Richard G. Freedman

dblp:149/1224 · also Richard Gabriel Freedman · DBLP profile ↗
← Back
6ranked-venue papers
2as first author
3since 2021 · last 2023
0000-0002-3511-5970ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 5 · 2 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-author · 3 since 2021Human-computer interaction and ubiquitous 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.

Artificial intelligence
3 papers
Planning, search and constraint satisfaction · 61% Reinforcement learning · 20% Multi-agent systems · 20%
Human-computer interaction and pervasive computing
2 papers
Games and playful interaction · 82% Human-robot interaction · 18%
Computer graphics and multimedia
1 paper
Audio and music processing · 100%

Topics — the 10 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Audio and music processing › music information retrieval
music emotion recognition
0.712023
Predicting Perceived Music Emotions with Respect to Instrument Combinations · AAAI 2023
Games and playful interaction › game design
game balancing
0.612022
Ludus: An Optimization Framework to Balance Auto Battler Cards · AAAI 2022
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
plan recognition
0.522017
Integration of Planning with Recognition for Responsive Interaction Using Classical Planners · AAAI 2017
Integrating Planning and Recognition to Close the Interaction Loop · AAAI 2016
Knowledge, reasoning and agents › Multi-agent systems › autonomous agents
game-playing agents
0.512021
Evaluating Gin Rummy Hands Using Opponent Modeling and Myopic Meld Distance · AAAI 2021
Machine learning › Reinforcement learning › multi-agent reinforcement learning
opponent modeling
0.512021
Evaluating Gin Rummy Hands Using Opponent Modeling and Myopic Meld Distance · AAAI 2021
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
classical planning
0.312017
Integration of Planning with Recognition for Responsive Interaction Using Classical Planners · AAAI 2017
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › plan recognition
goal recognition
0.312017
Integration of Planning with Recognition for Responsive Interaction Using Classical Planners · AAAI 2017
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
interactive planning
0.312017
Integration of Planning with Recognition for Responsive Interaction Using Classical Planners · AAAI 2017
Audio and music processing › source separation
music source separation
0.212023
Predicting Perceived Music Emotions with Respect to Instrument Combinations · AAAI 2023
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game tree search
0.112021
Evaluating Gin Rummy Hands Using Opponent Modeling and Myopic Meld Distance · AAAI 2021

Methods — techniques the papers use, named apart from their topics

random forest · 0.7convolutional recurrent neural network · 0.7sampling-based approximation · 0.6global search · 0.6opponent modeling · 0.5myopic meld distance · 0.5probabilistic recognition · 0.3classical planners · 0.3
YearPublicationVenuePosition
2023 Predicting Perceived Music Emotions with Respect to Instrument Combinations
abstract
Music Emotion Recognition has attracted a lot of academic research work in recent years because it has a wide range of applications, including song recommendation and music visualization. As music is a way for humans to express emotion, there is a need for a machine to automatically infer the perceived emotion of pieces of music. In this paper, we compare the accuracy difference between music emotion recognition models given music pieces as a whole versus music pieces separated by instruments. To compare the models' emotion predictions, which are distributions over valence and arousal values, we provide a metric that compares two distribution curves. Using this metric, we provide empirical evidence that training Random Forest and Convolution Recurrent Neural Network with mixed instrumental music data conveys a better understanding of emotion than training the same models with music that are separated into each instrumental source.
Viet Dung Nguyen, Quan H. Nguyen, Richard G. Freedman
AAAI3
2022 Ludus: An Optimization Framework to Balance Auto Battler Cards
abstract
Auto battlers are a recent genre of online deck-building games where players choose and arrange cards that then compete against other players' cards in fully-automated battles. As in other deck-building games, such as trading card games, designers must balance the cards to permit a wide variety of competitive strategies. We present Ludus, a framework that combines automated playtesting with global search to optimize parameters for each card that will assist designers in balancing new content. We develop a sampling-based approximation to reduce the playtesting needed during optimization. To guide the global search, we define metrics characterizing the health of the metagame and explore their impacts on the results of the optimization process. Our research focuses on an auto battler game we designed for AI research, but our approach is applicable to other auto battler games.
Nathaniel Budijono, Phoebe Goldman, Jack Maloney, Joseph B. Mueller, Phillip Walker, Jack Ladwig, Richard G. Freedman
AAAI7
2021 Evaluating Gin Rummy Hands Using Opponent Modeling and Myopic Meld Distance
abstract
Gin Rummy is a popular two-player card game involving choices to draw and discard cards to form sets of matching cards. Unlike other popular games such as Chess, Poker, and Go, there is little formal artificial intelligence research about how to make good decisions when playing Gin Rummy. In this paper, we develop an agent that plays Gin Rummy through a combination of known and expected card values, modeling the opponent to predict their cards of interest, and a conservative approach to assessing when to end the hand. In addition to discussing our observations about Gin Rummy that inspired our agent's design and how the agent works, we evaluate the relative importance of various features employed by our agent by competing agents which implement various subsets of those features.
Phoebe Goldman, Corey R. Knutson, Ryan Mahtab, Jack Maloney, Joseph B. Mueller, Richard G. Freedman
AAAI6
2017 Integration of Planning with Recognition for Responsive Interaction Using Classical Planners
abstract
Interaction between multiple agents requires some form of coordination and a level of mutual awareness. When computers and robots interact with people, they need to recognize human plans and react appropriately. Plan and goal recognition techniques have focused on identifying an agent's task given a sufficiently long action sequence. However, by the time the plan and/or goal are recognized, it may be too late for computing an interactive response. We propose an integration of planning with probabilistic recognition where each method uses intermediate results from the other as a guiding heuristic for recognition of the plan/goal in-progress as well as the interactive response. We show that, like the used recognition method, these interaction problems can be compiled into classical planning problems and solved using off-the-shelf methods. In addition to the methodology, this paper introduces problem categories for different forms of interaction, an evaluation metric for the benefits from the interaction, and extensions to the recognition algorithm that make its intermediate results more practical while the plan is in progress.
Richard G. Freedman, Shlomo Zilberstein
AAAI1
2016 Integrating Planning and Recognition to Close the Interaction Loop
Richard G. Freedman
AAAI1
2015 Learning Therapy Strategies from Demonstration Using Latent Dirichlet Allocation
abstract
The use of robots in stroke rehabilitation has become a popular trend in rehabilitation robotics. However, despite the acknowledged value of customized service for individual patients, research on programming adaptive therapy for individual patients has received little attention. The goal of the current study is to model teletherapy sessions in the form of a generative process for autonomous therapy that approximate the demonstrations of the therapist. The resulting autonomous programs for therapy may imitate the strategy that the therapist might have employed and reinforce therapeutic exercises between teletherapy sessions. We propose to encode the therapist's decision criteria in terms of the patient's motor performance features. Specifically, in this work, we apply Latent Dirichlet Allocation on the batch data collected during teletherapy sessions between a single stroke patient and a single therapist. Using the resulting models, the therapeutic exercise targets are generated and are verified with the same therapist who generated the data.
Hee-Tae Jung 0001, Richard G. Freedman, Tammie Foster, Yu-Kyong Choe, Shlomo Zilberstein, Roderic A. Grupen
IUI2