Demo Data from EDBT 2026 / reviewers in the wild / expert
Navid Aghdaie
dblp:25/228
· DBLP profile ↗
8ranked-venue papers
2as first author
0since 2021 · last 2020
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Databases, data management, data science and information retrieval · 3Graphics, computer vision, multimedia, augmented reality and games · 2Artificial intelligence and machine learning · 1Computer networks · 1 · 1 first-authorSoftware engineering, systems software and programming languages · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1Applied, interdisciplinary, general and emerging computing · 1
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.
| Databases, data mining, and information retrieval
1 paper |
Recommender systems · 100% |
Topics — the 1 heaviest of 1, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Recommender systems › user recommendation
matchmaking |
0.3 | 1 | 2017 | EOMM: An Engagement Optimized Matchmaking Framework · WWW 2017 |
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Competitive Balance in Team Sports GamesabstractCompetition is a primary driver of player satisfaction and engagement in multiplayer online games. Traditional matchmaking systems aim at creating matches involving teams of similar aggregated individual skill levels, such as Elo score or TrueSkill. However, team dynamics cannot be solely captured using such linear predictors. Recently, it has been shown that nonlinear predictors that target to learn probability of winning as a function of player and team features significantly outperforms these linear skill-based methods. In this paper, we show that using final score difference provides yet a better prediction metric for competitive balance. We also show that a linear model trained on a carefully selected set of team and individual features achieves almost the performance of the more powerful neural network model while offering two orders of magnitude inference speed improvement. This shows significant promise for implementation in online matchmaking systems. Sofia Maria Nikolakaki, Ogheneovo Dibie, Ahmad Beirami, Nicholas Peterson, Navid Aghdaie, Kazi A. Zaman |
CoG | 5 |
| 2020 | Building Placements In Urban Modeling Using Conditional Generative Latent OptimizationabstractGenerating realistic urban environments by scattering or placing buildings on maps is a challenging problem. Unlike the existing procedural methods, we employ a data-driven approach to this problem. We combine two recent advances in machine learning techniques, Generative Latent optimization (GLO) together with adversarial training, to learn a model that can easily generate and place buildings on a given map. Such a model enables its users, particularly artists, to easily generate areas with specific styles, e.g. residential or commercial, just by providing examples. In contrast, traditional procedural methods require lengthy manual tuning of hyper-parameters. Using a more flexible method like ours allows artists to iterate over their designs of urban layouts much faster. Finally, our experiments on real-world data show that our method outperforms state-of-the-art methods in visual quality and can better match the underlying distribution of the building placements. Jingwen Liang, Maziar Sanjabi, Mohsen Sardari, Harold Chaput, Navid Aghdaie, Kazi A. Zaman |
ICIP | 7 |
| 2020 | Winning Is Not Everything: Enhancing Game Development With Intelligent AgentsabstractRecently, there have been several high-profile achievements of agents learning to play games against humans and beat them. In this article, we study the problem of training intelligent agents in service of game development. Unlike the agents built to “beat the game,” our agents aim to produce human-like behavior to help with game evaluation and balancing. We discuss two fundamental metrics based on which we measure the human-likeness of agents, namely skill and style, which are multifaceted concepts with practical implications outlined in this article. We report four case studies in which the style and skill requirements inform the choice of algorithms and metrics used to train agents; ranging from A* search to state-of-the-art deep reinforcement learning (RL). Furthermore, we, show that the learning potential of state-of-the-art deep RL models does not seamlessly transfer from the benchmark environments to target ones without heavily tuning their hyperparameters, leading to linear scaling of the engineering efforts, and computational cost with the number of target domains. Yunqi Zhao, Igor Borovikov, Ahmad Beirami, Jason Rupert, Caedmon Somers, Jesse Harder, John F. Kolen, Jervis Pinto, Reza Pourabolghasem, James Pestrak, Harold Chaput, Mohsen Sardari, Long Lin, Sundeep Narravula, Navid Aghdaie, Kazi A. Zaman |
IEEE Trans. Games | 16 |
| 2019 | A recommender system for heterogeneous and time sensitive environmentabstractThe digital game industry has recently adopted recommender systems to deliver the most relevant content and suggest the most suitable activities to players. Because of diverse game designs and dynamic experiences, recommender systems typically operate in highly heterogeneous and time-sensitive environments. In this paper, we describe a recommender system at a digital game company which aims to provide recommendations for a large variety of use-cases while being easy to integrate and operate. The system leverages a unified data platform, standardized context and tracking data pipelines, robust naive linear contextual multi-armed bandit algorithms, and experimentation platform for extensibility as well as flexibility. Several games and applications have successfully launched with the recommender system and have achieved significant improvements. Qilian Yu, Bhargav Rajendra, Yunqi Zhao, Navid Aghdaie, Kazi A. Zaman |
RecSys | 6 |
| 2017 | Recommendation Applications and Systems at Electronic ArtsabstractThe digital game industry has recently adopted recommendation systems to provide suitable game and content choices to players. Recommendations in digital games have several unique applications and challenges compared to other well known recommendation system such as those for movies and books. Designers must adopt different architectures and algorithms to overcome these challenges. In this talk, we describe the game recommendation system at Electronic Arts. It leverages heterogeneous player data across many games to provide intelligent recommendations. We discuss three example applications: recommending games for purchase, suitable game map, and game difficulty. John F. Kolen, Navid Aghdaie, Kazi A. Zaman |
RecSys | 3 |
| 2017 | EOMM: An Engagement Optimized Matchmaking FrameworkabstractMatchmaking connects multiple players to participate in online player-versus-player games. Current matchmaking systems depend on a single core strategy: create fair games at all times. These systems pair similarly skilled players on the assumption that a fair game is best player experience. We will demonstrate, however, that this intuitive assumption sometimes fails and that matchmaking based on fairness is not optimal for engagement. Zhengxing Chen, Su Xue, John F. Kolen, Navid Aghdaie, Kazi A. Zaman, Yizhou Sun, Magy Seif El-Nasr |
WWW | 4 |
| 2009 | CoRAL: A transparent fault-tolerant web service
Navid Aghdaie, Yuval Tamir |
J. Syst. Softw. | 1 |
| 2002 | Implementation and evaluation of transparent fault-tolerant Web service with kernel-level supportabstractMost of the techniques used for increasing the availability of Web services do not provide fault tolerance for requests being processed at the time of server failure. Other schemes require deterministic servers or changes to the Web client. These limitations are unacceptable for many current and future applications of the Web. We have developed an efficient implementation of a client-transparent mechanism for providing fault-tolerant Web service that does not have the limitations mentioned above. The scheme is based on a hot standby backup server that maintains logs of requests and replies. The implementation includes modifications to the Linux kernel and to the Apache Web server, using their respective module mechanisms. We describe the implementation and present an evaluation of the impact of the backup scheme in terms of throughput, latency, and CPU processing cycles overhead. Navid Aghdaie, Yuval Tamir |
ICCCN | 1 |