Demo Data from EDBT 2026 / reviewers in the wild / expert
João Gabriel Gama Vila Nova
dblp:248/0626
· DBLP profile ↗
1ranked-venue papers
0as first author
1since 2021 · last 2022
0000-0002-6920-2650ORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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.
| Human-computer interaction and pervasive computing
1 paper |
Learning and educational technologies · 77% Games and playful interaction · 23% | |
| Artificial intelligence
1 paper |
Planning, search and constraint satisfaction · 100% |
Topics — the 3 heaviest of 4, 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 |
0.6 | 1 | 2022 | Learning Curricula for Humans: An Empirical Study with Puzzles from The Witness · IJCAI 2022 |
Learning and educational technologies
curriculum learning |
0.6 | 1 | 2022 | Learning Curricula for Humans: An Empirical Study with Puzzles from The Witness · IJCAI 2022 |
Games and playful interaction › game genre
puzzle games |
0.2 | 1 | 2022 | Learning Curricula for Humans: An Empirical Study with Puzzles from The Witness · IJCAI 2022 |
Methods — techniques the papers use, named apart from their topics
user study · 1.1neural-guided tree search · 1.1bootstrap learning · 1.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Learning Curricula for Humans: An Empirical Study with Puzzles from The WitnessabstractThe combination of tree search and neural networks has achieved super-human performance in challenging domains. We are interested in transferring to humans the knowledge these learning systems generate. We hypothesize the process in which neural-guided tree search algorithms learn how to solve a set of problems can be used to generate curricula for helping human learners. In this paper we show how the Bootstrap learning system can be modified to learn curricula for humans in a puzzle domain. We evaluate our system in two curriculum learning settings. First, given a small set of problem instances, our system orders the instances to ease the learning process of human learners. Second, given a large set of problem instances, our system returns a small ordered subset of the initial set that can be presented to human learners. We evaluate our curricula with a user study where participants learn how to solve a class of puzzles from the game `The Witness.' The user-study results suggest one of the curricula our system generates compares favorably with simple baselines and is competitive with the curriculum from the original `The Witness' game in terms of user retention and effort. Levi Lelis, João Gabriel Gama Vila Nova, Eugene Chen, Nathan R. Sturtevant, Carrie Demmans Epp, Michael H. Bowling |
IJCAI | 2 |