Demo Data from EDBT 2026 / reviewers in the wild / expert
Leandro C. Medeiros
dblp:317/1348
· DBLP profile ↗
1ranked-venue papers
1as first author
1since 2021 · last 2022
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 1 · 1 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author · 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 |
Reinforcement learning · 100% | |
| Software engineering, system software, and programming languages
1 paper |
Program synthesis and code generation · 100% |
Topics — the 1 heaviest of 2, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
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 |
Methods — techniques the papers use, named apart from their topics
simulated annealing · 1.1behavioral cloning · 1.1UCT · 1.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 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 | 1 |