Demo Data from EDBT 2026 / reviewers in the wild / expert
David S. Aleixo
dblp:317/0678
· DBLP profile ↗
3ranked-venue papers
1as first author
3since 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 · 3 · 1 first-author · 3 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
3 papers |
Reinforcement learning · 69% Planning, search and constraint satisfaction · 24% Multi-agent systems · 7% | |
| Software engineering, system software, and programming languages
1 paper |
Program synthesis and code generation · 100% | |
| Theoretical computer science
1 paper |
Algorithmic game theory and mechanism design · 100% |
Topics — the 4 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning › multi-agent reinforcement learning
self-play |
0.7 | 1 | 2023 | Show Me the Way! Bilevel Search for Synthesizing Programmatic Strategies · AAAI 2023 |
Program synthesis and code generation › controller synthesis
programmatic strategy synthesis |
0.6 | 1 | 2022 | What Can We Learn Even from the Weakest? Learning Sketches for Programmatic Strategies · AAAI 2022 |
Knowledge, reasoning and agents › Multi-agent systems › multi-agent environments
real-time strategy games |
0.2 | 1 | 2023 | Show Me the Way! Bilevel Search for Synthesizing Programmatic Strategies · AAAI 2023 |
Algorithmic game theory and mechanism design
zero-sum game |
0.2 | 1 | 2023 | Choosing Well Your Opponents: How to Guide the Synthesis of Programmatic Strategies · IJCAI 2023 |
Methods — techniques the papers use, named apart from their topics
local search · 1.3iterated best response · 1.3fictitious play · 1.3double oracle · 1.3simulated annealing · 1.1behavioral cloning · 1.1UCT · 1.1feature-based search · 0.7bi-level optimization · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Show Me the Way! Bilevel Search for Synthesizing Programmatic StrategiesabstractThe synthesis of programmatic strategies requires one to search in large non-differentiable spaces of computer programs. Current search algorithms use self-play approaches to guide this search. The issue with these approaches is that the guiding function often provides a weak search signal. This is because self-play functions only measure how well a program performs against other programs. Thus, while small changes to a losing program might not transform it into a winning one, such changes might represent steps in the direction of a winning program. In this paper we introduce a bilevel search algorithm that searches concurrently in the space of programs and in a space of state features. Each iteration of the search in the space of features defines a set of target features that the search in the program space attempts to achieve (i.e., features one observes while following the strategy encoded in a program). We hypothesize the combination of a self-play function and a feature-based one provides a stronger search signal for synthesis. While both functions are used to guide the search in the program space, the self-play function is used to guide the search in the feature space, to allow for the selection of target features that are more likely to lead to winning programs. We evaluated our bilevel algorithm in MicroRTS, a real-time strategy game. Our results show that the bilevel search synthesizes stronger strategies than methods that search only in the program space. Also, the strategies our method synthesizes obtained the highest winning rate in a simulated tournament with several baseline agents, including the best agents from the two latest MicroRTS competitions. David S. Aleixo, Levi Lelis |
AAAI | 1 |
| 2023 | Choosing Well Your Opponents: How to Guide the Synthesis of Programmatic StrategiesabstractThis paper introduces Local Learner (2L), an algorithm for providing a set of reference strategies to guide the search for programmatic strategies in two-player zero-sum games. Previous learning algorithms, such as Iterated Best Response (IBR), Fictitious Play (FP), and Double-Oracle (DO), can be computationally expensive or miss important information for guiding search algorithms. 2L actively selects a set of reference strategies to improve the search signal. We empirically demonstrate the advantages of our approach while guiding a local search algorithm for synthesizing strategies in three games, including MicroRTS, a challenging real-time strategy game. Results show that 2L learns reference strategies that provide a stronger search signal than IBR, FP, and DO. We also simulate a tournament of MicroRTS, where a synthesizer using 2L outperformed the winners of the two latest MicroRTS competitions, which were programmatic strategies written by human programmers. Rubens O. Moraes, David S. Aleixo, Lucas Ferreira, Levi Lelis |
IJCAI | 2 |
| 2022 | What Can We Learn Even from the Weakest? Learning Sketches for Programmatic StrategiesabstractIn this paper we show that behavioral cloning can be used to learn effective sketches of programmatic strategies. We show that even the sketches learned by cloning the behavior of weak players can help the synthesis of programmatic strategies. This is because even weak players can provide helpful information, e.g., that a player must choose an action in their turn of the game. If behavioral cloning is not employed, the synthesizer needs to learn even the most basic information by playing the game, which can be computationally expensive. We demonstrate empirically the advantages of our sketch-learning approach with simulated annealing and UCT synthesizers. We evaluate our synthesizers in the games of Can't Stop and MicroRTS. The sketch-based synthesizers are able to learn stronger programmatic strategies than their original counterparts. Our synthesizers generate strategies of Can't Stop that defeat a traditional programmatic strategy for the game. They also synthesize strategies that defeat the best performing method from the latest MicroRTS competition. Leandro C. Medeiros, David S. Aleixo, Levi Lelis |
AAAI | 2 |