Demo Data from EDBT 2026 / reviewers in the wild / expert
Stephan Schiffel
dblp:67/2985
· DBLP profile ↗
14ranked-venue papers
8as first author
1since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 11 · 8 first-authorGraphics, computer vision, multimedia, augmented reality and games · 8 · 5 first-author · 1 since 2021Human-computer interaction and ubiquitous computing · 4 · 1 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
6 papers |
Planning, search and constraint satisfaction · 62% Knowledge representation and reasoning · 38% | |
| Theoretical computer science
2 papers |
Automated reasoning and model checking · 100% |
Topics — the 6 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game playing
general game playing |
0.4 | 5 | 2012 | Reasoning About General Games Described in GDL-II · AAAI 2011 Symmetry Detection in General Game Playing · AAAI 2010 Automated Theorem Proving for General Game Playing · IJCAI 2009 |
Knowledge, reasoning and agents › Knowledge representation and reasoning › reasoning about action and change › reasoning about actions
situation calculus |
0.2 | 2 | 2011 | Reasoning About General Games Described in GDL-II · AAAI 2011 Reconciling Situation Calculus and Fluent Calculus · AAAI 2006 |
Knowledge, reasoning and agents › Knowledge representation and reasoning › representation language › knowledge representation formalisms › knowledge representation language
game description language |
0.1 | 1 | 2010 | Symmetry Detection in General Game Playing · AAAI 2010 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game tree search |
0.1 | 1 | 2010 | Symmetry Detection in General Game Playing · AAAI 2010 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing |
0.0 | 1 | 2012 | Automated verification of state sequence invariants in general game playing · Artif. Intell. 2012 |
Automated reasoning and model checking
automated theorem proving |
0.0 | 1 | 2009 | Automated Theorem Proving for General Game Playing · IJCAI 2009 |
Methods — techniques the papers use, named apart from their topics
logical embedding · 0.1epistemic reasoning · 0.1transposition table · 0.1graph automorphism · 0.1logic-based game description · 0.1logical reconciliation · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Framework for Generating State-Space GraphsabstractGame-playing agents for abstract board games almost universally employ state-space search for thinking ahead. Ideally, when new search enhancements are introduced, their effectiveness is investigated in different game-playing domains to better highlight their relative strengths and weaknesses. We present a highly configurable open-source framework for generating synthetic state-spaces for combinatorial games to better facilitate an in-depth exploration of new search enhancements. Michael Joseph Ericson, Sindri Sigpórsson, Hrafn Örlygsson, Yngvi Björnsson, Stephan Schiffel |
CoG | 5 |
| 2017 | Open World Story Generation for Increased Expressive Range
David Thue, Stephan Schiffel, Tryggvi Þór Guðmundsson, Guðni Fannar Kristjánsson, Kári Eiríksson, Magnús Vilhelm Björnsson |
ICIDS | 2 |
| 2016 | Delayed Roles with Authorable Continuity in Plan-Based Interactive Storytelling
David Thue, Stephan Schiffel, Ragnar Adolf Árnason, Ingibergur Sindri Stefnisson, Birgir Steinarsson |
ICIDS | 2 |
| 2016 | Virtual General Game Playing Agent
Hafdís Erla Helgadóttir, Svanhvít Jónsdóttir, Andri Már Sigurdsson, Stephan Schiffel, Hannes Högni Vilhjálmsson |
IVA | 4 |
| 2014 | Representing and Reasoning About the Rules of General Games With Imperfect InformationabstractA general game player is a system that can play previously unknown games just by being given their rules. For this purpose, the Game Description Language (GDL) has been developed as a high-level knowledge representation formalism to communicate game rules to players. In this paper, we address a fundamental limitation of state-of-the-art methods and systems for General Game Playing, namely, their being confined to deterministic games with complete information about the game state. We develop a simple yet expressive extension of standard GDL that allows for formalising the rules of arbitrary finite, n-player games with randomness and incomplete state knowledge. In the second part of the paper, we address the intricate reasoning challenge for general game-playing systems that comes with the new description language. We develop a full embedding of extended GDL into the Situation Calculus augmented by Scherl and Levesque's knowledge fluent. We formally prove that this provides a sound and complete reasoning method for players' knowledge about game states as well as about the knowledge of the other players. Stephan Schiffel, Michael Thielscher |
J. Artif. Intell. Res. | 1 |
| 2014 | Efficiency of GDL ReasonersabstractThe variety of open-source game description language (GDL) reasoners available to newcomers to general game playing (GGP) lowers the technical barrier of entering the field. This variety, however, also makes it more complicated to decide on a fitting reasoner for a given GGP project, considering the project's objectives, ambitions, and technical constraints. This paper gives an overview of available GDL reasoners, discusses their main pros and cons, and, most importantly, quantifies their relative reasoning performance on a number of games (in terms of nodes searched per second), showing two orders of magnitude difference in some cases. We similarly quantify the performance difference between game playing systems specifically designed for playing a single game on the one hand, and GGP systems on the other hand, witnessing up to several orders of magnitude difference. Stephan Schiffel, Yngvi Björnsson |
IEEE Trans. Comput. Intell. AI Games | 1 |
| 2012 | Distance Features for General Game Playing Agents
Daniel Michulke, Stephan Schiffel |
ICAART (1) | 2 |
| 2012 | Automated verification of state sequence invariants in general game playing
Sebastian Haufe, Stephan Schiffel, Michael Thielscher |
Artif. Intell. | 2 |
| 2011 | Reasoning About General Games Described in GDL-IIabstractRecently the general Game Description Language (GDL) has been extended so as to cover arbitrary games with incomplete/imperfect information. Learning — without human intervention — to play such games poses a reasoning challenge for general game-playing systems that is much more intricate than in case of complete information games. Action formalisms like the Situation Calculus have been developed for precisely this purpose. In this paper we present a full embedding of the Game Description Language into the Situation Calculus (with Scherl and Levesque's knowledge fluent). We formally prove that this provides a sound and complete reasoning method for players' knowledge about game states as well as about the knowledge of the other players. Stephan Schiffel, Michael Thielscher |
AAAI | 1 |
| 2010 | Symmetry Detection in General Game PlayingabstractWe develop a method for detecting symmetries in arbitrary games and exploiting these symmetries when using tree search to play the game. Games in the General Game Playing domain are given as a set of logic based rules defining legal moves, their effects and goals of the players. The presented method transforms the rules of a game into a vertex-labeled graph such that automorphisms of the graph correspond with symmetries of the game. The algorithm detects many kinds of symmetries that often occur in games, e.g., rotation and reflection symmetries of boards, interchangeable objects, and symmetric roles. A transposition table is used to efficiently exploit the symmetries in many games. Stephan Schiffel |
AAAI | 1 |
| 2009 | Specifying Multiagent Environments Systems in the Game Description Language
Stephan Schiffel, Michael Thielscher |
ICAART | 1 |
| 2009 | Automated Theorem Proving for General Game Playing
Stephan Schiffel, Michael Thielscher |
IJCAI | 1 |
| 2007 | Fluxplayer: A Successful General Game Player
Stephan Schiffel, Michael Thielscher |
AAAI | 1 |
| 2006 | Reconciling Situation Calculus and Fluent Calculus
Stephan Schiffel, Michael Thielscher |
AAAI | 1 |