Demo Data from EDBT 2026 / reviewers in the wild / expert
Thomas R. Hinrichs
dblp:67/1094
· DBLP profile ↗
6ranked-venue papers
5as first author
0since 2021 · last 2014
0000-0002-0368-516XORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 6 · 5 first-authorGraphics, computer vision, multimedia, augmented reality and games · 4 · 3 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.
| Artificial intelligence
4 papers |
Knowledge representation and reasoning · 76% Information extraction and text analysis · 18% Planning, search and constraint satisfaction · 7% | |
| Software engineering, system software, and programming languages
1 paper |
Requirements engineering and software design · 100% |
Topics — the 9 heaviest of 11, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Knowledge, reasoning and agents › Knowledge representation and reasoning
qualitative reasoning |
0.3 | 2 | 2014 | Using Narrative Function to Extract Qualitative Information from Natural Language Texts · AAAI 2014 Learning Qualitative Models by Demonstration · AAAI 2012 |
Knowledge, reasoning and agents › Knowledge representation and reasoning › qualitative reasoning
qualitative process theory |
0.2 | 1 | 2014 | Using Narrative Function to Extract Qualitative Information from Natural Language Texts · AAAI 2014 |
Knowledge, reasoning and agents › Knowledge representation and reasoning › qualitative reasoning
qualitative model learning |
0.1 | 1 | 2012 | Learning Qualitative Models by Demonstration · AAAI 2012 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing |
0.1 | 1 | 2007 | Analogical Learning in a Turn-Based Strategy Game · IJCAI 2007 |
Knowledge, reasoning and agents › Knowledge representation and reasoning
abductive reasoning |
0.1 | 1 | 2014 | Using Narrative Function to Extract Qualitative Information from Natural Language Texts · AAAI 2014 |
Knowledge, reasoning and agents › Knowledge representation and reasoning
model-based reasoning |
0.0 | 1 | 2012 | Learning Qualitative Models by Demonstration · AAAI 2012 |
Knowledge, reasoning and agents › Knowledge representation and reasoning › analogical reasoning
analogical learning |
0.0 | 1 | 2007 | Analogical Learning in a Turn-Based Strategy Game · IJCAI 2007 |
Knowledge, reasoning and agents › Knowledge representation and reasoning › case-based reasoning
case adaptation |
0.0 | 1 | 1991 | The Roles of Adaptation in Case-Based Design · AAAI 1991 |
Knowledge, reasoning and agents › Knowledge representation and reasoning
case-based reasoning |
0.0 | 1 | 1991 | The Roles of Adaptation in Case-Based Design · AAAI 1991 |
Methods — techniques the papers use, named apart from their topics
query-driven abduction · 0.2narrative function · 0.2frame-based representation · 0.2qualitative influence learning · 0.1model-based reasoning · 0.1analogical learning · 0.1case-based reasoning · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2014 | Using Narrative Function to Extract Qualitative Information from Natural Language TextsabstractThe naturalness of qualitative reasoning suggests that qualitative representations might be an important component of the semantics of natural language. Prior work showed that frame-based representations of qualitative process theory constructs could indeed be extracted from natural language texts. That technique relied on the parser recognizing specific syntactic constructions, which had limited coverage. This paper describes a new approach, using narrative function to represent the higher-order relationships between the constituents of a sentence and between sentences in a discourse. We outline how narrative function combined with query-driven abduction enables the same kinds of information to be extracted from natural language texts. Moreover, we also show how the same technique can be used to extract type-level qualitative representations from text, and used to improve performance in playing a strategy game. Clifton James McFate, Kenneth D. Forbus, Thomas R. Hinrichs |
AAAI | 3 |
| 2012 | Learning Qualitative Models by DemonstrationabstractCreating software agents that learn interactively requires the ability to learn from a small number of trials, extracting general, flexible knowledge that can drive behavior from observation and interaction. We claim that qualitative models provide a useful intermediate level of causal representation for dynamic domains, including the formulation of strategies and tactics. We argue that qualitative models are quickly learnable, and enable model-based reasoning techniques to be used to recognize, operationalize, and construct more strategic knowledge. This paper describes an approach to incrementally learning qualitative influences by demonstration in the context of a strategy game. We show how the learned model can help a system play by enabling it to explain which actions could contribute to maximizing a quantitative goal. We also show how reasoning about the model allows it to reformulate a learning problem to address delayed effects and credit assignment, such that it can improve its performance on more strategic tasks such as city placement. Thomas R. Hinrichs, Kenneth D. Forbus |
AAAI | 1 |
| 2011 | Hybrid Qualitative Simulation of Military OperationsabstractOur goal is to enable military planners to rapidly critique alternative battle plans by simulating multiple outcomes of adversarial plans. We describe a novel simulator, SimPath, that combines qualitative reasoning, a geographic information system (GIS), and targeted probabilistic calculations to envision how adversarial battle plans can play out. We outline the problem and describe the overall operation of the simulator. We then explain how qualitative process theory is extended with actions to model military tasks, how envisioning is factored to reduce combinatorial explosions, and how probabilities are computed for transitions and used to filter possibilities. Empirical results, including an experiment conducted by an independent evaluator, are summarized. The results show that it is possible to identify dozens of possible outcomes on each of 9 combinations of adversarial plans (COAs) in under two minutes. We close with a discussion of future work. Thomas R. Hinrichs, Kenneth D. Forbus, Johan de Kleer, Eric K. Jones, Robert Hyland |
IAAI | 1 |
| 2007 | Analogical Learning in a Turn-Based Strategy Game
Thomas R. Hinrichs, Kenneth D. Forbus |
IJCAI | 1 |
| 1995 | Some Limitations of Feature-Based Recognition in Case-Based Design
Thomas R. Hinrichs |
ICCBR | 1 |
| 1991 | The Roles of Adaptation in Case-Based Design
Thomas R. Hinrichs, Janet L. Kolodner |
AAAI | 1 |