Demo Data from EDBT 2026 / reviewers in the wild / expert
Ali Seyedmazloom
dblp:243/3283
· DBLP profile ↗
1ranked-venue papers
0as 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 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.
| Theoretical computer science
1 paper |
Mathematical optimization · 91% Algorithmic game theory and mechanism design · 9% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Mathematical optimization
combinatorial optimization |
0.5 | 1 | 2021 | A Novel Method to Solve Neural Knapsack Problems · ICML 2021 |
Mathematical optimization
knapsack problem |
0.5 | 1 | 2021 | A Novel Method to Solve Neural Knapsack Problems · ICML 2021 |
Mathematical optimization › combinatorial optimization › learning-based combinatorial optimization
neural combinatorial optimization |
0.5 | 1 | 2021 | A Novel Method to Solve Neural Knapsack Problems · ICML 2021 |
Algorithmic game theory and mechanism design › computational game theory
game-theoretic optimization |
0.1 | 1 | 2021 | A Novel Method to Solve Neural Knapsack Problems · ICML 2021 |
Methods — techniques the papers use, named apart from their topics
generative adversarial network · 0.5game theory · 0.5adaptive gradient ascent · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | A Novel Method to Solve Neural Knapsack Problemsabstract0-1 knapsack is of fundamental importance across many fields. In this paper, we present a game-theoretic method to solve 0-1 knapsack problems (KPs) where the number of items (products) is large and the values of items are not predetermined but decided by an external value assignment function (e.g., a neural network in our case) during the optimization process. While existing papers are interested in predicting solutions with neural networks for classical KPs whose objective functions are mostly linear functions, we are interested in solving KPs whose objective functions are neural networks. In other words, we choose a subset of items that maximize the sum of the values predicted by neural networks. Its key challenge is how to optimize the neural network-based non-linear KP objective with a budget constraint. Our solution is inspired by game-theoretic approaches in deep learning, e.g., generative adversarial networks. After formally defining our two-player game, we develop an adaptive gradient ascent method to solve it. In our experiments, our method successfully solves two neural network-based non-linear KPs and conventional linear KPs with 1 million items. Duanshun Li, Jing Liu 0024, Dongeun Lee 0001, Ali Seyedmazloom, Giridhar Kaushik, Kookjin Lee, Noseong Park |
ICML | 4 |