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Johannes Heinrich

dblp:164/7280 · DBLP profile ↗
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3ranked-venue papers
2as first author
1since 2021 · last 2021
—ORCID · none

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

Artificial intelligence and machine learning · 2 · 2 first-authorSystems, architecture and hardware · 1 · 1 since 2021Software engineering, systems software and programming languages · 1 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 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.

Artificial intelligence
2 papers
Reinforcement learning · 46% Planning, search and constraint satisfaction · 46% Multi-agent systems · 7%
Theoretical computer science
1 paper
Algorithmic game theory and mechanism design · 100%

Topics — the 6 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning › multi-agent reinforcement learning › self-play
fictitious self-play
0.212015
Fictitious Self-Play in Extensive-Form Games · ICML 2015
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game tree search
0.212015
Smooth UCT Search in Computer Poker · IJCAI 2015
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search
0.212015
Smooth UCT Search in Computer Poker · IJCAI 2015
Machine learning › Reinforcement learning
multi-agent reinforcement learning
0.212015
Fictitious Self-Play in Extensive-Form Games · ICML 2015
Algorithmic game theory and mechanism design
equilibrium computation
0.212015
Fictitious Self-Play in Extensive-Form Games · ICML 2015
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
nash equilibrium
0.212015
Fictitious Self-Play in Extensive-Form Games · ICML 2015

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

machine learning · 0.4fictitious play · 0.4smooth UCT · 0.2
YearPublicationVenuePosition
2021 C-PO: A Context-Based Application-Placement Optimization for Autonomous Vehicles
abstract
Autonomous vehicles are complex distributed systems consisting of multiple software applications and computing nodes. Determining the assignment between these software applications and computing nodes is known as the application-placement problem. The input of this problem is a set of applications, their requirements, a set of computing nodes, and their provided resources. Due to the potentially large solution space of the problem, an optimization goal defines which solution is desired the most. However, the optimization goal used for the application-placement problem is not static but has to be adapted according to the current context the vehicle is experiencing. Therefore, an approach for a context-based determination of the optimization goal for a given instance of an application-placement problem is required. In this paper, we introduce C-po, an approach to address this issue. C - PO ensures that if the safety level of a system drops due to an occurring failure, the optimization goal for the successively executed application-placement determination aims to restore the safety level. Once the highest safety level is reached, C-po optimizes the application placement according to the current driving situation. Furthermore, we introduce two methods for dynamically determining the required level of safety.
Tobias Kain, Hans Tompits, Timo Frederik Horeis, Johannes Heinrich, Julian-Steffen Müller, Fabian Plinke, Hendrik Decke, Marcel Aguirre Mehlhorn
DATE4
2015 Fictitious Self-Play in Extensive-Form Games
abstract
Fictitious play is a popular game-theoretic model of learning in games. However, it has received little attention in practical applications to large problems. This paper introduces two variants of fictitious play that are implemented in behavioural strategies of an extensive-form game. The first variant is a full-width process that is realization equivalent to its normal-form counterpart and therefore inherits its convergence guarantees. However, its computational requirements are linear in time and space rather than exponential. The second variant, Fictitious Self-Play, is a machine learning framework that implements fictitious play in a sample-based fashion. Experiments in imperfect-information poker games compare our approaches and demonstrate their convergence to approximate Nash equilibria.
Johannes Heinrich, Marc Lanctot, David Silver 0001
ICML1
2015 Smooth UCT Search in Computer Poker
Johannes Heinrich, David Silver 0001
IJCAI1