Demo Data from EDBT 2026 / reviewers in the wild / expert
Lex Weaver
dblp:54/1894
· DBLP profile ↗
5ranked-venue papers
1as first author
0since 2021 · last 2001
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 5 · 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
2 papers |
Reinforcement learning · 79% Planning, search and constraint satisfaction · 21% | |
| Computer networks
1 paper |
Routing and switching · 100% |
Topics — the 6 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning › policy optimization
policy gradient |
0.0 | 1 | 2001 | A Multi-Agent Policy-Gradient Approach to Network Routing · ICML 2001 |
Routing and switching
routing |
0.0 | 1 | 2001 | A Multi-Agent Policy-Gradient Approach to Network Routing · ICML 2001 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game tree search |
0.0 | 1 | 1998 | KnightCap: A Chess Programm That Learns by Combining TD(lambda) with Game-Tree Search · ICML 1998 |
Machine learning › Reinforcement learning › temporal difference learning › eligibility traces
TD(lambda) |
0.0 | 1 | 1998 | KnightCap: A Chess Programm That Learns by Combining TD(lambda) with Game-Tree Search · ICML 1998 |
Machine learning › Reinforcement learning
temporal difference learning |
0.0 | 1 | 1998 | KnightCap: A Chess Programm That Learns by Combining TD(lambda) with Game-Tree Search · ICML 1998 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning › self-play
self-play reinforcement learning |
0.0 | 1 | 1998 | KnightCap: A Chess Programm That Learns by Combining TD(lambda) with Game-Tree Search · ICML 1998 |
Methods — techniques the papers use, named apart from their topics
multi-agent policy gradient · 0.1game tree search · 0.0TD(lambda) · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2001 | A Multi-Agent Policy-Gradient Approach to Network Routing
Nigel Tao, Jonathan Baxter, Lex Weaver |
ICML | 3 |
| 2001 | The Optimal Reward Baseline for Gradient-Based Reinforcement Learning
Lex Weaver, Nigel Tao |
UAI | 1 |
| 2001 | Experiments with Infinite-Horizon, Policy-Gradient EstimationabstractIn this paper, we present algorithms that perform gradient ascent of the average reward in a partially observable Markov decision process (POMDP). These algorithms are based on GPOMDP, an algorithm introduced in a companion paper (Baxter & Bartlett, this volume), which computes biased estimates of the performance gradient in POMDPs. The algorithm's chief advantages are that it uses only one free parameter beta, which has a natural interpretation in terms of bias-variance trade-off, it requires no knowledge of the underlying state, and it can be applied to infinite state, control and observation spaces. We show how the gradient estimates produced by GPOMDP can be used to perform gradient ascent, both with a traditional stochastic-gradient algorithm, and with an algorithm based on conjugate-gradients that utilizes gradient information to bracket maxima in line searches. Experimental results are presented illustrating both the theoretical results of (Baxter & Bartlett, this volume) on a toy problem, and practical aspects of the algorithms on a number of more realistic problems. Jonathan Baxter, Peter L. Bartlett, Lex Weaver |
J. Artif. Intell. Res. | 3 |
| 2000 | Learning to Play Chess Using Temporal DifferencesabstractIn this paper we present TDLEAF(λ), a variation on the TD(λ) algorithm that enables it to be used in conjunction with game-tree search. We present some experiments in which our chess program “KnightCap” used TDLEAF(λ) to learn its evaluation function while playing on Internet chess servers. The main success we report is that KnightCap improved from a 1650 rating to a 2150 rating in just 308 games and 3 days of play. As a reference, a rating of 1650 corresponds to about level B human play (on a scale from E (1000) to A (1800)), while 2150 is human master level. We discuss some of the reasons for this success, principle among them being the use of on-line, rather than self-play. We also investigate whether TDLEAF(λ) can yield better results in the domain of backgammon, where TD(λ) has previously yielded striking success. Jonathan Baxter, Andrew Tridgell, Lex Weaver |
Mach. Learn. | 3 |
| 1998 | KnightCap: A Chess Programm That Learns by Combining TD(lambda) with Game-Tree Search
Jonathan Baxter, Andrew Tridgell, Lex Weaver |
ICML | 3 |