Vojtech Kovarík

dblp:136/6061 · DBLP profile ↗
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9ranked-venue papers
6as first author
7since 2021 · last 2025
0000-0002-7954-9420ORCID · verified

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

Artificial intelligence and machine learning · 9 · 6 first-author · 7 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-author · 2 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
6 papers
Multi-agent systems · 52% Reinforcement learning · 24% Planning, search and constraint satisfaction · 15%
Theoretical computer science
4 papers
Algorithmic game theory and mechanism design · 100%

Topics — the 13 heaviest of 15, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Multi-agent systems
partially observable stochastic games
0.922023
Rethinking Formal Models of Partially Observable Multiagent Decision Making (Extended Abstract) · IJCAI 2023
Solving zero-sum one-sided partially observable stochastic games · Artif. Intell. 2023
Knowledge, reasoning and agents › Multi-agent systems
imperfect information games
0.712023
Value functions for depth-limited solving in zero-sum imperfect-information games · Artif. Intell. 2023
Knowledge, reasoning and agents › Multi-agent systems
multi-agent decision making
0.712023
Rethinking Formal Models of Partially Observable Multiagent Decision Making (Extended Abstract) · IJCAI 2023
Machine learning › Reinforcement learning
multi-agent reinforcement learning
0.712023
Rethinking Formal Models of Partially Observable Multiagent Decision Making (Extended Abstract) · IJCAI 2023
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
problem decomposition
0.712023
Rethinking Formal Models of Partially Observable Multiagent Decision Making (Extended Abstract) · IJCAI 2023
Machine learning › Reinforcement learning
value function
0.712023
Value functions for depth-limited solving in zero-sum imperfect-information games · Artif. Intell. 2023
Algorithmic game theory and mechanism design › non-cooperative game
extensive-form games
0.712023
Rethinking Formal Models of Partially Observable Multiagent Decision Making (Extended Abstract) · IJCAI 2023
Algorithmic game theory and mechanism design
stochastic games
0.712023
Solving zero-sum one-sided partially observable stochastic games · Artif. Intell. 2023
Knowledge, reasoning and agents › Knowledge representation and reasoning
formal models
0.612022
Rethinking formal models of partially observable multiagent decision making · Artif. Intell. 2022
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search
0.212013
Convergence of Monte Carlo Tree Search in Simultaneous Move Games · NIPS 2013
Algorithmic game theory and mechanism design
equilibrium computation
0.212013
Convergence of Monte Carlo Tree Search in Simultaneous Move Games · NIPS 2013
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
nash equilibrium
0.212013
Convergence of Monte Carlo Tree Search in Simultaneous Move Games · NIPS 2013
Knowledge, reasoning and agents › Multi-agent systems › game theory
simultaneous move games
0.012013
Convergence of Monte Carlo Tree Search in Simultaneous Move Games · NIPS 2013

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

sequence form · 1.3game theory · 1.3equilibrium analysis · 1.3decomposition · 1.3counterfactual regret minimization · 1.3regret matching · 0.3hannan consistency · 0.3EXP3 · 0.3
YearPublicationVenuePosition
2025 Game Theory with Simulation in the Presence of Unpredictable Randomisation
Vojtech Kovarík, Nathaniel Sauerberg, Lewis Hammond, Vincent Conitzer
AAMAS1
2025 Adapting Beyond the Depth Limit: Counter Strategies in Large Imperfect Information Games
David Milec, Vojtech Kovarík, Viliam Lisý
AAMAS2
2023 Game Theory with Simulation of Other Players
abstract
Game-theoretic interactions with AI agents could differ from traditional human-human interactions in various ways. One such difference is that it may be possible to simulate an AI agent (for example because its source code is known), which allows others to accurately predict the agent's actions. This could lower the bar for trust and cooperation. In this paper, we first formally define games in which one player can simulate another at a cost, and derive some basic properties of such games. Then, we prove a number of results for such games, including: (1) introducing simulation into generic-payoff normal-form games makes them easier to solve; (2) if the only obstacle to cooperation is a lack of trust in the possibly-simulated agent, simulation enables equilibria that improve the outcome for both agents; and (3) however, there are settings where introducing simulation results in strictly worse outcomes for both players.
Vojtech Kovarík, Caspar Oesterheld, Vincent Conitzer
IJCAI1
2023 Rethinking Formal Models of Partially Observable Multiagent Decision Making (Extended Abstract)
abstract
Multiagent decision-making in partially observable environments is usually modelled as either an extensive-form game (EFG) in game theory or a partially observable stochastic game (POSG) in multiagent reinforcement learning (MARL). One issue with the current situation is that while most practical problems can be modelled in both formalisms, the relationship of the two models is unclear, which hinders the transfer of ideas between the two communities. A second issue is that while EFGs have recently seen significant algorithmic progress, their classical formalization is unsuitable for efficient presentation of the underlying ideas, such as those around decomposition. To solve the first issue, we introduce factored-observation stochastic games (FOSGs), a minor modification of the POSG formalism which distinguishes between private and public observation and thereby greatly simplifies decomposition. To remedy the second issue, we show that FOSGs and POSGs are naturally connected to EFGs: by "unrolling" a FOSG into its tree form, we obtain an EFG. Conversely, any perfect-recall timeable EFG corresponds to some underlying FOSG in this manner. Moreover, this relationship justifies several minor modifications to the classical EFG formalization that recently appeared as an implicit response to the model's issues with decomposition. Finally, we illustrate the transfer of ideas between EFGs and MARL by presenting three key EFG techniques -- counterfactual regret minimization, sequence form, and decomposition -- in the FOSG framework.
Vojtech Kovarík, Neil Burch, Michael H. Bowling, Viliam Lisý
IJCAI1
2023 Solving zero-sum one-sided partially observable stochastic games
Karel Horák 0002, Branislav Bosanský, Vojtech Kovarík, Christopher Kiekintveld
Artif. Intell.3
2023 Value functions for depth-limited solving in zero-sum imperfect-information games
Vojtech Kovarík, Dominik Seitz, Viliam Lisý, Jan Rudolf, Karel Ha
Artif. Intell.1
2022 Rethinking formal models of partially observable multiagent decision making
Vojtech Kovarík, Neil Burch, Michael H. Bowling, Viliam Lisý
Artif. Intell.1
2020 Analysis of Hannan consistent selection for Monte Carlo tree search in simultaneous move games
Vojtech Kovarík, Viliam Lisý
Mach. Learn.1
2013 Convergence of Monte Carlo Tree Search in Simultaneous Move Games
abstract
In this paper, we study Monte Carlo tree search (MCTS) in zero-sum extensive-form games with perfect information and simultaneous moves. We present a general template of MCTS algorithms for these games, which can be instantiated by various selection methods. We formally prove that if a selection method is $\epsilon$-Hannan consistent in a matrix game and satisfies additional requirements on exploration, then the MCTS algorithm eventually converges to an approximate Nash equilibrium (NE) of the extensive-form game. We empirically evaluate this claim using regret matching and Exp3 as the selection methods on randomly generated and worst case games. We confirm the formal result and show that additional MCTS variants also converge to approximate NE on the evaluated games.
Viliam Lisý, Vojtech Kovarík, Marc Lanctot, Branislav Bosanský
NIPS2