Demo Data from EDBT 2026 / reviewers in the wild / expert
Calin Anton
dblp:94/5632
· DBLP profile ↗
4ranked-venue papers
0as first author
2since 2021 · last 2023
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 3 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 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
3 papers |
Planning, search and constraint satisfaction · 67% Probabilistic and Bayesian machine learning · 12% Reinforcement learning · 12% | |
| Theoretical computer science
1 paper |
Computational complexity · 50% Mathematical optimization · 50% |
Topics — the 8 heaviest of 9, 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 |
0.8 | 2 | 2022 | Artificial Intelligence Approaches to Build Ticket to Ride Maps · AAAI 2022 BeeMo, a Monte Carlo Simulation Agent for Playing Parameterized Poker Squares · AAAI 2016 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing |
0.2 | 1 | 2016 | BeeMo, a Monte Carlo Simulation Agent for Playing Parameterized Poker Squares · AAAI 2016 |
Machine learning › Reinforcement learning › multi-armed bandit
greedy algorithm |
0.2 | 1 | 2016 | BeeMo, a Monte Carlo Simulation Agent for Playing Parameterized Poker Squares · AAAI 2016 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
heuristic search |
0.2 | 1 | 2016 | BeeMo, a Monte Carlo Simulation Agent for Playing Parameterized Poker Squares · AAAI 2016 |
Machine learning › Probabilistic and Bayesian machine learning
monte carlo methods |
0.2 | 1 | 2016 | BeeMo, a Monte Carlo Simulation Agent for Playing Parameterized Poker Squares · AAAI 2016 |
Knowledge, reasoning and agents › Multi-agent systems › autonomous agents
game-playing agents |
0.2 | 1 | 2022 | Artificial Intelligence Approaches to Build Ticket to Ride Maps · AAAI 2022 |
Mathematical optimization
combinatorial optimization |
0.1 | 1 | 2005 | Phase Transitions of Dominating Clique Problem and Their Implications to Heuristics in Satisfiability Search · IJCAI 2005 |
Computational complexity
phase transition |
0.1 | 1 | 2005 | Phase Transitions of Dominating Clique Problem and Their Implications to Heuristics in Satisfiability Search · IJCAI 2005 |
Methods — techniques the papers use, named apart from their topics
planar bipartite graph construction · 0.6monte carlo tree search · 0.6monte carlo simulation · 0.2iterative improvement · 0.2heuristic learning · 0.2heuristic search · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | Mining COVID-19 Data to Predict The Effect of Policies on Severity of OutbreaksabstractDuring the years 2020, 2021, and partially 2022, the COVID-19 virus ran rampant across the globe, causing devastating effects on the masses. Using data mining techniques, we explored factors linked to severe cases of COVID-19 and tried to identify the effect of different government policies on the evolution of the severity of infections. Four countries were selected with a date range of the year 2021 to investigate each region’s efforts regarding vaccine distribution and specific policies enacted for COVID-19 suppression. Pearson’s Correlation Coefficients were used to help establish initially relationships between the policies, vaccines, and severe cases. We used the identified factors to predict the number of new COVID-19 cases and hospital ICU admissions. We included all the country data from Our World in Data (OWID) for this phase. Our investigation indicates that, given enough data, long-range trend predictions can be obtained using Random Forest Regressors. A trained Random Forest model can readily explain factors that effectively slow the spread of COVID-19. With proposed policies given as input, the model can return the expected number of cases, thus informing policies without spending multiple weeks tracking results. Mohamad El-Hajj, Calin Anton, Cristina Anton, Dominic Dobosz, Iain Nicholas Smith, Fattima Deiab, Nagam Saleh |
BIBM | 2 |
| 2022 | Artificial Intelligence Approaches to Build Ticket to Ride MapsabstractFun, as a game trait, is challenging to evaluate. Previous research explores game arc and game refinement to improve the quality of games. Fun, for some players, is having an even chance to win while executing their strategy. To explore this, we build boards for the game Ticket to Ride while optimizing for a given win rate between four AI agents. These agents execute popular strategies human players use: one-step thinking, long route exploitation, route focus, and destination hungry strategies. We create the underlying graph of a map by connecting several planar bipartite graphs. To build the map, we use a multiple phase design, with each phase implementing several simplified Monte Carlo Tree Search components. Within a phase, the components communicate with each other passively. The experiments show that the proposed approach results in improvements over randomly generated graphs and maps. Iain Nicholas Smith, Calin Anton |
AAAI | 2 |
| 2016 | BeeMo, a Monte Carlo Simulation Agent for Playing Parameterized Poker SquaresabstractWe investigated Parameterized Poker Squares to approximate an optimal game playing agent. We organized our inquiry along three dimensions: partial hand representation, search algorithms, and partial hand utility learning. For each dimension we implemented and evaluated several designs, among which we selected the best strategies to use for BeeMo, our final product. BeeMo uses a parallel flat Monte-Carlo search. The search is guided by a heuristic based on hand patterns utilities, which are learned through an iterative improvement method involving Monte-Carlo simulations and optimized greedy search. Karo Castro-Wunsch, William Maga, Calin Anton |
AAAI | 3 |
| 2005 | Phase Transitions of Dominating Clique Problem and Their Implications to Heuristics in Satisfiability Search
Joseph C. Culberson, Yong Gao 0001, Calin Anton |
IJCAI | 3 |