EDBT 2026 Demo / reviewers in the wild / expert
Michael Kaisers
dblp:85/5572
· DBLP profile ↗
18ranked-venue papers
0as first author
8since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 16 · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 10 · 3 since 2021Human-computer interaction and ubiquitous computing · 2
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
8 papers |
Planning, search and constraint satisfaction · 58% Reinforcement learning · 29% Multi-agent systems · 7% | |
| Interdisciplinary, comprehensive, and emerging computing
3 papers |
Energy systems and smart grids · 100% |
Topics — the 22 heaviest of 24, 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 tree search
monte carlo tree search |
1.4 | 2 | 2025 | Mastering Board Games by External and Internal Planning with Language Models · ICML 2025 ME-MCTS: Online Generalization by Combining Multiple Value Estimators · IJCAI 2021 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning › language-based planning
LLM-based planning |
0.9 | 1 | 2025 | Mastering Board Games by External and Internal Planning with Language Models · ICML 2025 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › heuristic search
LLM-guided search |
0.9 | 1 | 2025 | Mastering Board Games by External and Internal Planning with Language Models · ICML 2025 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
search-based planning |
0.9 | 1 | 2025 | Mastering Board Games by External and Internal Planning with Language Models · ICML 2025 |
Knowledge, reasoning and agents › Multi-agent systems
automated negotiation |
0.7 | 2 | 2019 | Automated Negotiation with Gaussian Process-based Utility Models · IJCAI 2019 When Will Negotiation Agents Be Able to Represent Us? The Challenges and Opportunities for Autonomous Negotiators · IJCAI 2017 |
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
0.7 | 1 | 2023 | BRExIt: On Opponent Modelling in Expert Iteration · IJCAI 2023 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
opponent modeling |
0.7 | 1 | 2023 | BRExIt: On Opponent Modelling in Expert Iteration · IJCAI 2023 |
Machine learning › Reinforcement learning
model-based reinforcement learning |
0.6 | 1 | 2022 | Online Planning in POMDPs with Self-Improving Simulators · IJCAI 2022 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
planning under uncertainty |
0.6 | 1 | 2022 | Online Planning in POMDPs with Self-Improving Simulators · IJCAI 2022 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning under uncertainty
POMDP planning |
0.6 | 1 | 2022 | Online Planning in POMDPs with Self-Improving Simulators · IJCAI 2022 |
Machine learning › Reinforcement learning
value function estimation |
0.5 | 1 | 2021 | ME-MCTS: Online Generalization by Combining Multiple Value Estimators · IJCAI 2021 |
Energy systems and smart grids
demand response |
0.5 | 2 | 2016 | Incentivizing Intelligent Customer Behavior in Smart-Grids: A Risk-Sharing Tariff & Optimal Strategies · IJCAI 2016 Bottom-Up Demand Response by Following Local Energy Generation Voluntarily · AAAI 2015 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing |
0.5 | 2 | 2025 | Mastering Board Games by External and Internal Planning with Language Models · ICML 2025 BRExIt: On Opponent Modelling in Expert Iteration · IJCAI 2023 |
Machine learning › Probabilistic and Bayesian machine learning › stochastic processes
gaussian process |
0.4 | 1 | 2019 | Automated Negotiation with Gaussian Process-based Utility Models · IJCAI 2019 |
Machine learning › Time series and sequential data
non-stationary environments |
0.2 | 1 | 2016 | Addressing Environment Non-Stationarity by Repeating Q-learning Updates · J. Mach. Learn. Res. 2016 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning
online planning |
0.2 | 1 | 2016 | Energy- and Cost-Efficient Pumping Station Control · AAAI 2016 |
Machine learning › Reinforcement learning › value-based reinforcement learning
q-learning |
0.2 | 1 | 2016 | Addressing Environment Non-Stationarity by Repeating Q-learning Updates · J. Mach. Learn. Res. 2016 |
Machine learning › Reinforcement learning
value-based reinforcement learning |
0.2 | 1 | 2016 | Addressing Environment Non-Stationarity by Repeating Q-learning Updates · J. Mach. Learn. Res. 2016 |
Algorithmic game theory and mechanism design
pricing |
0.2 | 1 | 2016 | Incentivizing Intelligent Customer Behavior in Smart-Grids: A Risk-Sharing Tariff & Optimal Strategies · IJCAI 2016 |
Machine learning › Optimization for machine learning
convergence analysis |
0.1 | 1 | 2016 | Addressing Environment Non-Stationarity by Repeating Q-learning Updates · J. Mach. Learn. Res. 2016 |
Energy systems and smart grids
energy management |
0.1 | 1 | 2016 | Energy- and Cost-Efficient Pumping Station Control · AAAI 2016 |
Games and playful interaction
gamification |
0.1 | 1 | 2015 | Bottom-Up Demand Response by Following Local Energy Generation Voluntarily · AAAI 2015 |
Methods — techniques the papers use, named apart from their topics
monte carlo tree search · 1.6internal search · 0.9in-context tree generation · 0.9external search · 0.9expert iteration · 0.7best response · 0.7POMCP · 0.6optimization · 0.5game theory · 0.5estimator averaging · 0.5open-source hardware prototyping · 0.4inverse-ranking utility model · 0.4gaussian process preference learning · 0.4UCT · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Mastering Board Games by External and Internal Planning with Language ModelsabstractAdvancing planning and reasoning capabilities of Large Language Models (LLMs) is one of the key prerequisites towards unlocking their potential for performing reliably in complex and impactful domains. In this paper, we aim to demonstrate this across board games (Chess, Fischer Random / Chess960, Connect Four, and Hex), and we show that search-based planning can yield significant improvements in LLM game-playing strength. We introduce, compare and contrast two major approaches: In external search, the model guides Monte Carlo Tree Search (MCTS) rollouts and evaluations without calls to an external game engine, and in internal search, the model is trained to generate in-context a linearized tree of search and a resulting final choice. Both build on a language model pre-trained on relevant domain knowledge, reliably capturing the transition and value functions in the respective environments, with minimal hallucinations. We evaluate our LLM search implementations against game-specific state-of-the-art engines, showcasing substantial improvements in strength over the base model, and reaching Grandmaster-level performance in chess while operating closer to the human search budget. Our proposed approach, combining search with domain knowledge, is not specific to board games, hinting at more general future applications. John Schultz, Jakub Adámek, Matej Jusup, Marc Lanctot, Michael Kaisers, Sarah Perrin, Daniel Hennes, Jeremy Shar, Cannada A. Lewis, Anian Ruoss, Tom Zahavy, Petar Velickovic, Laurel Prince, Satinder Singh 0001, Eric Malmi, Nenad Tomasev |
ICML | 5 |
| 2025 | Soft Condorcet Optimization for Ranking of General Agents
Marc Lanctot, Kate Larson, Michael Kaisers, Quentin Berthet, Ian Gemp, Manfred Diaz, Roberto-Rafael Maura-Rivero, Yoram Bachrach, Anna Koop, Doina Precup |
AAMAS | 3 |
| 2025 | Novelty in Monte Carlo Tree SearchabstractNovelty search has shown benefits in different fields, such as evolutionary computing, classical AI planning, and deep reinforcement learning. Searching for novelty instead of, or in addition to, directly maximizing the search objective, aims at avoiding dead ends and local minima, and overall improving exploration. We propose and test the integration of novelty into Monte Carlo Tree Search (MCTS), a popular framework for online RL planning, by linearly combining value estimates with novelty scores during the selection phase of MCTS. We adapt four different novelty measures from the literature (evaluation novelty, state-pseudocounts, feature-pseudocounts, and frequency-thresholding), integrate them into MCTS, and test them in six board games (Connect4,Othello,Breakthrough,Knightthrough,AtariGo, andGomoku). Experiments show improvements for MCTS in a wide range of settings, covering both guidance by handcoded heuristics and neural networks. The results demonstrate potential for these optimistic novelty estimates to achieve online generalisation of uncertainty during search. Hendrik Baier, Michael Kaisers |
IEEE Trans. Games | 2 |
| 2023 | BRExIt: On Opponent Modelling in Expert IterationabstractFinding a best response policy is a central objective in game theory and multi-agent learning, with modern population-based training approaches employing reinforcement learning algorithms as best-response oracles to improve play against candidate opponents (typically previously learnt policies). We propose Best Response Expert Iteration (BRExIt), which accelerates learning in games by incorporating opponent models into the state-of-the-art learning algorithm Expert Iteration (ExIt). BRExIt aims to (1) improve feature shaping in the apprentice, with a policy head predicting opponent policies as an auxiliary task, and (2) bias opponent moves in planning towards the given or learnt opponent model, to generate apprentice targets that better approximate a best response. In an empirical ablation on BRExIt's algorithmic variants against a set of fixed test agents, we provide statistical evidence that BRExIt learns better performing policies than ExIt. Code available at: https://github.com/Danielhp95/on-opponent-modelling-in-expert-iteration-code. Supplementary material available at https://arxiv.org/abs/2206.00113. Daniel Hernandez, Hendrik Baier, Michael Kaisers |
IJCAI | 3 |
| 2022 | Online Planning in POMDPs with Self-Improving SimulatorsabstractHow can we plan efficiently in a large and complex environment when the time budget is limited? Given the original simulator of the environment, which may be computationally very demanding, we propose to learn online an approximate but much faster simulator that improves over time. To plan reliably and efficiently while the approximate simulator is learning, we develop a method that adaptively decides which simulator to use for every simulation, based on a statistic that measures the accuracy of the approximate simulator. This allows us to use the approximate simulator to replace the original simulator for faster simulations when it is accurate enough under the current context, thus trading off simulation speed and accuracy. Experimental results in two large domains show that when integrated with POMCP, our approach allows to plan with improving efficiency over time. Jinke He, Miguel Suau, Hendrik Baier, Michael Kaisers, Frans A. Oliehoek |
IJCAI | 4 |
| 2022 | Value targets in off-policy AlphaZero: a new greedy backup
Daniel Willemsen, Hendrik Baier, Michael Kaisers |
Neural Comput. Appl. | 3 |
| 2022 | Correction to: Value targets in off-policy AlphaZero: a new greedy backup
Daniel Willemsen, Hendrik Baier, Michael Kaisers |
Neural Comput. Appl. | 3 |
| 2021 | ME-MCTS: Online Generalization by Combining Multiple Value EstimatorsabstractThis paper addresses the challenge of online generalization in tree search. We propose Multiple Estimator Monte Carlo Tree Search (ME-MCTS), with a two-fold contribution: first, we introduce a formalization of online generalization that can represent existing techniques such as "history heuristics", "RAVE", or "OMA" -- contextual action value estimators or abstractors that generalize across specific contexts. Second, we incorporate recent advances in estimator averaging that enable guiding search by combining the online action value estimates of any number of such abstractors or similar types of action value estimators. Unlike previous work, which usually proposed a single abstractor for either the selection or the rollout phase of MCTS simulations, our approach focuses on the combination of multiple estimators and applies them to all move choices in MCTS simulations. As the MCTS tree itself is just another value estimator -- unbiased, but without abstraction -- this blurs the traditional distinction between action choices inside and outside of the MCTS tree. Experiments with three abstractors in four board games show significant improvements of ME-MCTS over MCTS using only a single abstractor, both for MCTS with random rollouts as well as for MCTS with static evaluation functions. While we used deterministic, fully observable games, ME-MCTS naturally extends to more challenging settings. Hendrik Baier, Michael Kaisers |
IJCAI | 2 |
| 2020 | Guiding Multiplayer MCTS by Focusing on YourselfabstractIn n-player sequential move games, the second root-player move appears at tree depth n + 1. Depending on n and time, tree search techniques can struggle to expand the game tree deeply enough to find multiple-move plans of the root player, which is often more important for strategic play than considering every possible opponent move in between. The minimax-based Paranoid search and BRS+ algorithms currently achieve state-of-the-art performance, especially at short time settings, by using a generally incorrect opponent model. This simplifying model enables Alpha-Beta pruning, thus allowing the search to reach follow-up root player moves at greater search depths. This paper introduces abstraction over opponent moves to MCTS in multiplayer games, and uses its synergies with progressive widening in order to outperform these state-of-the-art minimax-type baselines. Progressive widening makes the search tree selective and deep enough to reach the root player's next moves, and abstraction over opponent moves generalizes value estimates of the root player's moves online across different opponent moves. In contrast to paranoid search approaches, opponent models do not have to be simplified. Experiments show that combining progressive widening with opponent move abstraction (MCTS-OMA-PW) leads to improved performance in the multiplayer games Chinese Checkers, Rolit, and Focus. Our work thus paves the way for improved multiplayer search by online generalisation that focuses on the root player's actions, with the potential of improving real-time MCTS applications as well as training in expert iteration and other meta-algorithms where short time settings are relevant. Hendrik Baier, Michael Kaisers |
CoG | 2 |
| 2020 | Opponent-Pruning Paranoid SearchabstractThis paper proposes a new search algorithm for fully observable, deterministic multiplayer games: Opponent-Pruning Paranoid Search (OPPS). OPPS is a generalization of a state-of-the-art technique for this class of games, Best-Reply Search (BRS+). Just like BRS+, it allows for Alpha-Beta style pruning through the paranoid assumption, and both deepens the tree and reduces the pessimism of the paranoid assumption through pruning of opponent moves. However, it introduces three parameters that allow for more fine-grained control over the resulting search. Empirically, we show the effectiveness of OPPS in Chinese Checkers variants with three, four, and six players, where it outperforms its special case BRS+ as well as classic maxn and Paranoid search. We conclude that OPPS opens a promising research direction for search in multiplayer board and video games, and beyond. Hendrik Baier, Michael Kaisers |
FDG | 2 |
| 2019 | Automated Negotiation with Gaussian Process-based Utility ModelsabstractDesigning agents that can efficiently learn and integrate user's preferences into decision making processes is a key challenge in automated negotiation. While accurate knowledge of user preferences is highly desirable, eliciting the necessary information might be rather costly, since frequent user interactions may cause inconvenience. Therefore, efficient elicitation strategies (minimizing elicitation costs) for inferring relevant information are critical. We introduce a stochastic, inverse-ranking utility model compatible with the Gaussian Process preference learning framework and integrate it into a (belief) Markov Decision Process paradigm which formalizes automated negotiation processes with incomplete information. Our utility model, which naturally maps ordinal preferences (inferred from the user) into (random) utility values (with the randomness reflecting the underlying uncertainty), provides the basic quantitative modeling ingredient for automated (agent-based) negotiation. Haralambie Leahu, Michael Kaisers, Tim Baarslag |
IJCAI | 2 |
| 2017 | When Will Negotiation Agents Be Able to Represent Us? The Challenges and Opportunities for Autonomous NegotiatorsabstractComputers that negotiate on our behalf hold great promise for the future and will even become indispensable in emerging application domains such as the smart grid and the Internet of Things. Much research has thus been expended to create agents that are able to negotiate in an abundance of circumstances. However, up until now, truly autonomous negotiators have rarely been deployed in real-world applications. This paper sizes up current negotiating agents and explores a number of technological, societal and ethical challenges that autonomous negotiation systems have brought about. The questions we address are: in what sense are these systems autonomous, what has been holding back their further proliferation, and is their spread something we should encourage? We relate the automated negotiation research agenda to dimensions of autonomy and distill three major themes that we believe will propel autonomous negotiation forward: accurate representation, long-term perspective, and user trust. We argue these orthogonal research directions need to be aligned and advanced in unison to sustain tangible progress in the field. Tim Baarslag, Michael Kaisers, Enrico H. Gerding, Catholijn M. Jonker, Jonathan Gratch |
IJCAI | 2 |
| 2016 | Energy- and Cost-Efficient Pumping Station ControlabstractWith renewable energy becoming more common, energy prices fluctuate more depending on environmental factors such as the weather. Consuming energy without taking volatile prices into consideration can not only become expensive, but may also increase the peak load, which requires energy providers to generate additional energy using less environment-friendly methods. In the Netherlands, pumping stations that maintain the water levels of polder canals are large energy consumers, but the controller software currently used in the industry does not take real-time energy availability into account. We investigate if existing AI planning techniques have the potential to improve upon the current solutions. In particular, we propose a light weight but realistic simulator and investigate if an online planning method (UCT) can utilise this simulator to improve the cost-efficiency of pumping station control policies. An empirical comparison with the current control algorithms indicates that substantial cost, and thus peak load, reduction can be attained. Timon V. Kanters, Frans A. Oliehoek, Michael Kaisers, Stan R. van den Bosch, Joep Grispen, Jeroen Hermans |
AAAI | 3 |
| 2016 | Incentivizing Intelligent Customer Behavior in Smart-Grids: A Risk-Sharing Tariff & Optimal Strategies
Georgios Methenitis, Michael Kaisers, Han La Poutré |
IJCAI | 2 |
| 2016 | Addressing Environment Non-Stationarity by Repeating Q-learning UpdatesabstractQ-learning (QL) is a popular reinforcement learning algorithm that is guaranteed to converge to optimal policies in Markov decision processes. However, QL exhibits an artifact: in expectation, the effective rate of updating the value of an action depends on the probability of choosing that action. In other words, there is a tight coupling between the learning dynamics and underlying execution policy. This coupling can cause performance degradation in noisy non-stationary environments. Here, we introduce Repeated Update Q-learning (RUQL), a learning algorithm that resolves the undesirable artifact of Q-learning while maintaining simplicity. We analyze the similarities and differences between RUQL, QL, and the closest state-of-the-art algorithms theoretically. Our analysis shows that RUQL maintains the convergence guarantee of QL in stationary environments, while relaxing the coupling between the execution policy and the learning dynamics. Experimental results confirm the theoretical insights and show how RUQL outperforms both QL and the closest state-of-the-art algorithms in noisy non-stationary environments. Sherief Abdallah, Michael Kaisers |
J. Mach. Learn. Res. | 2 |
| 2015 | Bottom-Up Demand Response by Following Local Energy Generation VoluntarilyabstractWe present an open-source low-budget hardware and software prototype of a smart plug, and the principles behind its capability to align power demand with a ref- erence signal, e.g. from local renewable energy genera- tion. We envision its use in conjunction with a platform that combines social-media and gamification elements with energy networks. Tobias Linnenberg, Alexander Fay, Michael Kaisers |
AAAI | 3 |
| 2015 | Evolutionary Dynamics of Multi-Agent Learning: A SurveyabstractThe interaction of multiple autonomous agents gives rise to highly dynamic and nondeterministic environments, contributing to the complexity in applications such as automated financial markets, smart grids, or robotics. Due to the sheer number of situations that may arise, it is not possible to foresee and program the optimal behaviour for all agents beforehand. Consequently, it becomes essential for the success of the system that the agents can learn their optimal behaviour and adapt to new situations or circumstances. The past two decades have seen the emergence of reinforcement learning, both in single and multi-agent settings, as a strong, robust and adaptive learning paradigm. Progress has been substantial, and a wide range of algorithms are now available. An important challenge in the domain of multi-agent learning is to gain qualitative insights into the resulting system dynamics. In the past decade, tools and methods from evolutionary game theory have been successfully employed to study multi-agent learning dynamics formally in strategic interactions. This article surveys the dynamical models that have been derived for various multi-agent reinforcement learning algorithms, making it possible to study and compare them qualitatively. Furthermore, new learning algorithms that have been introduced using these evolutionary game theoretic tools are reviewed. The evolutionary models can be used to study complex strategic interactions. Examples of such analysis are given for the domains of automated trading in stock markets and collision avoidance in multi-robot systems. The paper provides a roadmap on the progress that has been achieved in analysing the evolutionary dynamics of multi-agent learning by highlighting the main results and accomplishments. Daan Bloembergen, Karl Tuyls, Daniel Hennes, Michael Kaisers |
J. Artif. Intell. Res. | 4 |
| 2012 | Evolutionary advantage of foresight in marketsabstractWe analyze the competitive advantage of price signal information for traders in simulated double auctions. Previous work has established that more information about the price development does not guarantee higher performance. In particular, traders with limited information perform below market average and are outperformed by random traders; only insiders beat the market. However, this result has only been shown in markets with a few traders and a uniform distribution over information levels. We present additional simulations of several more realistic information distributions, extending previous findings. In addition, we analyze the market dynamics with an evolutionary model of competing information levels. Results show that the highest information level will dominate if information comes for free. If information is costly, less-informed traders may prevail reflecting a more realistic distribution over information levels. Daniel Hennes, Daan Bloembergen, Michael Kaisers, Karl Tuyls, Simon Parsons |
GECCO | 3 |