Demo Data from EDBT 2026 / reviewers in the wild / expert
Adrian Goldwaser
dblp:199/6639
· DBLP profile ↗
3ranked-venue papers
3as first author
0since 2021 · last 2020
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 3 · 3 first-authorSoftware engineering, systems software and programming languages · 1 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 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 · 75% Reinforcement learning · 25% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning
deep reinforcement learning |
0.4 | 1 | 2020 | Deep Reinforcement Learning for General Game Playing · AAAI 2020 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game tree search |
0.4 | 1 | 2020 | Deep Reinforcement Learning for General Game Playing · AAAI 2020 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game playing
general game playing |
0.4 | 1 | 2020 | Deep Reinforcement Learning for General Game Playing · AAAI 2020 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search |
0.4 | 1 | 2020 | Deep Reinforcement Learning for General Game Playing · AAAI 2020 |
Methods — techniques the papers use, named apart from their topics
monte carlo tree search · 0.4deep reinforcement learning · 0.4alphazero · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Deep Reinforcement Learning for General Game PlayingabstractGeneral Game Playing agents are required to play games they have never seen before simply by looking at a formal description of the rules of the game at runtime. Previous successful agents have been based on search with generic heuristics, with almost no work done into using machine learning. Recent advances in deep reinforcement learning have shown it to be successful in some two-player zero-sum board games such as Chess and Go. This work applies deep reinforcement learning to General Game Playing, extending the AlphaZero algorithm and finds that it can provide competitive results. Adrian Goldwaser, Michael Thielscher |
AAAI | 1 |
| 2018 | Optimal Torpedo SchedulingabstractWe consider the torpedo scheduling problem in steel production, which is concerned with the transport of hot metal from a blast furnace to an oxygen converter. A schedule must satisfy, amongst other considerations, resource capacity constraints along the path and the locations traversed as well as the sulfur level of the hot metal. The goal is first to minimize the number of torpedo cars used during the planning horizon and second to minimize the time spent desulfurizing the hot metal. We propose an exact solution method based on Logic based Benders Decomposition using Mixed-Integer and Constraint Programming, which optimally solves and proves, for the first time, the optimality of all instances from the ACP Challenge 2016 within 10 minutes. In addition, we adapted our method to handle large-scale instances and instances with a more general rail network. This adaptation optimally solved all challenge instances within one minute and was able to solve instances of up to 100,000 hot metal pickups. Adrian Goldwaser, Andreas Schutt |
J. Artif. Intell. Res. | 1 |
| 2017 | Optimal Torpedo Scheduling
Adrian Goldwaser, Andreas Schutt |
CP | 1 |