | Towards a Real-time Game Description LanguageabstractFor the sake of the General Game Playing competition, the Game Description Language (GDL) has been developed as a high-level knowledge representation formalism, able to describe any finite, n-player, turnbased, deterministic, full-information game. The last two restrictions were removed by the later extension
called GDL-II. In this paper, we discuss our extension of GDL, called rtGDL, that makes it possible to describe a large variety of games involving a real-time factor. We consider its effectiveness and expressiveness, arguing that this is a promising direction of research in the field of General Game Playing. Jakub Kowalski, Andrzej Kisielewicz 0001 |
ICAART (2) | 1 |
| 2016 | Experiments with Synchronizing Automata
Andrzej Kisielewicz 0001, Jakub Kowalski, Marek Szykula |
CIAA | 2 |
| 2015 | Testing general game players against a Simplified Boardgames player using temporal-difference learningabstractIn this paper we assess the progress of General Game Playing by comparing some state-of-the-art GGP players with an exemplary program dedicated to playing games in a smaller class called Simplified Boardgames. Conclusions on further possible development are made. The paper is also the first step in creating a standard test class for measuring performance of GGP players. Jakub Kowalski, Andrzej Kisielewicz 0001 |
CEC | 1 |
| 2013 | A Fast Algorithm Finding the Shortest Reset Words
Andrzej Kisielewicz 0001, Jakub Kowalski, Marek Szykula |
COCOON | 2 |