Demo Data from SIGIR 2026 / reviewers in the wild / expert
Mike Neilsen
dblp:49/9922
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2011
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 1Graphics, computer vision, multimedia, augmented reality and games · 1
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 |
Planning, search and constraint satisfaction · 50% Probabilistic and Bayesian machine learning · 25% Generative modeling · 25% |
Topics — the 4 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Probabilistic and Bayesian machine learning › statistical inference
bayesian inference |
0.1 | 1 | 2011 | Bayesian Learning of Generalized Board Positions for Improved Move Prediction in Computer Go · AAAI 2011 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game playing
computer go |
0.1 | 1 | 2011 | Bayesian Learning of Generalized Board Positions for Improved Move Prediction in Computer Go · AAAI 2011 |
Machine learning › Generative modeling › generative model
hierarchical generative model |
0.1 | 1 | 2011 | Bayesian Learning of Generalized Board Positions for Improved Move Prediction in Computer Go · AAAI 2011 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game playing
move prediction |
0.1 | 1 | 2011 | Bayesian Learning of Generalized Board Positions for Improved Move Prediction in Computer Go · AAAI 2011 |
Methods — techniques the papers use, named apart from their topics
hierarchical generative model · 0.1bayesian learning · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2011 | Bayesian Learning of Generalized Board Positions for Improved Move Prediction in Computer GoabstractComputer Go presents a challenging problem for machine learning agents. With the number of possible board states estimated to be larger than the number of hydrogen atoms in the universe, learning effective policies or board evaluation functions is extremely difficult. In this paper we describe Cortigo, a system that efficiently and autonomously learns useful generalizations for large state-space classification problems such as Go. Cortigo uses a hierarchical generative model loosely related to the human visual cortex to recognize Go board positions well enough to suggest promising next moves. We begin by briefly describing and providing motivation for research in the computer Go domain. We describe Cortigo’s ability to learn predictive models based on large subsets of the Go board and demonstrate how using Cortigo’s learned models as additive knowledge in a state-of-the-art computer Go player (Fuego) significantly improves its playing strength. Martin Michalowski, Mark S. Boddy, Mike Neilsen |
AAAI | 3 |