Demo Data from EDBT 2026 / reviewers in the wild / expert
Tomas Rigaux
dblp:223/4813
· DBLP profile ↗
3ranked-venue papers
1as first author
3since 2021 · last 2024
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 2 · 1 first-author · 2 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 2 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021Human-computer interaction and ubiquitous computing · 1 · 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 · 50% Graph learning · 50% |
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
alphazero |
0.8 | 1 | 2024 | Enhancing Chess Reinforcement Learning with Graph Representation · NeurIPS 2024 |
Machine learning › Reinforcement learning
deep reinforcement learning |
0.8 | 1 | 2024 | Enhancing Chess Reinforcement Learning with Graph Representation · NeurIPS 2024 |
Machine learning › Graph learning › graph neural network › attention-based graph neural network
graph attention network |
0.8 | 1 | 2024 | Enhancing Chess Reinforcement Learning with Graph Representation · NeurIPS 2024 |
Machine learning › Graph learning
graph neural network |
0.8 | 1 | 2024 | Enhancing Chess Reinforcement Learning with Graph Representation · NeurIPS 2024 |
Methods — techniques the papers use, named apart from their topics
graph neural network · 0.8graph attention network · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | Enhancing Chess Reinforcement Learning with Graph RepresentationabstractMastering games is a hard task, as games can be extremely complex, and still fundamentally different in structure from one another. While the AlphaZero algorithm has demonstrated an impressive ability to learn the rules and strategy of a large variety of games, ranging from Go and Chess, to Atari games, its reliance on extensive computational resources and rigid Convolutional Neural Network (CNN) architecture limits its adaptability and scalability. A model trained to play on a $19\times 19$ Go board cannot be used to play on a smaller $13\times 13$ board, despite the similarity between the two Go variants.
In this paper, we focus on Chess, and explore using a more generic Graph-based Representation of a game state, rather than a grid-based one, to introduce a more general architecture based on Graph Neural Networks (GNN). We also expand the classical Graph Attention Network (GAT) layer to incorporate edge-features, to naturally provide a generic policy output format.
Our experiments, performed on smaller networks than the initial AlphaZero paper, show that this new architecture outperforms previous architectures with a similar number of parameters, being able to increase playing strength an order of magnitude faster. We also show that the model, when trained on a smaller $5\times 5$ variant of chess, is able to be quickly fine-tuned to play on regular $8\times 8$ chess, suggesting that this approach yields promising generalization abilities.
Our code is available at https://github.com/akulen/AlphaGateau. Tomas Rigaux, Hisashi Kashima |
NeurIPS | 1 |
| 2022 | Variational Factorization Machines for Preference Elicitation in Large-Scale Recommender SystemsabstractFactorization machines (FMs) are a powerful tool for regression and classification i n t he c ontext o f s parse observations, that has been successfully applied to collaborative filtering, e specially w hen s ide i nformation o ver u sers o r items is available. Bayesian formulations of FMs have been proposed to provide confidence i ntervals o ver t he p redictions m ade by the model, however they usually involve Markov-chain Monte Carlo methods that require many samples to provide accurate predictions, resulting in slow training in the context of large-scale data. In this paper, we propose a variational formulation of factorization machines that allows us to derive a simple objective that can be easily optimized using standard mini-batch stochastic gradient descent, making it amenable to large-scale data. Our algorithm learns an approximate posterior distribution over the user and item parameters, which leads to confidence intervals over the predictions. We show, using several datasets, that it has comparable or better performance than existing methods in terms of prediction accuracy, and provide some applications in active learning strategies, e.g., preference elicitation techniques. Jill-Jênn Vie, Tomas Rigaux, Hisashi Kashima |
IEEE Big Data | 2 |
| 2022 | Privacy-Preserving Synthetic Educational Data Generation
Jill-Jênn Vie, Tomas Rigaux, Sein Minn |
EC-TEL | 2 |