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Paul Bertens

dblp:180/5831 · DBLP profile ↗
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2ranked-venue papers
1as first author
1since 2021 · last 2022
—ORCID · none

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

Artificial intelligence and machine learning · 2 · 1 first-author · 1 since 2021

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
Multi-agent systems · 50% Representation and self-supervised learning · 50%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Emerging computing paradigms · 100%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Multi-agent systems › swarm robotics
self-organization
0.612022
Emergence of Hierarchical Layers in a Single Sheet of Self-Organizing Spiking Neurons · NeurIPS 2022
Machine learning › Representation and self-supervised learning › representation learning › dimensionality reduction › manifold learning
topographic maps
0.612022
Emergence of Hierarchical Layers in a Single Sheet of Self-Organizing Spiking Neurons · NeurIPS 2022
Emerging computing paradigms
neuromorphic computing
0.612022
Emergence of Hierarchical Layers in a Single Sheet of Self-Organizing Spiking Neurons · NeurIPS 2022
Emerging computing paradigms › neuromorphic computing
spiking neural network
0.612022
Emergence of Hierarchical Layers in a Single Sheet of Self-Organizing Spiking Neurons · NeurIPS 2022

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

spike-timing-dependent plasticity · 1.1lateral excitation and inhibition · 1.1
YearPublicationVenuePosition
2022 Emergence of Hierarchical Layers in a Single Sheet of Self-Organizing Spiking Neurons
abstract
Traditionally convolutional neural network architectures have been designed by stacking layers on top of each other to form deeper hierarchical networks. The cortex in the brain however does not just stack layers as done in standard convolution neural networks, instead different regions are organized next to each other in a large single sheet of neurons. Biological neurons self organize to form topographic maps, where neurons encoding similar stimuli group together to form logical clusters. Here we propose new self-organization principles that allow for the formation of hierarchical cortical regions (i.e. layers) in a completely unsupervised manner without requiring any predefined architecture. Synaptic connections are dynamically grown and pruned, which allows us to actively constrain the number of incoming and outgoing connections. This way we can minimize the wiring cost by taking into account both the synaptic strength and the connection length. The proposed method uses purely local learning rules in the form of spike-timing-dependent plasticity (STDP) with lateral excitation and inhibition. We show experimentally that these self-organization rules are sufficient for topographic maps and hierarchical layers to emerge. Our proposed Self-Organizing Neural Sheet (SONS) model can thus form traditional neural network layers in a completely unsupervised manner from just a single large pool of unstructured spiking neurons.
Paul Bertens, Seong-Whan Lee
NeurIPS1
2019 Game Data Mining Competition on Churn Prediction and Survival Analysis Using Commercial Game Log Data
abstract
Game companies avoid sharing their game data with external researchers. Only a few research groups have been granted limited access to game data so far. The reluctance of these companies to make data publicly available limits the wide use and development of data mining techniques and artificial intelligence research specific to the game industry. In this paper, we developed and implemented an international competition on game data mining using commercial game log data from one of the major game companies in South Korea: NCSOFT. Our approach enabled researchers to develop and apply state-of-the-art data mining techniques to game log data by making the data open. For the competition, data were collected from Blade & Soul, an action role-playing game, from NCSOFT. The data comprised approximately 100 GB of game logs from 10 000 players. The main aim of the competition was to predict whether a player would churn and when the player would churn during two periods between which the business model was changed to a free-to-play model from a monthly subscription. The results of the competition revealed that highly ranked competitors used deep learning, tree boosting, and linear regression.
Eunjo Lee, Yoonjae Jang, DuMim Yoon, JiHoon Jeon, Seong-Il Yang, Sang-Kwang Lee, Dae-Wook Kim, Pei Pei Chen, Anna Guitart, Paul Bertens, Africa Perianez, Fabian Hadiji, Marc Müller, Youngjun Joo, Inchon Hwang, Kyung-Joong Kim 0001
IEEE Trans. Games10