Demo Data from EDBT 2026 / reviewers in the wild / expert
Andrew Gilpin
dblp:48/120
· DBLP profile ↗
10ranked-venue papers
8as first author
0since 2021 · last 2008
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 9 · 7 first-authorGraphics, computer vision, multimedia, augmented reality and games · 8 · 6 first-authorTheory of computation · 1 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 1 · 1 first-author
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.
| Theoretical computer science
10 papers |
Algorithmic game theory and mechanism design · 78% Mathematical optimization · 10% Information theory · 5% | |
| Artificial intelligence
5 papers |
Multi-agent systems · 80% Planning, search and constraint satisfaction · 20% |
Topics — the 15 heaviest of 17, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Algorithmic game theory and mechanism design
equilibrium computation |
0.5 | 7 | 2008 | Expectation-Based Versus Potential-Aware Automated Abstraction in Imperfect Information Games: An Experimental Comparison Using Poker · AAAI 2008 First-Order Algorithm with O(ln(1/e)) Convergence for e-Equilibrium in Two-Person Zero-Sum Games · AAAI 2008 Lossless abstraction of imperfect information games · J. ACM 2007 |
Knowledge, reasoning and agents › Multi-agent systems
imperfect information games |
0.3 | 4 | 2008 | Expectation-Based Versus Potential-Aware Automated Abstraction in Imperfect Information Games: An Experimental Comparison Using Poker · AAAI 2008 Potential-Aware Automated Abstraction of Sequential Games, and Holistic Equilibrium Analysis of Texas Hold'em Poker · AAAI 2007 A Competitive Texas Hold'em Poker Player via Automated Abstraction and Real-Time Equilibrium Computation · AAAI 2006 |
Knowledge, reasoning and agents › Multi-agent systems › imperfect information games
poker |
0.3 | 4 | 2008 | Expectation-Based Versus Potential-Aware Automated Abstraction in Imperfect Information Games: An Experimental Comparison Using Poker · AAAI 2008 Potential-Aware Automated Abstraction of Sequential Games, and Holistic Equilibrium Analysis of Texas Hold'em Poker · AAAI 2007 A Competitive Texas Hold'em Poker Player via Automated Abstraction and Real-Time Equilibrium Computation · AAAI 2006 |
Algorithmic game theory and mechanism design › game solving
game abstraction |
0.2 | 3 | 2008 | Expectation-Based Versus Potential-Aware Automated Abstraction in Imperfect Information Games: An Experimental Comparison Using Poker · AAAI 2008 Potential-Aware Automated Abstraction of Sequential Games, and Holistic Equilibrium Analysis of Texas Hold'em Poker · AAAI 2007 Finding equilibria in large sequential games of imperfect information · EC 2006 |
Mathematical optimization › continuous optimization › convex optimization
first-order methods |
0.1 | 1 | 2008 | First-Order Algorithm with O(ln(1/e)) Convergence for e-Equilibrium in Two-Person Zero-Sum Games · AAAI 2008 |
Algorithmic game theory and mechanism design
zero-sum game |
0.1 | 1 | 2008 | First-Order Algorithm with O(ln(1/e)) Convergence for e-Equilibrium in Two-Person Zero-Sum Games · AAAI 2008 |
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
nash equilibrium |
0.1 | 1 | 2007 | Lossless abstraction of imperfect information games · J. ACM 2007 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game tree search |
0.1 | 1 | 2006 | A Competitive Texas Hold'em Poker Player via Automated Abstraction and Real-Time Equilibrium Computation · AAAI 2006 |
Logic in computer science
imperfect information |
0.1 | 1 | 2006 | Finding equilibria in large sequential games of imperfect information · EC 2006 |
Algorithmic game theory and mechanism design › non-cooperative game › dynamic games
sequential game |
0.1 | 1 | 2006 | Finding equilibria in large sequential games of imperfect information · EC 2006 |
Mathematical optimization › discrete optimization
mixed integer linear programming |
0.1 | 1 | 2005 | Mixed-Integer Programming Methods for Finding Nash Equilibria · AAAI 2005 |
Algorithmic game theory and mechanism design › equilibrium computation
nash equilibrium computation |
0.1 | 1 | 2005 | Mixed-Integer Programming Methods for Finding Nash Equilibria · AAAI 2005 |
Algorithmic game theory and mechanism design › auction theory
combinatorial auction |
0.0 | 1 | 2001 | CABOB: A Fast Optimal Algorithm for Combinatorial Auctions · IJCAI 2001 |
Algorithmic game theory and mechanism design › auction theory › combinatorial auction
winner determination |
0.0 | 1 | 2001 | CABOB: A Fast Optimal Algorithm for Combinatorial Auctions · IJCAI 2001 |
Graph algorithms and graph theory
graph isomorphism |
0.0 | 1 | 2006 | Finding equilibria in large sequential games of imperfect information · EC 2006 |
Methods — techniques the papers use, named apart from their topics
game tree search · 0.2potential-aware abstraction · 0.2expectation-based abstraction · 0.2potential-aware automated abstraction · 0.1information theory · 0.1counterfactual regret minimization · 0.1automated abstraction · 0.1approximation algorithm · 0.1nash equilibrium computation · 0.1game abstraction · 0.1linear programming · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2008 | First-Order Algorithm with O(ln(1/e)) Convergence for e-Equilibrium in Two-Person Zero-Sum Games
Andrew Gilpin, Javier Peña 0001, Tuomas Sandholm |
AAAI | 1 |
| 2008 | Expectation-Based Versus Potential-Aware Automated Abstraction in Imperfect Information Games: An Experimental Comparison Using Poker
Andrew Gilpin, Tuomas Sandholm |
AAAI | 1 |
| 2007 | Potential-Aware Automated Abstraction of Sequential Games, and Holistic Equilibrium Analysis of Texas Hold'em Poker
Andrew Gilpin, Tuomas Sandholm, Troels Bjerre Lund |
AAAI | 1 |
| 2007 | Information-Theoretic Approaches to Branching in Search
Andrew Gilpin, Tuomas Sandholm |
IJCAI | 1 |
| 2007 | Lossless abstraction of imperfect information gamesabstractFinding an equilibrium of an extensive form game of imperfect information is a fundamental problem in computational game theory, but current techniques do not scale to large games. To address this, we introduce the ordered game isomorphism and the related ordered game isomorphic abstraction transformation . For a multi-player sequential game of imperfect information with observable actions and an ordered signal space, we prove that any Nash equilibrium in an abstracted smaller game, obtained by one or more applications of the transformation, can be easily converted into a Nash equilibrium in the original game. We present an algorithm, GameShrink , for abstracting the game using our isomorphism exhaustively. Its complexity is õ ( n 2 ), where n is the number of nodes in a structure we call the signal tree. It is no larger than the game tree, and on nontrivial games it is drastically smaller, so GameShrink has time and space complexity sublinear in the size of the game tree. Using GameShrink , we find an equilibrium to a poker game with 3.1 billion nodes—over four orders of magnitude more than in the largest poker game solved previously. To address even larger games, we introduce approximation methods that do not preserve equilibrium, but nevertheless yield ( ex post ) provably close-to-optimal strategies. Andrew Gilpin, Tuomas Sandholm |
J. ACM | 1 |
| 2006 | A Competitive Texas Hold'em Poker Player via Automated Abstraction and Real-Time Equilibrium Computation
Andrew Gilpin, Tuomas Sandholm |
AAAI | 1 |
| 2006 | Finding equilibria in large sequential games of imperfect informationabstractFinding an equilibrium of an extensive form game of imperfect information is a fundamental problem in computational game theory, but current techniques do not scale to large games. To address this, we introduce the ordered game isomorphism and the related ordered game isomorphic abstraction transformation. For a multi-player sequential game of imperfect information with observable actions and an ordered signal space, we prove that any Nash equilibrium in an abstracted smaller game, obtained by one or more applications of the transformation, can be easily converted into a Nash equilibrium in the original game. We present an algorithm, GameShrink, for abstracting the game using our isomorphism exhaustively. Its complexity is Õ(n2), where n is the number of nodes in a structure we call the signal tree. It is no larger than the game tree, and on nontrivial games it is drastically smaller, so GameShrink has time and space complexity sublinear in the size of the game tree. Using GameShrink, we find an equilibrium to a poker game with 3.1 billion nodes--over four orders of magnitude more than in the largest poker game solved previously. We discuss several electronic commerce applications for GameShrink. To address even larger games, we introduce approximation methods that do not preserve equilibrium, but nevertheless yield (ex post) provably close-to-optimal strategies. Andrew Gilpin, Tuomas Sandholm |
EC | 1 |
| 2005 | Optimal Rhode Island Hold'em Poker
Andrew Gilpin, Tuomas Sandholm |
AAAI | 1 |
| 2005 | Mixed-Integer Programming Methods for Finding Nash Equilibria
Tuomas Sandholm, Andrew Gilpin, Vincent Conitzer |
AAAI | 2 |
| 2001 | CABOB: A Fast Optimal Algorithm for Combinatorial Auctions
Tuomas Sandholm, Subhash Suri, Andrew Gilpin |
IJCAI | 3 |