Demo Data from EDBT 2026 / reviewers in the wild / expert
William Maga
dblp:178/8561
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2016
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 1Graphics, computer vision, multimedia, augmented reality and games · 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
1 paper |
Planning, search and constraint satisfaction · 60% Probabilistic and Bayesian machine learning · 20% Reinforcement learning · 20% |
Topics — the 5 heaviest of 5, 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 |
0.2 | 1 | 2016 | BeeMo, a Monte Carlo Simulation Agent for Playing Parameterized Poker Squares · AAAI 2016 |
Machine learning › Reinforcement learning › multi-armed bandit
greedy algorithm |
0.2 | 1 | 2016 | BeeMo, a Monte Carlo Simulation Agent for Playing Parameterized Poker Squares · AAAI 2016 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
heuristic search |
0.2 | 1 | 2016 | BeeMo, a Monte Carlo Simulation Agent for Playing Parameterized Poker Squares · AAAI 2016 |
Machine learning › Probabilistic and Bayesian machine learning
monte carlo methods |
0.2 | 1 | 2016 | BeeMo, a Monte Carlo Simulation Agent for Playing Parameterized Poker Squares · AAAI 2016 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search |
0.2 | 1 | 2016 | BeeMo, a Monte Carlo Simulation Agent for Playing Parameterized Poker Squares · AAAI 2016 |
Methods — techniques the papers use, named apart from their topics
monte carlo simulation · 0.2iterative improvement · 0.2heuristic learning · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2016 | BeeMo, a Monte Carlo Simulation Agent for Playing Parameterized Poker SquaresabstractWe investigated Parameterized Poker Squares to approximate an optimal game playing agent. We organized our inquiry along three dimensions: partial hand representation, search algorithms, and partial hand utility learning. For each dimension we implemented and evaluated several designs, among which we selected the best strategies to use for BeeMo, our final product. BeeMo uses a parallel flat Monte-Carlo search. The search is guided by a heuristic based on hand patterns utilities, which are learned through an iterative improvement method involving Monte-Carlo simulations and optimized greedy search. Karo Castro-Wunsch, William Maga, Calin Anton |
AAAI | 2 |