Demo Data from EDBT 2026 / reviewers in the wild / expert
Stephen J. J. Smith
dblp:23/1645
· DBLP profile ↗
2ranked-venue papers
2as first author
0since 2021 · last 1996
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 2 · 2 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 · 100% |
Topics — the 3 heaviest of 3, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
forward pruning |
0.0 | 1 | 1994 | An Analysis of Forward Pruning · AAAI 1994 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game tree search |
0.0 | 1 | 1994 | An Analysis of Forward Pruning · AAAI 1994 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
heuristic search |
0.0 | 1 | 1994 | An Analysis of Forward Pruning · AAAI 1994 |
Methods — techniques the papers use, named apart from their topics
forward pruning analysis · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 1996 | A Planning Approach to Declarer Play in Contract BridgeabstractAlthough game‐tree search works well in perfect‐information games, it is less suitable for imperfect‐information games such as contract bridge. The lack of knowledge about the opponents’ possible moves gives the game tree a very large branching factor, making it impossible to search a significant portion of this tree in a reasonable amount of time. This paper describes our approach for overcoming this problem. We represent information about bridge in a task network extended to represent multi‐agency and uncertainty. Our game‐playing procedure uses this task network to generate game trees in which the set of alternative choices is determined not by the set of possible actions, but by the set of available tactical and strategic schemes. We have tested this approach on declarer play in the game of bridge, in an implementation called Tignum 2. On 5000 randomly generated notrump deals, Tignum 2 beat the strongest commercially available program by 1394 to 1302, with 2304 ties. These results are statistically significant at the α= 0.05 level. Tignum 2 searched an average of only 8745.6 moves per deal in an average time of only 27.5 seconds per deal on a Sun SPARCstation 10. Further enhancements to Tignum 2 are currently underway. Stephen J. J. Smith, Dana S. Nau, Thomas A. Throop |
Comput. Intell. | 1 |
| 1994 | An Analysis of Forward Pruning
Stephen J. J. Smith, Dana S. Nau |
AAAI | 1 |