EDBT 2026 Demo / reviewers in the wild / expert
Tassiana C. Oliveira
dblp:294/0086
· 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 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.
| Artificial intelligence
1 paper |
Planning, search and constraint satisfaction · 100% | |
| Human-computer interaction and pervasive computing
1 paper |
Games and playful interaction · 100% | |
| Software engineering, system software, and programming languages
1 paper |
Program synthesis and code generation · 100% |
Topics — the 4 heaviest of 5, 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 playing |
0.5 | 1 | 2021 | Programmatic Strategies for Real-Time Strategy Games · AAAI 2021 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
search-based planning |
0.5 | 1 | 2021 | Programmatic Strategies for Real-Time Strategy Games · AAAI 2021 |
Games and playful interaction › game genre
real-time strategy games |
0.5 | 1 | 2021 | Programmatic Strategies for Real-Time Strategy Games · AAAI 2021 |
Program synthesis and code generation › controller synthesis
programmatic strategy synthesis |
0.5 | 1 | 2021 | Programmatic Strategies for Real-Time Strategy Games · AAAI 2021 |
Methods — techniques the papers use, named apart from their topics
self-play · 1.5local search · 1.5domain-specific language simplification · 1.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | Programmatic Strategies for Real-Time Strategy GamesabstractSearch-based systems have shown to be effective for planning in zero-sum games. However, search-based approaches have important disadvantages. First, the decisions of search algorithms are mostly non-interpretable, which is problematic in domains where predictability and trust are desired such as commercial games. Second, the computational complexity of search-based algorithms might limit their applicability, especially in contexts where resources are shared among other tasks such as graphic rendering. In this work we introduce a system for synthesizing programmatic strategies for a real-time strategy (RTS) game. In contrast with search algorithms, programmatic strategies are more amenable to explanations and tend to be efficient, once the program is synthesized. Our system uses a novel algorithm for simplifying domain-specific languages (DSLs) and a local search algorithm that synthesizes programs with self play. We performed a user study where we enlisted four professional programmers to develop programmatic strategies for mRTS, a minimalist RTS game. Our results show that the programs synthesized by our approach can outperform search algorithms and be competitive with programs written by the programmers. Julian R. H. Mariño, Rubens O. Moraes, Tassiana C. Oliveira, Claudio Fabiano Motta Toledo, Levi Lelis |
AAAI | 3 |