Demo Data from SIGIR 2026 / reviewers in the wild / expert
Mark Hollenbeck
dblp:67/11217
· DBLP profile ↗
1ranked-venue papers
0as first author
0since 2021 · last 2016
—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 |
Reinforcement learning · 50% Deep learning architectures and training · 50% | |
| Human-computer interaction and pervasive computing
1 paper |
Games and playful interaction · 100% |
Topics — the 3 heaviest of 4, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Deep learning architectures and training › neural network training
neuroevolution |
0.2 | 1 | 2016 | Reuse of Neural Modules for General Video Game Playing · AAAI 2016 |
Machine learning › Reinforcement learning
transfer learning in reinforcement learning |
0.2 | 1 | 2016 | Reuse of Neural Modules for General Video Game Playing · AAAI 2016 |
Games and playful interaction › game playing
video game playing |
0.1 | 1 | 2016 | Reuse of Neural Modules for General Video Game Playing · AAAI 2016 |
Methods — techniques the papers use, named apart from their topics
neuroevolution · 0.5neural network reuse · 0.5
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2016 | Reuse of Neural Modules for General Video Game PlayingabstractA general approach to knowledge transfer is introduced in which an agent controlled by a neural network adapts how it reuses existing networks as it learns in a new domain. Networks trained for a new domain can improve their performance by routing activation selectively through previously learned neural structure, regardless of how or for what it was learned. A neuroevolution implementation of this approach is presented with application to high-dimensional sequential decision-making domains. This approach is more general than previous approaches to neural transfer for reinforcement learning. It is domain-agnostic and requires no prior assumptions about the nature of task relatedness or mappings. The method is analyzed in a stochastic version of the Arcade Learning Environment, demonstrating that it improves performance in some of the more complex Atari 2600 games, and that the success of transfer can be predicted based on a high-level characterization of game dynamics. Alexander Braylan, Mark Hollenbeck, Elliot Meyerson, Risto Miikkulainen |
AAAI | 2 |