Demo Data from EDBT 2026 / reviewers in the wild / expert
Matej Jusup
dblp:339/8758
· DBLP profile ↗
2ranked-venue papers
0as 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 · 2 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 · 100% |
Topics — the 5 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning › language-based planning
LLM-based planning |
0.9 | 1 | 2025 | Mastering Board Games by External and Internal Planning with Language Models · ICML 2025 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › heuristic search
LLM-guided search |
0.9 | 1 | 2025 | Mastering Board Games by External and Internal Planning with Language Models · ICML 2025 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search |
0.9 | 1 | 2025 | Mastering Board Games by External and Internal Planning with Language Models · ICML 2025 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
search-based planning |
0.9 | 1 | 2025 | Mastering Board Games by External and Internal Planning with Language Models · ICML 2025 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing |
0.3 | 1 | 2025 | Mastering Board Games by External and Internal Planning with Language Models · ICML 2025 |
Methods — techniques the papers use, named apart from their topics
internal search · 0.9in-context tree generation · 0.9external search · 0.9
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Mastering Board Games by External and Internal Planning with Language ModelsabstractAdvancing planning and reasoning capabilities of Large Language Models (LLMs) is one of the key prerequisites towards unlocking their potential for performing reliably in complex and impactful domains. In this paper, we aim to demonstrate this across board games (Chess, Fischer Random / Chess960, Connect Four, and Hex), and we show that search-based planning can yield significant improvements in LLM game-playing strength. We introduce, compare and contrast two major approaches: In external search, the model guides Monte Carlo Tree Search (MCTS) rollouts and evaluations without calls to an external game engine, and in internal search, the model is trained to generate in-context a linearized tree of search and a resulting final choice. Both build on a language model pre-trained on relevant domain knowledge, reliably capturing the transition and value functions in the respective environments, with minimal hallucinations. We evaluate our LLM search implementations against game-specific state-of-the-art engines, showcasing substantial improvements in strength over the base model, and reaching Grandmaster-level performance in chess while operating closer to the human search budget. Our proposed approach, combining search with domain knowledge, is not specific to board games, hinting at more general future applications. John Schultz, Jakub Adámek, Matej Jusup, Marc Lanctot, Michael Kaisers, Sarah Perrin, Daniel Hennes, Jeremy Shar, Cannada A. Lewis, Anian Ruoss, Tom Zahavy, Petar Velickovic, Laurel Prince, Satinder Singh 0001, Eric Malmi, Nenad Tomasev |
ICML | 3 |
| 2023 | Efficient Planning in Combinatorial Action Spaces with Applications to Cooperative Multi-Agent Reinforcement LearningabstractA practical challenge in reinforcement learning are combinatorial action spaces that make planning computationally demanding. For example, in cooperative multi-agent reinforcement learning, a potentially large number of agents jointly optimize a global reward function, which leads to a combinatorial blow-up in the action space by the number of agents. As a minimal requirement, we assume access to an argmax oracle that allows to efficiently compute the greedy policy for any Q-function in the model class. Building on recent work in planning with local access to a simulator and linear function approximation, we propose efficient algorithms for this setting that lead to polynomial compute and query complexity in all relevant problem parameters. For the special case where the feature decomposition is additive, we further improve the bounds and extend the results to the kernelized setting with an efficient algorithm. Volodymyr Tkachuk, Seyed Alireza Bakhtiari, Johannes Kirschner, Matej Jusup, Ilija Bogunovic, Csaba Szepesvári |
AISTATS | 4 |