Demo Data from SIGIR 2026 / reviewers in the wild / expert
Matthias Pallasch
dblp:319/9783
· DBLP profile ↗
3ranked-venue papers
0as first author
3since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 2 · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Human-computer interaction and ubiquitous 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
2 papers |
Reinforcement learning · 100% |
Topics — the 5 heaviest of 6, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning
partially observable reinforcement learning |
1.5 | 2 | 2025 | Memory Gym: Towards Endless Tasks to Benchmark Memory Capabilities of Agents · J. Mach. Learn. Res. 2025 Memory Gym: Partially Observable Challenges to Memory-Based Agents · ICLR 2023 |
Machine learning › Reinforcement learning
deep reinforcement learning |
0.9 | 1 | 2025 | Memory Gym: Towards Endless Tasks to Benchmark Memory Capabilities of Agents · J. Mach. Learn. Res. 2025 |
Machine learning › Reinforcement learning › partially observable reinforcement learning
memory-based reinforcement learning |
0.9 | 1 | 2025 | Memory Gym: Towards Endless Tasks to Benchmark Memory Capabilities of Agents · J. Mach. Learn. Res. 2025 |
Machine learning › Reinforcement learning › partially observable reinforcement learning › memory-based reinforcement learning
memory-augmented agent |
0.7 | 1 | 2023 | Memory Gym: Partially Observable Challenges to Memory-Based Agents · ICLR 2023 |
Machine learning › Reinforcement learning › reinforcement learning environment
benchmark environments |
0.3 | 1 | 2025 | Memory Gym: Towards Endless Tasks to Benchmark Memory Capabilities of Agents · J. Mach. Learn. Res. 2025 |
Methods — techniques the papers use, named apart from their topics
proximal policy optimization · 0.9gated recurrent unit · 0.9Transformer-XL · 0.9reinforcement learning · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Memory Gym: Towards Endless Tasks to Benchmark Memory Capabilities of AgentsabstractMemory Gym presents a suite of 2D partially observable environments, namely Mortar Mayhem, Mystery Path, and Searing Spotlights, designed to benchmark memory capabilities in decision-making agents. These environments, originally with finite tasks, are expanded into innovative, endless formats, mirroring the escalating challenges of cumulative memory games such as “I packed my bag”. This progression in task design shifts the focus from merely assessing sample efficiency to also probing the levels of memory effectiveness in dynamic, prolonged scenarios. To address the gap in available memory-based Deep Reinforcement Learning baselines, we introduce an implementation within the open-source CleanRL library that integrates Transformer-XL (TrXL) with Proximal Policy Optimization. This approach utilizes TrXL as a form of episodic memory, employing a sliding window technique. Our comparative study between the Gated Recurrent Unit (GRU) and TrXL reveals varied performances across our finite and endless tasks. TrXL, on the finite environments, demonstrates superior effectiveness over GRU, but only when utilizing an auxiliary loss to reconstruct observations. Notably, GRU makes a remarkable resurgence in all endless tasks, consistently outperforming TrXL by significant margins. Website and Source Code: https://marcometer.github.io/jmlr_2024.github.io/ Marco Pleines, Matthias Pallasch, Frank Zimmer, Mike Preuss |
J. Mach. Learn. Res. | 2 |
| 2023 | Memory Gym: Partially Observable Challenges to Memory-Based Agents
Marco Pleines, Matthias Pallasch, Frank Zimmer, Mike Preuss |
ICLR | 2 |
| 2022 | On the Verge of Solving Rocket League using Deep Reinforcement Learning and Sim-to-sim TransferabstractAutonomously trained agents that are supposed to play video games reasonably well rely either on fast simulation speeds or heavy parallelization across thousands of machines running concurrently. This work explores a third way that is established in robotics, namely sim-to-real transfer, or if the game is considered a simulation itself, sim-to-sim transfer. In the case of Rocket League, we demonstrate that single behaviors of goalies and strikers can be successfully learned using Deep Reinforcement Learning in the simulation environment and transferred back to the original game. Although the implemented training simulation is to some extent inaccurate, the goalkeeping agent saves nearly 100% of its faced shots once transferred, while the striking agent scores in about 75% of cases. Therefore, the trained agent is robust enough and able to generalize to the target domain of Rocket League. Marco Pleines, Konstantin Ramthun, Yannik Wegener, Hendrik Meyer, Matthias Pallasch, Sebastian Prior, Jannik Drögemüller, Leon Büttinghaus, Thilo Röthemeyer, Alexander Kaschwig, Oliver Chmurzynski, Frederik Rohkrähmer, Roman Kalkreuth, Frank Zimmer, Mike Preuss |
CoG | 5 |