Demo Data from EDBT 2026 / reviewers in the wild / expert
Georgios D. Kontes
dblp:09/3895
· DBLP profile ↗
5ranked-venue papers
1as first author
4since 2021 · last 2025
0000-0001-7051-0960ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 4 · 1 first-author · 3 since 2021Computer networks · 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.
| Theoretical computer science
1 paper |
Quantum computing and quantum information · 100% | |
| Artificial intelligence
1 paper |
Reinforcement learning · 100% |
Topics — the 2 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Quantum computing and quantum information
quantum machine learning |
0.9 | 1 | 2025 | Benchmarking Quantum Reinforcement Learning · ICML 2025 |
Quantum computing and quantum information › quantum machine learning
quantum reinforcement learning |
0.9 | 1 | 2025 | Benchmarking Quantum Reinforcement Learning · ICML 2025 |
Methods — techniques the papers use, named apart from their topics
statistical estimator · 1.7benchmarking methodology · 1.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Benchmarking Quantum Reinforcement LearningabstractBenchmarking and establishing proper statistical validation metrics for reinforcement learning (RL) remain ongoing challenges, where no consensus has been established yet. The emergence of quantum computing and its potential applications in quantum reinforcement learning (QRL) further complicate benchmarking efforts. To enable valid performance comparisons and to streamline current research in this area, we propose a novel benchmarking methodology, which is based on a statistical estimator for sample complexity and a definition of statistical outperformance. Furthermore, considering QRL, our methodology casts doubt on some previous claims regarding its superiority. We conducted experiments on a novel benchmarking environment with flexible levels of complexity. While we still identify possible advantages, our findings are more nuanced overall. We discuss the potential limitations of these results and explore their implications for empirical research on quantum advantage in QRL. Nico Meyer, Christian Ufrecht, George Yammine, Georgios D. Kontes, Christopher Mutschler, Daniel D. Scherer |
ICML | 4 |
| 2025 | Combining Multi-Objective Bayesian Optimization with Reinforcement Learning for TinyMLabstractDeploying deep neural networks (DNNs) on microcontrollers (TinyML) is a common trend to process the increasing amount of sensor data generated at the edge, but in practice, resource and latency constraints make it difficult to find optimal DNN candidates. Neural architecture search (NAS) is an excellent approach to automate this search and can easily be combined with DNN compression techniques commonly used in TinyML. However, many NAS techniques are not only computationally expensive, especially hyperparameter optimization (HPO), but also often focus on optimizing only a single objective, e.g., maximizing accuracy, without considering additional objectives such as memory requirements or computational complexity of a DNN, which are key to making deployment at the edge feasible. In this article, we propose a novel NAS strategy for TinyML based on multi-objective Bayesian optimization (MOBOpt) and an ensemble of competing parametric policies trained using augmented random search (ARS) reinforcement learning (RL) agents. Our methodology aims at efficiently finding tradeoffs between a DNN’s predictive accuracy, memory requirements on a given target system, and computational complexity. Our experiments show that we consistently outperform existing MOBOpt approaches on different datasets and architectures such as ResNet-18 and MobileNetv3. Mark Deutel, Georgios D. Kontes, Christopher Mutschler, Jürgen Teich |
ACM Trans. Evol. Learn. Optim. | 2 |
| 2023 | Efficient Beam Search for Initial Access Using Collaborative FilteringabstractBeamforming-capable antenna arrays overcome the high free-space path loss at higher carrier frequencies. However, the beams must be properly aligned to ensure that the highest power is radiated towards (and received by) the user equipment (UE). While there are methods that improve upon an exhaustive search for optimal beams by some form of hierarchical search, they can be prone to return only locally optimal solutions with small beam gains. Other approaches address this problem by exploiting contextual information, e.g., the position of the UE or information from neighboring base stations (BS), but the burden of computing and communicating this additional information can be high. Methods based on machine learning so far suffer from the accompanying training, performance monitoring and deployment complexity that hinders their application at scale.This paper proposes a novel method for solving the initial beam-discovery problem. It is scalable, and easy to tune and to implement. Our algorithm is based on a recommender system that associates groups (i.e., UEs) and preferences (i.e., beams from a codebook) based on a training data set. Whenever a new UE needs to be served our algorithm returns the best beams in this user cluster. Our simulation results demonstrate the efficiency and robustness of our approach, not only in single BS setups but also in setups that require a coordination among several BSs. Our method consistently outperforms standard baseline algorithms in the given task. George Yammine, Georgios D. Kontes, Norbert Franke, Axel Plinge, Christopher Mutschler |
WCNC | 2 |
| 2021 | Can You Trust Your Autonomous Car? Interpretable and Verifiably Safe Reinforcement LearningabstractSafe and efficient behavior are the key guiding principles for autonomous vehicles. Manually designed rule-based systems need to act very conservatively to ensure a safe operation. This limits their applicability to real-world systems. On the other hand, more advanced behaviors, i.e., policies, learned through means of reinforcement learning (RL) suffer from non-interpretability as they are usually expressed by deep neural networks that are hard to explain. Even worse, there are no formal safety guarantees for their operation. In this paper we introduce a novel pipeline that builds on recent advances in imitation learning and that can generate safe and efficient behavior policies. We combine a reinforcement learning step that solves for safe behavior through the introduction of safety distances with a subsequent innovative safe extraction of decision tree policies. The resulting decision tree is not only easy to interpret, it is also safer than the neural network policy trained for safety. Additionally, we formally prove the safety of trained RL agents for linearized system dynamics, showing that the learned and extracted policy successfully avoids all catastrophic events. Lukas M. Schmidt, Georgios D. Kontes, Axel Plinge, Christopher Mutschler |
IV | 2 |
| 2007 | Coordinated Team Play in the Four-Legged RoboCup LeagueabstractFor a decade now, the RoboCup competition promotes research in robotics through soccer games between autonomous robot teams. The ability to coordinate the players within such a team of robots is the key to the success of the team. Team coordination in a human soccer game is achieved through various team formations, tactics, and strategies. Unfortunately, research in the four-legged RoboCup league has focused mostly on single player skills, demonstrating only limited results in coordinated team play. In our work, we adapt and transfer formations, tactics, and strategies used by human soccer teams, such as the popular 4-4-2 scheme, to our four-legged RoboCup team Kouretes. We define roles for each player in all the cases we consider and we implement these roles using Petri Net Plans (PNP). The assignment of appropriate roles to players is performed dynamically during the game depending on the current game state using a simple communication scheme and a finite state machine. Our approach is implemented and tested on our four-legged RoboCup team. The proposed coordination scheme can be generalized and used in various robot team applications beyond robotic soccer, such as planetary exploration and search-and-rescue missions. Georgios D. Kontes, Michail G. Lagoudakis |
ICTAI (1) | 1 |