EDBT 2026 Demo / reviewers in the wild / expert
Piotr Beling
dblp:119/5115
· DBLP profile ↗
4ranked-venue papers
4as first author
2since 2021 · last 2026
0000-0003-3048-3704ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 3 · 3 first-author · 1 since 2021Theory of computation · 1 · 1 first-author · 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 |
Algorithms and data structures · 67% Algorithmic game theory and mechanism design · 33% | |
| Artificial intelligence
1 paper |
Planning, search and constraint satisfaction · 100% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Algorithms and data structures › search algorithms
game tree search |
0.4 | 1 | 2020 | On pruning search trees of impartial games · Artif. Intell. 2020 |
Algorithmic game theory and mechanism design › zero-sum game
impartial games |
0.4 | 1 | 2020 | On pruning search trees of impartial games · Artif. Intell. 2020 |
Algorithms and data structures
pruning |
0.4 | 1 | 2020 | On pruning search trees of impartial games · Artif. Intell. 2020 |
Methods — techniques the papers use, named apart from their topics
game tree pruning · 0.9combinatorial game theory · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | PHast - Perfect Hashing made fastabstractPerfect hash functions give unique “names” to arbitrary keys requiring only a few bits per key. This is an essential building block in applications like static hash tables, databases, or bioinformatics. This paper introduces the PHast approach that combines the fastest available queries, very fast construction, and good space consumption (below 2 bits per key). PHast improves bucket-placement which first hashes each key \(k\) to a bucket, and then looks for the bucket seed \(s\) such that a placement function maps pairs \((s,\, k)\) in a collision-free way. PHast can use smallrange hash functions with linear mapping, fixed-width encoding of seeds, and parallel construction. This is achieved using small overlapping slices of allowed values and bumping to handle unsuccessful seed assignment. A variant we called PHast+ uses additive placement, which enables bit-parallel seed searching, speeding up the construction by an order of magnitude. Piotr Beling, Peter Sanders 0001 |
ALENEX | 1 |
| 2022 | Deep Infeasibility Exploration Method for Vehicle Routing Problems
Piotr Beling, Piotr Cybula, Andrzej Jaszkiewicz, Przemyslaw Pelka, Marek Rogalski 0001, Piotr Sielski |
EvoCOP | 1 |
| 2020 | On pruning search trees of impartial games
Piotr Beling, Marek Rogalski 0001 |
Artif. Intell. | 1 |
| 2017 | Partition Search RevisitedabstractPartition search is a form of game search, proposed by Matthew L. Ginsberg in 1996, who wrote that the method “incorporates dependency analysis, allowing substantial reductions in the portion of the tree that needs to be expanded.” In this paper, some improvements of the partition search algorithm are proposed. The effectiveness of the most important extension we contribute, which we call local partition search, has been verified experimentally. The results obtained (which we present in the paper) show that using this extension, leads, in the case of bridge, to a significant reduction (almost by half) of the search tree size and calculation time. Another extension we proposed allows for more effective usage of the transposition table (using it to narrow the search window or by cutting more than one entry). Additionally, we contribute a formal proof of the correctness of all presented partition search variants. We draw conclusions from it about a possible generalization of partition search by making the definition of a partition system less restrictive. We also provide a formal definition of a partition system for the double dummy bridge. Piotr Beling |
IEEE Trans. Comput. Intell. AI Games | 1 |