Demo Data from EDBT 2026 / reviewers in the wild / expert
Michelangelo Conserva
dblp:293/9074
· DBLP profile ↗
5ranked-venue papers
1as first author
5since 2021 · last 2023
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 3 · 1 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 since 2021Human-computer interaction and ubiquitous computing · 2 · 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
2 papers |
Reinforcement learning · 65% Probabilistic and Bayesian machine learning · 17% Trustworthy machine learning · 17% |
Topics — the 6 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning
model-based reinforcement learning |
0.7 | 1 | 2023 | Posterior Sampling for Deep Reinforcement Learning · ICML 2023 |
Machine learning › Probabilistic and Bayesian machine learning › sampling
posterior sampling |
0.7 | 1 | 2023 | Posterior Sampling for Deep Reinforcement Learning · ICML 2023 |
Machine learning › Reinforcement learning
sample efficiency |
0.7 | 1 | 2023 | Posterior Sampling for Deep Reinforcement Learning · ICML 2023 |
Machine learning › Trustworthy machine learning
uncertainty estimation |
0.7 | 1 | 2023 | Posterior Sampling for Deep Reinforcement Learning · ICML 2023 |
Machine learning › Reinforcement learning
markov decision process |
0.6 | 1 | 2022 | Hardness in Markov Decision Processes: Theory and Practice · NeurIPS 2022 |
Machine learning › Reinforcement learning
tabular reinforcement learning |
0.6 | 1 | 2022 | Hardness in Markov Decision Processes: Theory and Practice · NeurIPS 2022 |
Methods — techniques the papers use, named apart from their topics
value function approximation · 0.7latent state space model · 0.7incremental planning · 0.7empirical hardness analysis · 0.6benchmarking · 0.6
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Posterior Sampling for Deep Reinforcement LearningabstractDespite remarkable successes, deep reinforcement learning algorithms remain sample inefficient: they require an enormous amount of trial and error to find good policies. Model-based algorithms promise sample efficiency by building an environment model that can be used for planning. Posterior Sampling for Reinforcement Learning is such a model-based algorithm that has attracted significant interest due to its performance in the tabular setting. This paper introduces Posterior Sampling for Deep Reinforcement Learning (PSDRL), the first truly scalable approximation of Posterior Sampling for Reinforcement Learning that retains its model-based essence. PSDRL combines efficient uncertainty quantification over latent state space models with a specially tailored incremental planning algorithm based on value-function approximation. Extensive experiments on the Atari benchmark show that PSDRL significantly outperforms previous state-of-the-art attempts at scaling up posterior sampling while being competitive with a state-of-the-art (model-based) reinforcement learning method, both in sample efficiency and computational efficiency. Remo Sasso, Michelangelo Conserva, Paulo E. Rauber |
ICML | 2 |
| 2022 | Turning Zeroes into Non-Zeroes: Sample Efficient Exploration with Monte Carlo Graph SearchabstractMonte Carlo Tree Search (MCTS) has proven to be a staple method in Game Artificial Intelligence for creating agents that can perform well in complex environments without requiring domain-specific knowledge. The main downside of this planning based algorithm is the high computational budget needed to recommend an action. The fundamental cause of this is a vast search space caused by a high branching factor, and the difficulty to create a good heuristic function to guide the search without leveraging domain-specific knowledge. Recent advances in the field proposed a new planning based method called Monte Carlo Graph Search (MCGS), which uses a graph instead of a tree to plan its next action, reducing the branching factor and consequently increasing the performance of the search. In this paper, we propose several modifications that optimize the performance by increasing the sample efficiency of MCGS. The use of frontier for node selection, improving the rollout phase by doing stored rollouts, and a generalized approach to guide the search by incorporating a domain-independent online novelty detection method. Together these enhancements enable MCGS to solve sparse reward environments while using a significantly lower computational budget than MCTS. Marko Tot, Michelangelo Conserva, Diego Perez Liebana, Sam Devlin |
CoG | 2 |
| 2022 | Hardness in Markov Decision Processes: Theory and PracticeabstractMeticulously analysing the empirical strengths and weaknesses of reinforcement learning methods in hard (challenging) environments is essential to inspire innovations and assess progress in the field. In tabular reinforcement learning, there is no well-established standard selection of environments to conduct such analysis, which is partially due to the lack of a widespread understanding of the rich theory of hardness of environments. The goal of this paper is to unlock the practical usefulness of this theory through four main contributions. First, we present a systematic survey of the theory of hardness, which also identifies promising research directions. Second, we introduce $\texttt{Colosseum}$, a pioneering package that enables empirical hardness analysis and implements a principled benchmark composed of environments that are diverse with respect to different measures of hardness. Third, we present an empirical analysis that provides new insights into computable measures. Finally, we benchmark five tabular agents in our newly proposed benchmark. While advancing the theoretical understanding of hardness in non-tabular reinforcement learning remains essential, our contributions in the tabular setting are intended as solid steps towards a principled non-tabular benchmark. Accordingly, we benchmark four agents in non-tabular versions of $\texttt{Colosseum}$ environments, obtaining results that demonstrate the generality of tabular hardness measures. Michelangelo Conserva, Paulo E. Rauber |
NeurIPS | 1 |
| 2022 | Recurrent Neural-Linear Posterior Sampling for Nonstationary Contextual BanditsabstractAn agent in a nonstationary contextual bandit problem should balance between exploration and the exploitation of (periodic or structured) patterns present in its previous experiences. Handcrafting an appropriate historical context is an attractive alternative to transform a nonstationary problem into a stationary problem that can be solved efficiently. However, even a carefully designed historical context may introduce spurious relationships or lack a convenient representation of crucial information. In order to address these issues, we propose an approach that learns to represent the relevant context for a decision based solely on the raw history of interactions between the agent and the environment. This approach relies on a combination of features extracted by recurrent neural networks with a contextual linear bandit algorithm based on posterior sampling. Our experiments on a diverse selection of contextual and noncontextual nonstationary problems show that our recurrent approach consistently outperforms its feedforward counterpart, which requires handcrafted historical contexts, while being more widely applicable than conventional nonstationary bandit algorithms. Although it is very difficult to provide theoretical performance guarantees for our new approach, we also prove a novel regret bound for linear posterior sampling with measurement error that may serve as a foundation for future theoretical work. Aditya A. Ramesh, Paulo E. Rauber, Michelangelo Conserva, Jürgen Schmidhuber |
Neural Comput. | 3 |
| 2021 | What Are You Looking At? Team Fight Prediction Through Player CameraabstractEsport is a large and still growing industry with vast audiences. Multiplayer Online Battle Arenas (MOBAs), a sub-genre of esports, possess a very complex environment, which often leads to experts missing important coverage while broadcasting live competitions. One common game event that holds significant importance for broadcasting is referred to as a team fight engagement. Professional player's own knowledge and understanding of the game may provide a solution to this problem. This paper suggests a model that predicts and detects ongoing team fights in a live scenario. This approach outlines a novel technique of deriving representations of a complex game environment by relying on player knowledge. This is done by analysing the positions of the in-game characters and their associated cameras, utilising this data to train a neural network. The proposed model is able to both assist in the production of live esport coverage as well as provide a live, expert-derived, analysis of the game without the need of relying on outside sources. Marko Tot, Michelangelo Conserva, Alan Pedrassoli Chitayat, Athanasios Vasileios Kokkinakis, Sagarika Patra, Simon Demediuk, Alvaro Caceres Munoz, Oluseyi Olarewaju, Marian Florin Ursu, Ben Kirman, Jonathan Hook, Florian Block, Anders Drachen, Diego Perez Liebana |
CoG | 2 |