Demo Data from SIGIR 2026 / reviewers in the wild / expert
Jiri Cermak
dblp:131/5318 · also Jirí Cermák
· DBLP profile ↗
11ranked-venue papers
7as first author
0since 2021 · last 2020
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 11 · 7 first-authorGraphics, computer vision, multimedia, augmented reality and games · 6 · 4 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.
| Theoretical computer science
6 papers |
Algorithmic game theory and mechanism design · 91% Automated reasoning and model checking · 9% | |
| Artificial intelligence
2 papers |
Planning, search and constraint satisfaction · 58% Multi-agent systems · 42% |
Topics — the 12 heaviest of 12, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Algorithmic game theory and mechanism design › non-cooperative game
extensive-form games |
1.6 | 5 | 2020 | Automated construction of bounded-loss imperfect-recall abstractions in extensive-form games · Artif. Intell. 2020 Automated Construction of Bounded-Loss Imperfect-Recall Abstractions in Extensive-Form Games (Extended Abstract) · IJCAI 2020 An Algorithm for Constructing and Solving Imperfect Recall Abstractions of Large Extensive-Form Games · IJCAI 2017 |
Algorithmic game theory and mechanism design
equilibrium computation |
0.7 | 2 | 2020 | Automated Construction of Bounded-Loss Imperfect-Recall Abstractions in Extensive-Form Games (Extended Abstract) · IJCAI 2020 An Algorithm for Constructing and Solving Imperfect Recall Abstractions of Large Extensive-Form Games · IJCAI 2017 |
Algorithmic game theory and mechanism design › stackelberg game
stackelberg equilibrium |
0.5 | 2 | 2016 | Using Correlated Strategies for Computing Stackelberg Equilibria in Extensive-Form Games · AAAI 2016 Sequence-Form Algorithm for Computing Stackelberg Equilibria in Extensive-Form Games · AAAI 2015 |
Automated reasoning and model checking
abstraction |
0.4 | 1 | 2020 | Automated construction of bounded-loss imperfect-recall abstractions in extensive-form games · Artif. Intell. 2020 |
Algorithmic game theory and mechanism design › imperfect information games
imperfect-recall games |
0.4 | 1 | 2020 | Automated construction of bounded-loss imperfect-recall abstractions in extensive-form games · Artif. Intell. 2020 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game tree search |
0.4 | 2 | 2016 | Algorithms for computing strategies in two-player simultaneous move games · Artif. Intell. 2016 Using Double-Oracle Method and Serialized Alpha-Beta Search for Pruning in Simultaneous Move Games · IJCAI 2013 |
Knowledge, reasoning and agents › Multi-agent systems › game theory
simultaneous move games |
0.4 | 2 | 2016 | Algorithms for computing strategies in two-player simultaneous move games · Artif. Intell. 2016 Using Double-Oracle Method and Serialized Alpha-Beta Search for Pruning in Simultaneous Move Games · IJCAI 2013 |
Algorithmic game theory and mechanism design › equilibrium computation
correlated equilibrium |
0.2 | 1 | 2016 | Using Correlated Strategies for Computing Stackelberg Equilibria in Extensive-Form Games · AAAI 2016 |
Algorithmic game theory and mechanism design › non-cooperative game
two-player games |
0.2 | 1 | 2016 | Algorithms for computing strategies in two-player simultaneous move games · Artif. Intell. 2016 |
Algorithmic game theory and mechanism design
security games |
0.2 | 1 | 2015 | Sequence-Form Algorithm for Computing Stackelberg Equilibria in Extensive-Form Games · AAAI 2015 |
Algorithmic game theory and mechanism design › equilibrium computation
stackelberg equilibrium computation |
0.2 | 1 | 2015 | Sequence-Form Algorithm for Computing Stackelberg Equilibria in Extensive-Form Games · AAAI 2015 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
alpha-beta search |
0.2 | 1 | 2013 | Using Double-Oracle Method and Serialized Alpha-Beta Search for Pruning in Simultaneous Move Games · IJCAI 2013 |
Methods — techniques the papers use, named apart from their topics
fictitious play · 0.7linear programming · 0.5counterfactual regret minimization · 0.4bounded-loss abstraction · 0.4abstraction · 0.3systematic search · 0.2sequence-form representation · 0.2double-oracle method · 0.2alpha-beta search · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Automated Construction of Bounded-Loss Imperfect-Recall Abstractions in Extensive-Form Games (Extended Abstract)abstractInformation abstraction is one of the methods for tackling large extensive-form games (EFGs). Removing some information available to players reduces the memory required for computing and storing strategies. We present novel domain-independent abstraction methods for creating very coarse abstractions of EFGs that still compute strategies that are (near) optimal in the original game. First, the methods start with an arbitrary abstraction of the original game (domain-specific or the coarsest possible). Next, they iteratively detect which information is required in the abstract game so that a (near) optimal strategy in the original game can be found and include this information into the abstract game. Moreover, the methods are able to exploit imperfect-recall abstractions where players can even forget the history of their own actions. We present two algorithms that follow these steps -- FPIRA, based on fictitious play, and CFR+IRA, based on counterfactual regret minimization. The experimental evaluation confirms that our methods can closely approximate Nash equilibrium of large games using abstraction with only 0.9% of information sets of the original game. Jiri Cermak, Viliam Lisý, Branislav Bosanský |
IJCAI | 1 |
| 2020 | Automated construction of bounded-loss imperfect-recall abstractions in extensive-form games
Jiri Cermak, Viliam Lisý, Branislav Bosanský |
Artif. Intell. | 1 |
| 2018 | Approximating maxmin strategies in imperfect recall games using A-loss recall property
Jiri Cermak, Branislav Bosanský, Karel Horák 0002, Viliam Lisý, Michal Pechoucek |
Int. J. Approx. Reason. | 1 |
| 2017 | Computing Maxmin Strategies in Extensive-form Zero-sum Games with Imperfect RecallabstractExtensive-form games with imperfect recall are an important game-theoretic model that allows a compact representation of strategies in dynamic strategic interactions. Practical use of imperfect recall games is limited due to negative theoretical results: a Nash equilibrium does not have to exist, computing maxmin strategies is NP-hard, and they may require irrational numbers. We present the first algorithm for approximating maxmin strategies in two-player zero-sum imperfect recall games without absentmindedness. We modify the well-known sequence-form linear program to model strategies in imperfect recall games and use a recent technique to approximate bilinear terms. Our main algorithm is a branch-and-bound search over these linear programs that provably reaches a desired approximation after an exponential number of steps in the size of the game. Experimental evaluation shows that the proposed algorithm can approximate maxmin strategies of randomly generated imperfect recall games of sizes beyond toy-problems within few minutes. Branislav Bosanský, Jiri Cermak, Karel Horák 0002, Michal Pechoucek |
ICAART (2) | 2 |
| 2017 | An Algorithm for Constructing and Solving Imperfect Recall Abstractions of Large Extensive-Form GamesabstractWe solve large two-player zero-sum extensive-form games with perfect recall. We propose a new algorithm based on fictitious play that significantly reduces memory requirements for storing average strategies. The key feature is exploiting imperfect recall abstractions while preserving the convergence rate and guarantees of fictitious play applied directly to the perfect recall game. The algorithm creates a coarse imperfect recall abstraction of the perfect recall game and automatically refines its information set structure only where the imperfect recall might cause problems. Experimental evaluation shows that our novel algorithm is able to solve a simplified poker game with 7.10^5 information sets using an abstracted game with only 1.8% of information sets of the original game. Additional experiments on poker and randomly generated games suggest that the relative size of the abstraction decreases as the size of the solved games increases. Jiri Cermak, Branislav Bosanský, Viliam Lisý |
IJCAI | 1 |
| 2017 | Learning with proxy supervision for end-to-end visual learningabstractLearning with deep neural networks forms the state-of-the-art in many tasks such as image classification, image detection, speech recognition, text analysis. We here set out to gain understanding in learning in an `end-to-end' manner for an autonomous vehicle, which refers to directly learning the decision which will result from the perception of the scene. For example, we consider learning a binary `stop'/`go' decision, with respect to pedestrians, given the input image. In this work we propose to use additional information, referred to as `proxy supervision', for improved learning and study its effects on the overall performance. We show that the proxy labels significantly improve the robustness of learning, while achieving as good, or better, accuracy than in the original task of binary classification. Jiri Cermak, Anelia Angelova |
Intelligent Vehicles Symposium | 1 |
| 2016 | Using Correlated Strategies for Computing Stackelberg Equilibria in Extensive-Form GamesabstractStrong Stackelberg Equilibrium (SSE) is a fundamental solution concept in game theory in which one player commits to a strategy, while the other player observes this commitment and plays a best response. We present a new algorithm for computing SSE for two-player extensive-form general-sum games with imperfect information (EFGs) where computing SSE is an NP-hard problem. Our algorithm is based on a correlated version of SSE, known as Stackelberg Extensive-Form Correlated Equilibrium (SEFCE). Our contribution is therefore twofold: (1) we give the first linear program for computing SEFCE in EFGs without chance, (2) we repeatedly solve and modify this linear program in a systematic search until we arrive to SSE. Our new algorithm outperforms the best previous algorithms by several orders of magnitude. Jiri Cermak, Branislav Bosanský, Karel Durkota, Viliam Lisý, Christopher Kiekintveld |
AAAI | 1 |
| 2016 | Algorithms for computing strategies in two-player simultaneous move games
Branislav Bosanský, Viliam Lisý, Marc Lanctot, Jiri Cermak, Mark H. M. Winands |
Artif. Intell. | 4 |
| 2015 | Sequence-Form Algorithm for Computing Stackelberg Equilibria in Extensive-Form GamesabstractStackelberg equilibrium is a solution concept prescribing for a player an optimal strategy to commit to, assuming the opponent knows this commitment and plays the best response. Although this solution concept is a cornerstone of many security applications, the existing works typically do not consider situations where the players can observe and react to the actions of the opponent during the course of the game. We extend the existing algorithmic work to extensive-form games and introduce novel algorithm for computing Stackelberg equilibria that exploits the compact sequence-form representation of strategies. Our algorithm reduces the size of the linear programs from exponential in the baseline approach to linear in the size of the game tree. Experimental evaluation on randomly generated games and a security-inspired search game demonstrates significant improvement in the scalability compared to the baseline approach. Branislav Bosanský, Jiri Cermak |
AAAI | 2 |
| 2014 | Practical Performance of Refinements of Nash Equilibria in Extensive-Form Zero-Sum GamesabstractNash equilibrium (NE) is the best known solution concept used in game theory. It is known that NE is particularly weak even in zero-sum extensive-form games since it can prescribe irrational actions to play that do not exploit mistakes made by an imperfect opponent. These issues are addressed by a number of refinements of NE that strengthen the requirements for equilibrium strategies. However, a thorough experimental analysis of practical performance of the Nash equilibria refinement strategies is, to the best of our knowledge, missing. This paper aims to fill this void and provides the first broader experimental comparison of the quality of refined Nash strategies in zero-sum extensive-form games. The experimental results suggest that (1) there is a significant difference between the best and the worst NE strategy against imperfect opponents, (2) the existing refinements outperform the worst NE strategy, (3) they typically perform close to the best possible NE strategy, and (4) the difference in performance of all compared refinements is very small. Jiri Cermak, Branislav Bosanský, Viliam Lisý |
ECAI | 1 |
| 2013 | Using Double-Oracle Method and Serialized Alpha-Beta Search for Pruning in Simultaneous Move Games
Branislav Bosanský, Viliam Lisý, Jiri Cermak, Roman Vitek, Michal Pechoucek |
IJCAI | 3 |