Demo Data from EDBT 2026 / reviewers in the wild / expert
Sotetsu Koyamada
dblp:156/0133
· DBLP profile ↗
4ranked-venue papers
3as first author
3since 2021 · last 2024
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 1 first-author · 2 since 2021Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021Databases, data management, data science and information retrieval · 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 architecture, parallel and distributed computing, and storage systems
1 paper |
Hardware accelerators and domain-specific architectures · 77% GPUs and heterogeneous computing · 23% | |
| 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 |
|---|---|---|---|---|
Machine learning › Reinforcement learning
reinforcement learning environment |
0.7 | 1 | 2023 | Pgx: Hardware-Accelerated Parallel Game Simulators for Reinforcement Learning · NeurIPS 2023 |
Hardware accelerators and domain-specific architectures › machine learning accelerator
reinforcement learning accelerator |
0.7 | 1 | 2023 | Pgx: Hardware-Accelerated Parallel Game Simulators for Reinforcement Learning · NeurIPS 2023 |
Methods — techniques the papers use, named apart from their topics
parallelization · 1.3auto-vectorization · 1.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | A Simple, Solid, and Reproducible Baseline for Bridge Bidding AIabstractContract bridge, a cooperative game characterized by imperfect information and multi-agent dynamics, poses significant challenges and serves as a critical benchmark in artificial intelligence (AI) research. Success in this domain requires agents to effectively cooperate with their partners. This study demonstrates that an appropriate combination of existing methods can perform surprisingly well in bridge bidding against WBridge5, a leading benchmark in the bridge bidding system and a multiple-time World Computer-Bridge Championship winner. Our approach is notably simple, yet it outperforms the current state-of-the-art methodologies in this field. Furthermore, we have made our code and models publicly available as open-source software. This initiative provides a strong starting foundation for future bridge AI research, facilitating the development and verification of new strategies and advancements in the field. Haruka Kita, Sotetsu Koyamada, Yotaro Yamaguchi, Shin Ishii |
CoG | 2 |
| 2023 | Pgx: Hardware-Accelerated Parallel Game Simulators for Reinforcement LearningabstractWe propose Pgx, a suite of board game reinforcement learning (RL) environments written in JAX and optimized for GPU/TPU accelerators. By leveraging JAX's auto-vectorization and parallelization over accelerators, Pgx can efficiently scale to thousands of simultaneous simulations over accelerators. In our experiments on a DGX-A100 workstation, we discovered that Pgx can simulate RL environments 10-100x faster than existing implementations available in Python. Pgx includes RL environments commonly used as benchmarks in RL research, such as backgammon, chess, shogi, and Go. Additionally, Pgx offers miniature game sets and baseline models to facilitate rapid research cycles. We demonstrate the efficient training of the Gumbel AlphaZero algorithm with Pgx environments. Overall, Pgx provides high-performance environment simulators for researchers to accelerate their RL experiments. Pgx is available at https://github.com/sotetsuk/pgx. Sotetsu Koyamada, Shinri Okano, Soichiro Nishimori, Yu Murata, Keigo Habara, Haruka Kita, Shin Ishii |
NeurIPS | 1 |
| 2022 | Mjx: A framework for Mahjong AI researchabstractNumerous games have served as testbeds for artificial intelligence (AI) research to measure its progress. Mahjong is a highly challenging multi-agent imperfect information game with a vast player population. However, a challenge with using Mahjong as a testbed for AI is the lack of a publicly available framework that is fast, easy to use and implements popular rules for human players. We propose and describe Mjx, an open-source Mahjong framework, which implements one of the most popular Mahjong rules, riichi Mahjong (Japanese Mahjong). We compared the execution speed of Mjx with existing popular open-source software and demonstrated that it achieves 100x faster performance. Mjx is available at https://github.conmjx-project/mjx. Sotetsu Koyamada, Keigo Habara, Nao Goto, Shinri Okano, Soichiro Nishimori, Shin Ishii |
CoG | 1 |
| 2015 | Principal Sensitivity Analysis
Sotetsu Koyamada, Masanori Koyama, Ken Nakae, Shin Ishii |
PAKDD (1) | 1 |