Demo Data from EDBT 2026 / reviewers in the wild / expert
Randolph M. Jones
dblp:49/4203
· DBLP profile ↗
13ranked-venue papers
8as first author
0since 2021 · last 2017
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 11 · 6 first-authorGraphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-authorApplied, interdisciplinary, general and emerging computing · 2Databases, data management, data science and information retrieval · 1Human-computer interaction and ubiquitous 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.
| Artificial intelligence
5 papers |
Planning, search and constraint satisfaction · 40% Knowledge representation and reasoning · 22% Efficient and distributed learning · 17% | |
| Interdisciplinary, comprehensive, and emerging computing
1 paper |
Computing education · 100% | |
| Databases, data mining, and information retrieval
1 paper |
Information retrieval · 100% |
Topics — the 7 heaviest of 11, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › intelligent control
behavior generation |
0.0 | 1 | 1994 | Dynamic Generation of Complex Behavior · AAAI 1994 |
Knowledge, reasoning and agents › Knowledge representation and reasoning › analogical reasoning
analogical problem solving |
0.0 | 1 | 1993 | Better Learners Use Analogical Problem Solving Sparingly · ICML 1993 |
Machine learning › Efficient and distributed learning
efficient learning |
0.0 | 1 | 1993 | Better Learners Use Analogical Problem Solving Sparingly · ICML 1993 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
intelligent control |
0.0 | 1 | 1993 | AIR-SOAR: Intelligent Multi-Level Control · AAAI 1993 |
Machine learning › Trustworthy machine learning › interpretability
explanation-based learning |
0.0 | 1 | 1991 | Learning Physics Via Explanation-Based Learning of Correctness and Analogical Search Control · ML 1991 |
Computing education
educational technology |
0.0 | 1 | 1991 | A Computational Model of Acquisition for Children's Addtion Strategies · ML 1991 |
Knowledge, reasoning and agents › Knowledge representation and reasoning › cognitive modeling
cognitive architecture |
0.0 | 1 | 1993 | AIR-SOAR: Intelligent Multi-Level Control · AAAI 1993 |
Methods — techniques the papers use, named apart from their topics
cognitive modeling · 0.0computational modeling · 0.0analogical reasoning · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2017 | Towards a definition of cyberspace tactics, techniques and proceduresabstractCybersecurity professionals often speak of tactics, techniques and procedures (TTPs) when describing the activities of threat actors, yet these terms are not as well defined in cybersecurity as in military doctrine. Systems that use artificial intelligence (AI) and machine learning (ML) to address cybersecurity problems could better determine adversarial intent and future actions by connecting sequences of actions to threat actor intent. In this paper, we define TTPs in relation to cybersecurity and present a model of TTPs for cyberspace operations that is useful to both humans and synthetic agents. We then describe how these can be applied to real-world cyberspace operations, using advanced persistent threat (APT) 28's Pawn Storm campaign as an exemplar. Finally, we show how we've approached the development of ML algorithms to provide predictive analytics based on large security datasets. Fernando Maymi, Robert Bixler, Randolph M. Jones, Scott D. Lathrop |
IEEE BigData | 3 |
| 2013 | Scalable Models for Patterns of LifeabstractPatterns of life (POL) are emergent properties of com- plex social systems such as neighborhoods or even cities. Accurately modeling POL is not only an academic pursuit; complex training and analysis efforts rely upon these models. Computational POL models will benefit academic researchers by giving them new tools to generate and validate theories about complex sociocultural patterns. POL presents an interesting computational modeling challenge for research in many AI fields because of its complex, multi-level interaction. POL modeling differs from standard agent-based modeling in that not only individual behaviors, but also their collective emergent patterns, are targets of study. At the same time, the behavior of any single individual is potentially important. Jeremiah T. Folsom-Kovarik, Sae Lynne Schatz, Randolph M. Jones, Kathleen Bartlett, Robert E. Wray |
IAAI | 3 |
| 2005 | A Constrained Architecture for Learning and Problem SolvingabstractThis paper describes Eureka, a problem-solving architecture that operates under strong constraints on its memory and processes. Most significantly, Eureka does not assume free access to its entire long-term memory. That is, failures in problem solving may arise not only from missing knowledge, but from the (possibly temporary) inability to retrieve appropriate existing knowledge from memory. Additionally, the architecture does not include systematic backtracking to recover from fruitless search paths. These constraints significantly impact Eureka's design. Humans are also subject to such constraints, but are able to overcome them to solve problems effectively. In Eureka's design, we have attempted to minimize the number of additional architectural commitments, while staying faithful to the memory constraints. Even under such minimal commitments, Eureka provides a qualitative account of the primary types of learning reported in the literature on human problem solving. Further commitments to the architecture would refine the details in the model, but the approach we have taken de-emphasizes highly detailed modeling to get at general root causes of the observed regularities. Making minimal additional commitments to Eureka's design strengthens the case that many regularities in human learning and problem solving are entailments of the need to handle imperfect memory. Randolph M. Jones, Pat Langley |
Comput. Intell. | 1 |
| 2000 | Design and implementation of computer games: a capstone course for undergraduate computer science educationabstractThis paper presents a course in the design and implementation of computer games, offered as an upper-division computer science course at Colby College during the winter semester, 1999. The paper describes the material, topics, and projects included in the course. More generally, I argue that this course provides an ideal environment for students to integrate a wide base of computer knowledge and skills. The paper supports this argument by presenting the variety of computer science concepts covered in the course, as well as pointing out potential areas of variation in future courses, depending on the tastes and priorities of the instructor. Randolph M. Jones |
SIGCSE | 1 |
| 1998 | Real-Time Intelligent Characters for a Non-Visual Simulation EnvironmentabstractIn recent years, there has been a fair amount of research directed toward the goal of developing virtual, human-like characters for simulation environments. Much of this work has focused on creating high-fidelity graphical animations that represent realistic human forms and movement. We are approaching the same goal from a different angle, focusing on the real-time generation of autonomous, intelligent behaviors that a virtual human must use to attain its goals in a complex environment. Because the emphasis of our work is on high-level behavior rather than visual representation, our current work is geared toward non-visual simulation environments. TacAir-Soar is a system that generates intelligent behavior for flying missions in simulated fixed-wing aircraft for military training simulations. The system has been in development for over five years, and has participated in multiple military training exercises. This paper presents many of the lessons we have learned in developing an autonomous, real-time system, together with suggestions for how these lessons might apply to the development of a full real-time, autonomous, virtual human that also incorporates realistic visual representation and movement. Randolph M. Jones, John E. Laird, Paul E. Nielsen |
CA | 1 |
| 1996 | Book Review: Fluids Concepts and Creative Analogies: Computer Models of the Fundamental Mechanisms of Thought
Randolph M. Jones |
Int. J. Neural Syst. | 1 |
| 1994 | Dynamic Generation of Complex Behavior
Randolph M. Jones |
AAAI | 1 |
| 1994 | Acquisition of Children's Addition Strategies: A Model of Impasse-Free, Knowledge-Level Learning
Randolph M. Jones, Kurt VanLehn |
Mach. Learn. | 1 |
| 1993 | AIR-SOAR: Intelligent Multi-Level Control
Douglas J. Pearson, Randolph M. Jones, John E. Laird |
AAAI | 2 |
| 1993 | Better Learners Use Analogical Problem Solving Sparingly
Kurt VanLehn, Randolph M. Jones |
ICML | 2 |
| 1991 | A Computational Model of Acquisition for Children's Addtion Strategies
Randolph M. Jones, Kurt VanLehn |
ML | 1 |
| 1991 | Learning Physics Via Explanation-Based Learning of Correctness and Analogical Search Control
Kurt VanLehn, Randolph M. Jones |
ML | 2 |
| 1989 | Learning to Retrieve Useful Information for Problem Solving
Randolph M. Jones |
ML | 1 |