Demo Data from EDBT 2026 / reviewers in the wild / expert
Karo Castro-Wunsch
dblp:178/8708
· DBLP profile ↗
2ranked-venue papers
2as first author
0since 2021 · last 2017
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 1 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 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.
| 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 |
|---|---|---|---|
| 2017 | Evaluating Neural Networks as a Method for Identifying Students in Need of AssistanceabstractCourse instructors need to be able to identify students in need of assistance as early in the course as possible. Recent work has suggested that machine learning approaches applied to snapshots of small programming exercises may be an effective solution to this problem. However, these results have been obtained using data from a single institution, and prior work using features extracted from student code has been highly sensitive to differences in context. This work provides two contributions: first, a partial reproduction of previously published results, but in a different context, and second, an exploration of the efficacy of neural networks in solving this problem. Our findings confirm the importance of two features (the number of steps required to solve a problem and the correctness of key problems), indicate that machine learning techniques are relatively stable across contexts (both across terms in a single course and across courses), and suggest that neural network based approaches are as effective as the best Bayesian and decision tree methods. Furthermore, neural networks can be tuned to be reliably pessimistic, so they may serve a complementary role in solving the problem of identifying students who need assistance. Karo Castro-Wunsch, Alireza Ahadi, Andrew Petersen 0001 |
SIGCSE | 1 |
| 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 | 1 |