Demo Data from EDBT 2026 / reviewers in the wild / expert
Vegard Mella
dblp:230/4512
· DBLP profile ↗
3ranked-venue papers
0as first author
2since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 3 · 2 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
3 papers |
Reinforcement learning · 63% Robot manipulation · 18% Robot navigation and mapping · 11% | |
| Software engineering, system software, and programming languages
1 paper |
Program synthesis and code generation · 100% |
Topics — the 6 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Program synthesis and code generation
code generation with language models |
0.9 | 1 | 2025 | RLEF: Grounding Code LLMs in Execution Feedback with Reinforcement Learning · ICML 2025 |
Program synthesis and code generation › search-based program synthesis
execution-guided synthesis |
0.9 | 1 | 2025 | RLEF: Grounding Code LLMs in Execution Feedback with Reinforcement Learning · ICML 2025 |
Robotics › Robot manipulation
learning from demonstration |
0.6 | 1 | 2022 | Dungeons and Data: A Large-Scale NetHack Dataset · NeurIPS 2022 |
Robotics › Robot navigation and mapping
state prediction |
0.3 | 1 | 2018 | Forward Modeling for Partial Observation Strategy Games - A StarCraft Defogger · NeurIPS 2018 |
Natural language and speech › Language models and text generation
LLM agents |
0.3 | 1 | 2025 | RLEF: Grounding Code LLMs in Execution Feedback with Reinforcement Learning · ICML 2025 |
Machine learning › Reinforcement learning
imitation learning |
0.2 | 1 | 2022 | Dungeons and Data: A Large-Scale NetHack Dataset · NeurIPS 2022 |
Methods — techniques the papers use, named apart from their topics
reinforcement learning · 1.7execution feedback · 1.7offline reinforcement learning · 0.6behavior cloning · 0.6recurrent neural network · 0.3encoder-decoder neural network · 0.3convolutional neural network · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | RLEF: Grounding Code LLMs in Execution Feedback with Reinforcement LearningabstractLarge language models (LLMs) deployed as agents solve user-specified tasks over multiple steps while keeping the required manual engagement to a minimum. Crucially, such LLMs need to ground their generations in any feedback obtained to reliably achieve the desired outcomes. We propose an end-to-end reinforcement learning method for teaching models to leverage execution feedback in the realm of code synthesis, where state-of-the-art LLMs struggle to improve code iteratively compared to independent sampling. We benchmark on competitive programming tasks and achieve large performance gains with both small (8B parameters) and large (70B) models, outperforming previous work while reducing the number of samples required by an order of magnitude. Our analysis of inference-time behavior demonstrates that our method produces LLMs that effectively leverage automatic feedback over multiple steps. Jonas Gehring, Kunhao Zheng, Jade Copet, Vegard Mella, Taco Cohen, Gabriel Synnaeve |
ICML | 4 |
| 2022 | Dungeons and Data: A Large-Scale NetHack DatasetabstractRecent breakthroughs in the development of agents to solve challenging sequential decision making problems such as Go, StarCraft, or DOTA, have relied on both simulated environments and large-scale datasets. However, progress on this research has been hindered by the scarcity of open-sourced datasets and the prohibitive computational cost to work with them. Here we present the NetHack Learning Dataset (NLD), a large and highly-scalable dataset of trajectories from the popular game of NetHack, which is both extremely challenging for current methods and very fast to run. NLD consists of three parts: 10 billion state transitions from 1.5 million human trajectories collected on the NAO public NetHack server from 2009 to 2020; 3 billion state-action-score transitions from 100,000 trajectories collected from the symbolic bot winner of the NetHack Challenge 2021; and, accompanying code for users to record, load and stream any collection of such trajectories in a highly compressed form. We evaluate a wide range of existing algorithms for learning from demonstrations, showing that significant research advances are needed to fully leverage large-scale datasets for challenging sequential decision making tasks. Eric Hambro, Roberta Raileanu, Danielle Rothermel, Vegard Mella, Tim Rocktäschel, Heinrich Küttler, Naila Murray |
NeurIPS | 4 |
| 2018 | Forward Modeling for Partial Observation Strategy Games - A StarCraft DefoggerabstractWe formulate the problem of defogging as state estimation and future state prediction from previous, partial observations in the context of real-time strategy games. We propose to employ encoder-decoder neural networks for this task, and introduce proxy tasks and baselines for evaluation to assess their ability of capturing basic game rules and high-level dynamics. By combining convolutional neural networks and recurrent networks, we exploit spatial and sequential correlations and train well-performing models on a large dataset of human games of StarCraft: Brood War. Finally, we demonstrate the relevance of our models to downstream tasks by applying them for enemy unit prediction in a state-of-the-art, rule-based StarCraft bot. We observe improvements in win rates against several strong community bots. Gabriel Synnaeve, Zeming Lin, Jonas Gehring, Daniel Gant, Vegard Mella, Vasil Khalidov, Nicolas Carion, Nicolas Usunier |
NeurIPS | 5 |