Demo Data from EDBT 2026 / reviewers in the wild / expert
Mikulas Zelinka
dblp:213/7313
· DBLP profile ↗
2ranked-venue papers
1as first author
0since 2021 · last 2020
0000-0001-7653-1084ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 2 · 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 |
Reinforcement learning · 50% Knowledge representation and reasoning · 50% |
Topics — the 1 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning › reinforcement learning environment
text-based games |
0.4 | 1 | 2020 | Learning Dynamic Belief Graphs to Generalize on Text-Based Games · NeurIPS 2020 |
Methods — techniques the papers use, named apart from their topics
transformer · 0.4self-supervised learning · 0.4graph neural network · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Learning Dynamic Belief Graphs to Generalize on Text-Based GamesabstractPlaying text-based games requires skills in processing natural language and sequential decision making. Achieving human-level performance on text-based games remains an open challenge, and prior research has largely relied on hand-crafted structured representations and heuristics. In this work, we investigate how an agent can plan and generalize in text-based games using graph-structured representations learned end-to-end from raw text. We propose a novel graph-aided transformer agent (GATA) that infers and updates latent belief graphs during planning to enable effective action selection by capturing the underlying game dynamics. GATA is trained using a combination of reinforcement and self-supervised learning. Our work demonstrates that the learned graph-based representations help agents converge to better policies than their text-only counterparts and facilitate effective generalization across game configurations. Experiments on 500+ unique games from the TextWorld suite show that our best agent outperforms text-based baselines by an average of 24.2%. Ashutosh Adhikari, Xingdi Yuan, Marc-Alexandre Côté, Mikulas Zelinka, Marc-Antoine Rondeau, Romain Laroche, Pascal Poupart, Jian Tang 0005, Adam Trischler, William L. Hamilton |
NeurIPS | 4 |
| 2018 | Baselines for Reinforcement Learning in Text GamesabstractThe ability to learn optimal control policies in systems where action space is defined by sentences in natural language would allow many interesting real-world applications such as automatic optimisation of dialogue systems. Text-based games with multiple endings and rewards are a promising platform for this task, since their feedback allows us to employ reinforcement learning techniques to jointly learn text representations and control policies. We argue that the key property of AI agents, especially in the text-games context, is their ability to generalise to previously unseen games. We present a minimalistic text-game playing agent, testing its generalisation and transfer learning performance and showing its ability to play multiple games at once. We also present pyfiction, an open-source library for universal access to different text games that could, together with our agent that implements its interface, serve as a baseline for future research. Mikulas Zelinka |
ICTAI | 1 |