Demo Data from EDBT 2026 / reviewers in the wild / expert
Vydhourie Thiyageswaran
dblp:294/1528
· DBLP profile ↗
2ranked-venue papers
1as first author
2since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 2 · 1 first-author · 2 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 · 33% Reinforcement learning · 33% Kernel, tree and ensemble methods · 33% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Computational social science and digital humanities · 100% | |
| Theoretical computer science
1 paper |
Mathematical optimization · 100% |
Topics — the 4 heaviest of 5, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Mathematical optimization
statistical estimation |
0.9 | 1 | 2025 | Data-Adaptive Exposure Thresholds under Network Interference · NeurIPS 2025 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing |
0.5 | 1 | 2021 | Random Forests for Opponent Hand Estimation in Gin Rummy · AAAI 2021 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
opponent modeling |
0.5 | 1 | 2021 | Random Forests for Opponent Hand Estimation in Gin Rummy · AAAI 2021 |
Machine learning › Kernel, tree and ensemble methods › ensemble learning › tree ensembles
random forest |
0.5 | 1 | 2021 | Random Forests for Opponent Hand Estimation in Gin Rummy · AAAI 2021 |
Methods — techniques the papers use, named apart from their topics
linear regression · 1.7lepski's method · 1.7horvitz-thompson estimator · 1.7self-play · 0.5random forest · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Data-Adaptive Exposure Thresholds under Network InterferenceabstractRandomized controlled trials often suffer from interference, a violation of the Stable Unit Treatment Value Assumption (SUTVA), where a unit's outcome is influenced by its neighbors' treatment assignments. This interference biases naive estimators of the average treatment effect (ATE). A popular method to achieve unbiasedness pairs the Horvitz-Thompson estimator of the ATE with a known exposure mapping, a function that identifies units in a given randomization unaffected by interference. For example, an exposure mapping may stipulate that a unit experiences no further interference if at least an $h$-fraction of its neighbors share its treatment status. However, selecting this threshold $h$ is challenging, requiring domain expertise; in its absence, fixed thresholds such as $h = 1$ are often used. In this work, we propose a data-adaptive method to select the $h$-fractional threshold that minimizes the mean-squared-error (MSE) of the Horvitz-Thompson estimator. Our approach estimates the bias and variance of the Horvitz-Thompson estimator paired with candidate thresholds by leveraging a first-order approximation, specifically, linear regression of potential outcomes on exposures. We present simulations illustrating that our method improves upon non-adaptive threshold choices, and an adapted Lepski's method. We further illustrate the performance of our estimator by running experiments with synthetic outcomes on a real village network dataset, and on a publicly-available Amazon product similarity graph. Furthermore, we demonstrate that our method remains robust to deviations from the linear potential outcomes model. Vydhourie Thiyageswaran, Tyler H. McCormick, Jennifer Brennan |
NeurIPS | 1 |
| 2021 | Random Forests for Opponent Hand Estimation in Gin RummyabstractWe demonstrate an AI agent for the card game of Gin Rummy. The agent uses simple heuristics in conjunction with a model that predicts the probability of each card's being in the opponent's hand. To estimate the probabilities for cards' being in the opponent's hand, we generate a dataset of Gin Rummy games using self-play, and train a random forest on the game information states. We explore the random forest classifier we trained and study the correspondence between its outputs and intuitively correct outputs. Our agent wins 61% of games against a baseline heuristic agent that does not use opponent hand estimation. Anthony Hein, May Jiang, Vydhourie Thiyageswaran, Michael Guerzhoy |
AAAI | 3 |