Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Aðalsteinn Pálsson

dblp:308/5050 · DBLP profile ↗
← Back
3ranked-venue papers
2as first author
3since 2021 · last 2024
0000-0003-4229-0387ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author · 3 since 2021Artificial intelligence and machine learning · 2 · 2 first-author · 2 since 2021Human-computer interaction and ubiquitous computing · 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
Trustworthy machine learning · 77% Planning, search and constraint satisfaction · 23%

Topics — the 4 heaviest of 4, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Trustworthy machine learning
interpretability
0.712023
Unveiling Concepts Learned by a World-Class Chess-Playing Agent · IJCAI 2023
Machine learning › Trustworthy machine learning › interpretability
representation probing
0.712023
Unveiling Concepts Learned by a World-Class Chess-Playing Agent · IJCAI 2023
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game playing
chess
0.212023
Unveiling Concepts Learned by a World-Class Chess-Playing Agent · IJCAI 2023
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing
0.212023
Unveiling Concepts Learned by a World-Class Chess-Playing Agent · IJCAI 2023

Methods — techniques the papers use, named apart from their topics

neural network probing · 0.7hand-crafted evaluation · 0.7
YearPublicationVenuePosition
2024 Empirical Evaluation of Concept Probing for Game-Playing Agents
abstract
Concept probing is one prominent methodology for interpreting and analyzing (deep) neural network models. It has, for example, formed the backbone of several recent works to understand better the high-level knowledge learned and employed by game-playing agents, particularly in chess. However, some recent theoretical and empirical studies have questioned the methodology’s reliability and highlighted some limitations. Here, in the game-playing domain of chess, we investigate the effectiveness of several different probing architectures and look into the reliability of methods for interpreting their results. We use a world-class chess-playing agent as our test domain, which allows us, via self-play, to quantify the importance of the concepts identified in the agent’s neural network by the concept probes. Our results demonstrate that the widespread practice of using linear probes and interpreting their accuracy to indicate concept importance is somewhat unreliable and needs to be revised. We demonstrate several ways of doing that in our domain, particularly by using more complex probes and amnesic-like probing.
Aðalsteinn Pálsson, Yngvi Björnsson
ECAI1
2023 Unveiling Concepts Learned by a World-Class Chess-Playing Agent
abstract
In recent years, the state-of-the-art agents for playing abstract board games, like chess and others, have moved from using intricate hand-crafted models for evaluating the merits of individual game states toward using neural networks (NNs). This development has eased the encapsulation of the relevant domain-specific knowledge and resulted in much-improved playing strength. However, this has come at the cost of making the resulting models ill-interpretable and challenging to understand and use for enhancing human knowledge. Using a world-class superhuman-strength chess-playing engine as our testbed, we show how recent model probing interpretability techniques can shed light on concepts learned by the engine's NN. Furthermore, to gain additional insight, we contrast the game-state evaluations of the NN to that of its counterpart hand-crafted evaluation model and identify and explain some of the main differences.
Aðalsteinn Pálsson, Yngvi Björnsson
IJCAI1
2021 Searching for Explainable Solutions in Sudoku
abstract
Explainable AI is an emerging field that studies how to explain the rationality behind the decisions of intelligent computer-based systems in human-understandable terms. The research-focus so far has though almost exclusively been on model interpretability, in particular, on trying to explain the learned concepts of (deep) neural networks. However, for many tasks, constraint- or heuristic-based search is also an integral part of the decision-making process of intelligent systems, for example, in planning and game-playing agents. This paper explores how to alter the search-based reasoning process used in such agents to generate more easily human-explainable solutions, using the domain of Sudoku puzzles as our test-bed. We model the perceived human mental effort of using different familiar Sudoku solving techniques. Based on that, we show how to find an explanation understandable to human players of varying expert levels, and evaluate the algorithm empirically on a wide range of puzzles of different difficulty.
Yngvi Björnsson, Sigurður Helgason, Aðalsteinn Pálsson
CoG3