EDBT 2026 Demo / reviewers in the wild / expert
Mohammadhosein Hasanbeig
dblp:213/8008
· DBLP profile ↗
1ranked-venue papers
1as first author
1since 2021 · last 2021
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 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 |
Reinforcement learning · 100% | |
| Theoretical computer science
1 paper |
Automata and formal languages · 100% |
Topics — the 2 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning
sparse reward reinforcement learning |
0.5 | 1 | 2021 | DeepSynth: Automata Synthesis for Automatic Task Segmentation in Deep Reinforcement Learning · AAAI 2021 |
Automata and formal languages
automata synthesis |
0.5 | 1 | 2021 | DeepSynth: Automata Synthesis for Automatic Task Segmentation in Deep Reinforcement Learning · AAAI 2021 |
Methods — techniques the papers use, named apart from their topics
deep reinforcement learning · 1.0automata learning · 1.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | DeepSynth: Automata Synthesis for Automatic Task Segmentation in Deep Reinforcement LearningabstractThis paper proposes DeepSynth, a method for effective training of deep Reinforcement Learning (RL) agents when the reward is sparse and non-Markovian, but at the same time progress towards the reward requires achieving an unknown sequence of high-level objectives. Our method employs a novel algorithm for synthesis of compact automata to uncover this sequential structure automatically. We synthesise a human-interpretable automaton from trace data collected by exploring the environment. The state space of the environment is then enriched with the synthesised automaton so that the generation of a control policy by deep RL is guided by the discovered structure encoded in the automaton. The proposed approach is able to cope with both high-dimensional, low-level features and unknown sparse non-Markovian rewards. We have evaluated DeepSynth's performance in a set of experiments that includes the Atari game Montezuma's Revenge. Compared to existing approaches, we obtain a reduction of two orders of magnitude in the number of iterations required for policy synthesis, and also a significant improvement in scalability. Mohammadhosein Hasanbeig, Natasha Yogananda Jeppu, Alessandro Abate, Tom Melham, Daniel Kroening |
AAAI | 1 |