Demo Data from EDBT 2026 / reviewers in the wild / expert
Julian R. H. Mariño
dblp:163/6310
· DBLP profile ↗
4ranked-venue papers
3as first author
1since 2021 · last 2021
0000-0002-9013-703XORCID · 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 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author · 1 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
2 papers |
Multi-agent systems · 50% Planning, search and constraint satisfaction · 50% | |
| Human-computer interaction and pervasive computing
1 paper |
Games and playful interaction · 100% | |
| Software engineering, system software, and programming languages
1 paper |
Program synthesis and code generation · 100% |
Topics — the 8 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing |
0.5 | 1 | 2021 | Programmatic Strategies for Real-Time Strategy Games · AAAI 2021 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
search-based planning |
0.5 | 1 | 2021 | Programmatic Strategies for Real-Time Strategy Games · AAAI 2021 |
Games and playful interaction › game genre
real-time strategy games |
0.5 | 1 | 2021 | Programmatic Strategies for Real-Time Strategy Games · AAAI 2021 |
Program synthesis and code generation › controller synthesis
programmatic strategy synthesis |
0.5 | 1 | 2021 | Programmatic Strategies for Real-Time Strategy Games · AAAI 2021 |
Knowledge, reasoning and agents › Multi-agent systems
action abstraction |
0.4 | 1 | 2019 | Evolving Action Abstractions for Real-Time Planning in Extensive-Form Games · AAAI 2019 |
Knowledge, reasoning and agents › Multi-agent systems
equilibrium computation |
0.4 | 1 | 2019 | Evolving Action Abstractions for Real-Time Planning in Extensive-Form Games · AAAI 2019 |
Knowledge, reasoning and agents › Multi-agent systems › game theory
nash equilibrium |
0.4 | 1 | 2019 | Evolving Action Abstractions for Real-Time Planning in Extensive-Form Games · AAAI 2019 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning › online planning
real-time planning |
0.1 | 1 | 2019 | Evolving Action Abstractions for Real-Time Planning in Extensive-Form Games · AAAI 2019 |
Methods — techniques the papers use, named apart from their topics
self-play · 1.5local search · 1.5domain-specific language simplification · 1.5game theory · 0.4evolutionary algorithm · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | Programmatic Strategies for Real-Time Strategy GamesabstractSearch-based systems have shown to be effective for planning in zero-sum games. However, search-based approaches have important disadvantages. First, the decisions of search algorithms are mostly non-interpretable, which is problematic in domains where predictability and trust are desired such as commercial games. Second, the computational complexity of search-based algorithms might limit their applicability, especially in contexts where resources are shared among other tasks such as graphic rendering. In this work we introduce a system for synthesizing programmatic strategies for a real-time strategy (RTS) game. In contrast with search algorithms, programmatic strategies are more amenable to explanations and tend to be efficient, once the program is synthesized. Our system uses a novel algorithm for simplifying domain-specific languages (DSLs) and a local search algorithm that synthesizes programs with self play. We performed a user study where we enlisted four professional programmers to develop programmatic strategies for mRTS, a minimalist RTS game. Our results show that the programs synthesized by our approach can outperform search algorithms and be competitive with programs written by the programmers. Julian R. H. Mariño, Rubens O. Moraes, Tassiana C. Oliveira, Claudio Fabiano Motta Toledo, Levi Lelis |
AAAI | 1 |
| 2019 | Evolving Action Abstractions for Real-Time Planning in Extensive-Form GamesabstractA key challenge for planning systems in real-time multiagent domains is to search in large action spaces to decide an agent’s next action. Previous works showed that handcrafted action abstractions allow planning systems to focus their search on a subset of promising actions. In this paper we show that the problem of generating action abstractions can be cast as a problem of selecting a subset of pure strategies from a pool of options. We model the selection of a subset of pure strategies as a two-player game in which the strategy set of the players is the powerset of the pool of options— we call this game the subset selection game. We then present an evolutionary algorithm for solving such a game. Empirical results on small matches of µRTS show that our evolutionary approach is able to converge to a Nash equilibrium for the subset selection game. Also, results on larger matches show that search algorithms using action abstractions derived by our evolutionary approach are able to substantially outperform all state-of-the-art planning systems tested. Julian R. H. Mariño, Rubens O. Moraes, Claudio Fabiano Motta Toledo, Levi Lelis |
AAAI | 1 |
| 2017 | Understanding mario: an evaluation of design metrics for platformersabstractEvaluating the output of content generators is still one of the key open research challenges in Procedural Content Generation (PCG). This paper presents a collection of metrics for evaluating the quality of platform game levels, and analyzes how well these metrics are able to capture the human-perceived difficulty, visual aesthetics and enjoyment of these levels. We show empirically, in the context of Infinite Mario Bros (IMB), that some of the proposed metrics yield correlation values with human ratings that are near empirical upper bounds derived from a human inter-rater agreement study. We also show that a simple linear regression model using a subset of our metrics as input features is able to substantially outperform a previous approach that uses a neural network for predicting human-perceived difficulty, visual aesthetics, and enjoyment in IMB levels. Adam Summerville, Julian R. H. Mariño, Sam Snodgrass, Santiago Ontañón, Levi Lelis |
FDG | 2 |
| 2015 | Feature Selection as State-Space Search: An Empirical Study in Clustering ProblemsabstractIn this paper we treat the problem of feature selection in unsupervised learning as a state-space search problem. We introduce three different heuristic functions and perform extensive experiments on datasets with tens, hundreds, and thousands of features. Namely, we test different search algorithms using the heuristic functions we introduce. Our results show that the heuristic search approach for feature selection in unsupervised learning problems can be far superior than traditional baselines such as PCA and random projections. Julian R. H. Mariño, Levi Lelis |
SOCS | 1 |