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Vydhourie Thiyageswaran

dblp:294/1528 · DBLP profile ↗
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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

TopicWeightPapersLastEvidence papers
Mathematical optimization
statistical estimation
0.912025
Data-Adaptive Exposure Thresholds under Network Interference · NeurIPS 2025
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing
0.512021
Random Forests for Opponent Hand Estimation in Gin Rummy · AAAI 2021
Machine learning › Reinforcement learning › multi-agent reinforcement learning
opponent modeling
0.512021
Random Forests for Opponent Hand Estimation in Gin Rummy · AAAI 2021
Machine learning › Kernel, tree and ensemble methods › ensemble learning › tree ensembles
random forest
0.512021
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
YearPublicationVenuePosition
2025 Data-Adaptive Exposure Thresholds under Network Interference
abstract
Randomized 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
NeurIPS1
2021 Random Forests for Opponent Hand Estimation in Gin Rummy
abstract
We 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
AAAI3