Demo Data from EDBT 2026 / reviewers in the wild / expert
Jeremy Shar
dblp:395/2918
· 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 | 8 |
| 2025 | DataRater: Meta-Learned Dataset CurationabstractThe quality of foundation models depends heavily on their training data.
Consequently, great efforts have been put into dataset curation.
Yet most approaches rely on manual tuning of coarse-grained mixtures of large buckets of data, or filtering by hand-crafted heuristics.
An approach that is ultimately more scalable (let alone more satisfying) is to \emph{learn} which data is actually valuable for training.
This type of meta-learning could allow more sophisticated, fine-grained, and effective curation.
Our proposed \emph{DataRater} is an instance of this idea. It estimates the value of training on any particular data point. This is done by meta-learning using `meta-gradients', with the objective of improving training efficiency on held out data.
In extensive experiments across a range of model scales and datasets, we find that using our DataRater to filter data is highly effective, resulting in significantly improved compute efficiency. Dan Andrei Calian, Gregory Farquhar, Iurii Kemaev, Luisa M. Zintgraf, Matteo Hessel, Jeremy Shar, Junhyuk Oh, András György 0001, Tom Schaul, Jeffrey Dean, Hado van Hasselt, David Silver 0001 |
NeurIPS | 6 |