Demo Data from EDBT 2026 / reviewers in the wild / expert
Miguel González Duque
dblp:244/9609
· DBLP profile ↗
10ranked-venue papers
4as first author
8since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 6 · 1 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 3 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 4 · 3 first-author · 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
4 papers |
Probabilistic and Bayesian machine learning · 24% Optimization for machine learning · 24% Generative modeling · 21% | |
| Databases, data mining, and information retrieval
1 paper |
Information retrieval · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Games and playful interaction · 100% |
Topics — the 13 heaviest of 13, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Optimization for machine learning › model-based optimization
bayesian optimization |
0.8 | 1 | 2024 | A survey and benchmark of high-dimensional Bayesian optimization of discrete sequences · NeurIPS 2024 |
Machine learning › Probabilistic and Bayesian machine learning › structured models › latent variable model › latent gaussian model
gaussian process latent variable model |
0.8 | 1 | 2024 | Bringing Motion Taxonomies to Continuous Domains via GPLVM on Hyperbolic manifolds · ICML 2024 |
Robotics › Robot manipulation › grasping › grasp representation
grasp taxonomy |
0.8 | 1 | 2024 | Bringing Motion Taxonomies to Continuous Domains via GPLVM on Hyperbolic manifolds · ICML 2024 |
Machine learning › Optimization for machine learning › model-based optimization › bayesian optimization
high-dimensional bayesian optimization |
0.8 | 1 | 2024 | A survey and benchmark of high-dimensional Bayesian optimization of discrete sequences · NeurIPS 2024 |
Machine learning › Probabilistic and Bayesian machine learning › structured models
latent variable model |
0.8 | 1 | 2024 | Bringing Motion Taxonomies to Continuous Domains via GPLVM on Hyperbolic manifolds · ICML 2024 |
Information retrieval › evaluation
benchmark |
0.8 | 1 | 2024 | A survey and benchmark of high-dimensional Bayesian optimization of discrete sequences · NeurIPS 2024 |
Natural language and speech › Language models and text generation
fine-tuned language models |
0.7 | 1 | 2023 | MarioGPT: Open-Ended Text2Level Generation through Large Language Models · NeurIPS 2023 |
Natural language and speech › Language models and text generation
large language model |
0.7 | 1 | 2023 | MarioGPT: Open-Ended Text2Level Generation through Large Language Models · NeurIPS 2023 |
Games and playful interaction › game AI
procedural content generation |
0.7 | 1 | 2023 | MarioGPT: Open-Ended Text2Level Generation through Large Language Models · NeurIPS 2023 |
Machine learning › Generative modeling
neural cellular automata |
0.6 | 1 | 2022 | Variational Neural Cellular Automata · ICLR 2022 |
Machine learning › Generative modeling
variational autoencoder |
0.6 | 1 | 2022 | Variational Neural Cellular Automata · ICLR 2022 |
Computer animation and physical simulation
motion synthesis |
0.2 | 1 | 2024 | Bringing Motion Taxonomies to Continuous Domains via GPLVM on Hyperbolic manifolds · ICML 2024 |
Machine learning › Generative modeling
autoregressive model |
0.2 | 1 | 2023 | MarioGPT: Open-Ended Text2Level Generation through Large Language Models · NeurIPS 2023 |
Methods — techniques the papers use, named apart from their topics
hyperbolic embedding · 1.5graph-based priors · 1.5distance-preserving back constraints · 1.5black-box optimization · 1.5bayesian optimization · 1.5novelty search · 1.3fine-tuning · 1.3variational inference · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Riemann2: Learning Riemannian Submanifolds from Riemannian DataabstractLatent variable models are powerful tools for learning low-dimensional manifolds from high-dimensional data. However, when dealing with constrained data such as unit-norm vectors or symmetric positive-definite matrices, existing approaches ignore the underlying geometric constraints or fail to provide meaningful metrics in the latent space. To address these limitations, we propose to learn Riemannian latent representations of such geometric data. To do so, we estimate the pullback metric induced by a Wrapped Gaussian Process Latent Variable Model, which explicitly accounts for the data geometry. This enables us to define geometry-aware notions of distance and shortest paths in the latent space, while ensuring that our model only assigns probability mass to the data manifold. This generalizes previous work and allows us to handle complex tasks in various domains, including robot motion synthesis and analysis of brain connectomes. Leonel Rozo, Miguel González Duque, Noémie Jaquier, Søren Hauberg |
AISTATS | 2 |
| 2024 | Bringing Motion Taxonomies to Continuous Domains via GPLVM on Hyperbolic manifoldsabstractHuman motion taxonomies serve as high-level hierarchical abstractions that classify how humans move and interact with their environment. They have proven useful to analyse grasps, manipulation skills, and whole-body support poses. Despite substantial efforts devoted to design their hierarchy and underlying categories, their use remains limited. This may be attributed to the lack of computational models that fill the gap between the discrete hierarchical structure of the taxonomy and the high-dimensional heterogeneous data associated to its categories. To overcome this problem, we propose to model taxonomy data via hyperbolic embeddings that capture the associated hierarchical structure. We achieve this by formulating a novel Gaussian process hyperbolic latent variable model that incorporates the taxonomy structure through graph-based priors on the latent space and distance-preserving back constraints. We validate our model on three different human motion taxonomies to learn hyperbolic embeddings that faithfully preserve the original graph structure. We show that our model properly encodes unseen data from existing or new taxonomy categories, and outperforms its Euclidean and VAE-based counterparts. Finally, through proof-of-concept experiments, we show that our model may be used to generate realistic trajectories between the learned embeddings. Noémie Jaquier, Leonel Rozo, Miguel González Duque, Viacheslav Borovitskiy, Tamim Asfour |
ICML | 3 |
| 2024 | A survey and benchmark of high-dimensional Bayesian optimization of discrete sequencesabstractOptimizing discrete black-box functions is key in several domains, e.g. protein engineering and drug design. Due to the lack of gradient information and the need for sample efficiency, Bayesian optimization is an ideal candidate for these tasks. Several methods for high-dimensional continuous and categorical Bayesian optimization have been proposed recently. However, our survey of the field reveals highly heterogeneous experimental set-ups across methods and technical barriers for the replicability and application of published algorithms to real-world tasks. To address these issues, we develop a unified framework to test a vast array of high-dimensional Bayesian optimization methods and a collection of standardized black-box functions representing real-world application domains in chemistry and biology. These two components of the benchmark are each supported by flexible, scalable, and easily extendable software libraries (poli and poli-baselines), allowing practitioners to readily incorporate new optimization objectives or discrete optimizers. Project website: https://machinelearninglifescience.github.io/hdbo_benchmark. Miguel González Duque, Richard Michael, Simon Bartels, Yevgen Zainchkovskyy, Søren Hauberg, Wouter Boomsma |
NeurIPS | 1 |
| 2023 | MarioGPT: Open-Ended Text2Level Generation through Large Language ModelsabstractProcedural Content Generation (PCG) is a technique to generate complex and diverse environments in an automated way. However, while generating content with PCG methods is often straightforward, generating meaningful content that reflects specific intentions and constraints remains challenging. Furthermore, many PCG algorithms lack the ability to generate content in an open-ended manner. Recently, Large Language Models (LLMs) have shown to be incredibly effective in many diverse domains. These trained LLMs can be fine-tuned, re-using information and accelerating training for new tasks. Here, we introduce MarioGPT, a fine-tuned GPT2 model trained to generate tile-based game levels, in our case Super Mario Bros levels. MarioGPT can not only generate diverse levels, but can be text-prompted for controllable level generation, addressing one of the key challenges of current PCG techniques. As far as we know, MarioGPT is the first text-to-level model and combined with novelty search it enables the generation of diverse levels with varying play-style dynamics (i.e. player paths) and the open-ended discovery of an increasingly diverse range of content.
Code available at https://github.com/shyamsn97/mario-gpt. Shyam Sudhakaran, Miguel González Duque, Matthias Freiberger, Claire Glanois, Elias Najarro, Sebastian Risi |
NeurIPS | 2 |
| 2022 | Pulling back information geometryabstractLatent space geometry has shown itself to provide a rich and rigorous framework for interacting with the latent variables of deep generative models. The existing theory, however, relies on the decoder being a Gaussian distribution as its simple reparametrization allows us to interpret the generating process as a random projection of a deterministic manifold. Consequently, this approach breaks down when applied to decoders that are not as easily reparametrized. We here propose to use the Fisher-Rao metric associated with the space of decoder distributions as a reference metric, which we pull back to the latent space. We show that we can achieve meaningful latent geometries for a wide range of decoder distributions for which the previous theory was not applicable, opening the door to ’black box’ latent geometries. Georgios Arvanitidis, Miguel González Duque, Alison Pouplin, Dimitrios Kalatzis, Søren Hauberg |
AISTATS | 2 |
| 2022 | Mario Plays on a Manifold: Generating Functional Content in Latent Space through Differential GeometryabstractDeep generative models can automatically create content of diverse types. However, there are no guarantees that such content will satisfy the criteria necessary to present it to end-users and be functional, e.g. the generated levels could be unsolvable or incoherent. In this paper we study this problem from a geometric perspective, and provide a method for reliable interpolation and random walks in the latent spaces of Categorical VAEs based on Riemannian geometry. We test our method with “Super Mario Bros” and “The Legend of Zelda” levels, and against simpler baselines inspired by current practice. Results show that the geometry we propose is better able to interpolate and sample, reliably staying closer to parts of the latent space that decode to playable content. Miguel González Duque, Rasmus Berg Palm, Søren Hauberg, Sebastian Risi |
CoG | 1 |
| 2022 | Variational Neural Cellular Automata
Rasmus Berg Palm, Miguel González Duque, Shyam Sudhakaran, Sebastian Risi |
ICLR | 2 |
| 2021 | Fast Game Content Adaptation Through Bayesian-based Player ModellingabstractIn games, as well as many user-facing systems, adapting content to users' preferences and experience is an important challenge. This paper explores a novel method to realize this goal in the context of dynamic difficulty adjustment (DDA). Here the aim is to constantly adapt the content of a game to the skill level of the player, keeping them engaged by avoiding states that are either too difficult or too easy. Current systems for DDA rely on expensive data mining, or on handcrafted rules designed for particular domains, and usually adapts to keep players in the flow, leaving no room for the designer to present content that is purposefully easy or difficult. This paper presents Fast Bayesian Content Adaption (FBCA), a system for DDA that is agnostic to the domain and that can target particular difficulties. We deploy this framework in two different domains: the puzzle game Sudoku, and a simple Roguelike game. By modifying the acquisition function's optimization, we are reliably able to present a content with a bespoke difficulty for players with different skill levels in less than five iterations for Sudoku and fifteen iterations for the simple Roguelike. Our method significantly outperforms simpler DDA heuristics with the added benefit of maintaining a model of the user. These results point towards a promising alternative for content adaption in a variety of different domains. Miguel González Duque, Rasmus Berg Palm, Sebastian Risi |
CoG | 1 |
| 2020 | Finding Game Levels with the Right Difficulty in a Few Trials through Intelligent Trial-and-ErrorabstractMethods for dynamic difficulty adjustment allow games to be tailored to particular players to maximize their engagement. However, current methods often only modify a limited set of game features such as the difficulty of the opponents, or the availability of resources. Other approaches, such as experience-driven Procedural Content Generation (PCG), can generate complete levels with desired properties such as levels that are neither too hard nor too easy, but require many iterations. This paper presents a method that can generate and search for complete levels with a specific target difficulty in only a few trials. This advance is enabled by through an Intelligent Trial-and-Error algorithm, originally developed to allow robots to adapt quickly. Our algorithm first creates a large variety of different levels that vary across predefined dimensions such as leniency or map coverage. The performance of an AI playing agent on these maps gives a proxy for how difficult the level would be for another AI agent (e.g. one that employs Monte Carlo Tree Search instead of Greedy Tree Search); using this information, a Bayesian Optimization procedure is deployed, updating the difficulty of the prior map to reflect the ability of the agent. The approach can reliably find levels with a specific target difficulty for a variety of planning agents in only a few trials, while maintaining an understanding of their skill landscape. Miguel González Duque, Rasmus Berg Palm, David Ha, Sebastian Risi |
CoG | 1 |
| 2020 | Learning a Behavioral Repertoire from DemonstrationsabstractImitation Learning (IL) is a machine learning approach to learn a policy from a set of demonstrations. IL can be useful to kick-start learning before applying reinforcement learning (RL) but it can also be useful on its own, e.g. to learn to imitate human players in video games. Despite the success of systems that use IL and RL, how such systems can adapt in-between game rounds is a neglected area of study but an important aspect of many strategy games. In this paper, we present a new approach called Behavioral Repertoire Imitation Learning (BRIL) that learns a repertoire of behaviors from a set of demonstrations by augmenting the state-action pairs with behavioral descriptions. The outcome of this approach is a single neural network policy conditioned on a behavior description that can be precisely modulated. We apply this approach to train a policy on 7,777 human demonstrations for the build-order planning task in StarCraft II. Dimensionality reduction is applied to construct a low-dimensional behavioral space from a high-dimensional description of the army unit composition of each human replay. The results demonstrate that the learned policy can be effectively manipulated to express distinct behaviors. Additionally, by applying the UCB1 algorithm, the policy can adapt its behavior - in-between games - to reach a performance beyond that of the traditional IL baseline approach. Niels Justesen, Miguel González Duque, Daniel Cabarcas Jaramillo, Jean-Baptiste Mouret, Sebastian Risi |
CoG | 2 |