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Jervis Pinto

dblp:89/7618 · DBLP profile ↗
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12ranked-venue papers
3as first author
0since 2021 · last 2020
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Software engineering, systems software and programming languages · 6Artificial intelligence and machine learning · 4 · 3 first-authorComputer networks · 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
1 paper
Reinforcement learning · 56% Planning, search and constraint satisfaction · 44%
Software engineering, system software, and programming languages
1 paper
Software testing · 100%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
markov decision process
0.312017
Learning Partial Policies to Speedup MDP Tree Search via Reduction to I.I.D. Learning · J. Mach. Learn. Res. 2017
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
tree search
0.312017
Learning Partial Policies to Speedup MDP Tree Search via Reduction to I.I.D. Learning · J. Mach. Learn. Res. 2017
Software testing
test generation
0.212015
TSTL: a language and tool for testing (demo) · ISSTA 2015
Software testing › test infrastructure
test harness
0.212015
TSTL: a language and tool for testing (demo) · ISSTA 2015
Machine learning › Reinforcement learning
policy learning
0.112017
Learning Partial Policies to Speedup MDP Tree Search via Reduction to I.I.D. Learning · J. Mach. Learn. Res. 2017

Methods — techniques the papers use, named apart from their topics

set learning · 0.3reduction to i.i.d. learning · 0.3monte carlo tree search · 0.3random testing · 0.2model checking · 0.2delta debugging · 0.2
YearPublicationVenuePosition
2020 Winning Is Not Everything: Enhancing Game Development With Intelligent Agents
abstract
Recently, there have been several high-profile achievements of agents learning to play games against humans and beat them. In this article, we study the problem of training intelligent agents in service of game development. Unlike the agents built to “beat the game,” our agents aim to produce human-like behavior to help with game evaluation and balancing. We discuss two fundamental metrics based on which we measure the human-likeness of agents, namely skill and style, which are multifaceted concepts with practical implications outlined in this article. We report four case studies in which the style and skill requirements inform the choice of algorithms and metrics used to train agents; ranging from A* search to state-of-the-art deep reinforcement learning (RL). Furthermore, we, show that the learning potential of state-of-the-art deep RL models does not seamlessly transfer from the benchmark environments to target ones without heavily tuning their hyperparameters, leading to linear scaling of the engineering efforts, and computational cost with the number of target domains.
Yunqi Zhao, Igor Borovikov, Ahmad Beirami, Jason Rupert, Caedmon Somers, Jesse Harder, John F. Kolen, Jervis Pinto, Reza Pourabolghasem, James Pestrak, Harold Chaput, Mohsen Sardari, Long Lin, Sundeep Narravula, Navid Aghdaie, Kazi A. Zaman
IEEE Trans. Games9
2018 TSTL: the template scripting testing language
Josie Holmes, Alex Groce, Jervis Pinto, Pranjal Mittal, Pooria Azimi, Kevin Kellar, James O'Brien
Int. J. Softw. Tools Technol. Transf.3
2017 Learning Partial Policies to Speedup MDP Tree Search via Reduction to I.I.D. Learning
abstract
A popular approach for online decision-making in large MDPs is time-bounded tree search. The effectiveness of tree search, however, is largely influenced by the action branching factor, which limits the search depth given a time bound. An obvious way to reduce action branching is to consider only a subset of potentially good actions at each state as specified by a provided partial policy. In this work, we consider offline learning of such partial policies with the goal of speeding up search without significantly reducing decision-making quality. Our first contribution consists of reducing the learning problem to set learning. We give a reduction-style analysis of three such algorithms, each making different assumptions, which relates the set learning objectives to the sub-optimality of search using the learned partial policies. Our second contribution is to describe concrete implementations of the algorithms within the popular framework of Monte-Carlo tree search. Finally, the third contribution is to evaluate the learning algorithms on two challenging MDPs with large action branching factors. The results show that the learned partial policies can significantly improve the anytime performance of Monte-Carlo tree search.
Jervis Pinto, Alan Fern
J. Mach. Learn. Res.1
2015 TSTL: a language and tool for testing (demo)
abstract
Writing a test harness is a difficult and repetitive program- ming task, and the lack of tool support for customized auto- mated testing is an obstacle to the adoption of more sophis- ticated testing in industry. This paper presents TSTL, the Template Scripting Testing Language, which allows users to specify the general form of valid tests for a system in a simple but expressive language, and tools to support testing based on a TSTL definition. TSTL is a minimalist template- based domain-specific language, using the source language of the Software Under Test (SUT) to support most operations, but adding declarative idioms for testing. TSTL compiles to a common testing interface that hides the details of the SUT and provides support for logging, code coverage, delta debugging, and other core testing functionality, making it easy to write universal testing tools such as random testers or model checkers that apply to all TSTL-defined harnesses. TSTL is currently available for Python, but easily adapted to other languages as well.
Alex Groce, Jervis Pinto, Pooria Azimi, Pranjal Mittal
ISSTA2
2014 Learning Partial Policies to Speedup MDP Tree Search
Jervis Pinto, Alan Fern
UAI1
2012 Achieving Quality of Service with Adaptation-based Programming for medium access protocols
abstract
Designing network protocols that work well under a variety of network conditions typically involves a large amount of manual tuning and guesswork, particularly when choosing dynamic update strategies for numeric parameters. The situation is made more complex by adding the Quality of Service (QoS) requirements to a network protocol. A fundamentally different approach for designing protocols is via Reinforcement Learning (RL) algorithms which allow protocols to be automatically optimized through network simulation. However, getting RL to work well in practice requires considerable expertise and carries a significant implementation overhead. To help overcome this challenge, recent work has developed the programming paradigm of Adaptation-Based Programming (ABP), which allows programmers who are not RL-experts to write self-optimizing “adaptive programs”. In this work, we study the potential of applying ABP to the problem of designing network protocols via simulation. We demonstrate the flexibility of our design method via a number of case studies, each of which investigates the performance of an adaptive program written for the backoff mechanism of the MAC layer in the 802.11 standard. Our results show that the learned protocols typically outperform 802.11 on a number of evaluation metrics and network conditions.
Pingan Zhu, Jervis Pinto, Thinh Nguyen, Alan Fern
GLOBECOM2
2012 Faster program adaptation through reward attribution inference
abstract
In the adaptation-based programming (ABP) paradigm, programs may contain variable parts (function calls, parameter values, etc.) that can be take a number of different values. Programs also contain reward statements with which a programmer can provide feedback about how well a program is performing with respect to achieving its goals (for example, achieving a high score on some scale). By repeatedly running the program, a machine learning component will, guided by the rewards, gradually adjust the automatic choices made in the variable program parts so that they converge toward an optimal strategy.
Tim Bauer, Martin Erwig, Alan Fern, Jervis Pinto
GPCE4
2012 Learning-Based Test Programming for Programmers
Alex Groce, Alan Fern, Martin Erwig, Jervis Pinto, Tim Bauer, Mohammad Amin Alipour
ISoLA (1)4
2012 Lightweight Automated Testing with Adaptation-Based Programming
abstract
This paper considers the problem of testing a container class or other modestly-complex API-based software system. Past experimental evaluations have shown that for many such modules, random testing and shape abstraction based model checking are effective. These approaches have proven attractive due to a combination of minimal requirements for tool/language support, extremely high usability, and low overhead. These "lightweight" methods are therefore available for almost any programming language or environment, in contrast to model checkers and concolic testers. Unfortunately, for the cases where random testing and shape abstraction perform poorly, there have been few alternatives available with such wide applicability. This paper presents a generalizable approach based on reinforcement learning (RL), using adaptation-based programming (ABP) as an interface to make RL-based testing (almost) as easy to apply and adaptable to new languages and environments as random testing. We show how learned tests differ from random ones, and propose a model for why RL works in this unusual (by RL standards) setting, in the context of a detailed large-scale experimental evaluation of lightweight automated testing methods.
Alex Groce, Alan Fern, Jervis Pinto, Tim Bauer, Mohammad Amin Alipour, Martin Erwig, Camden Lopez
ISSRE3
2011 Adaptation-based programming for network protocol design: An 802.11x case study (abstract)
abstract
The design of network protocols is a complicated and tedious endeavor. For instance, designing a MAC layer protocol for the 802.11 standard typically involves a number of high-level decisions (e.g., conditions for backoff steps) followed by an individual tuning of numeric parameters (e.g., backoff factors), for a variety of network conditions. A different way to view this design process is that of a designer being forced to fully specify a solution to a complex problem. At the other extreme of the programming spectrum lie reinforcement learning techniques which only require a minimal problem specification from the programmer. Adaptation-Based Programming (ABP) is a novel programming paradigm which bridges the gap between the above extremes. ABP allows a programmer to specify as much of the solution they want and have the learning system optimize the rest.
Pingan Zhu, Jervis Pinto, Alan Fern, Thinh P. Nguyen
IPCCC2
2011 Adaptation-based programming in java
abstract
Writing deterministic programs is often difficult for problems whose optimal solutions depend on unpredictable properties of the programs' inputs. Difficulty is also encountered for problems where the programmer is uncertain about how to best implement certain aspects of a solution. For such problems a mixed strategy of deterministic programming and machine learning can often be very helpful: Initially, define those parts of the program that are well understood and leave the other parts loosely defined through default actions, but also define how those actions can be improved depending on results from actual program runs. Then run the program repeatedly and let the loosely defined parts adapt.
Tim Bauer, Martin Erwig, Alan Fern, Jervis Pinto
PEPM4
2010 Robust Learning for Adaptive Programs by Leveraging Program Structure
abstract
We study how to effectively integrate reinforcement learning (RL) and programming languages via adaptation-based programming, where programs can include non-deterministic structures that can be automatically optimized via RL. Prior work has optimized adaptive programs by defining an induced sequential decision process to which standard RL is applied. Here we show that the success of this approach is highly sensitive to the specific program structure, where even seemingly minor program transformations can lead to failure. This sensitivity makes it extremely difficult for a non-RL-expert to write effective adaptive programs. In this paper, we study a more robust learning approach, where the key idea is to leverage information about program structure in order to define a more informative decision process and to improve the SARSA(λ) RL algorithm. Our empirical results show significant benefits for this approach.
Jervis Pinto, Alan Fern, Tim Bauer, Martin Erwig
ICMLA1