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Max Jaderberg

dblp:146/0800 · DBLP profile ↗
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17ranked-venue papers
6as first author
0since 2021 · last 2020
0000-0002-9033-2695ORCID · corroborated

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

Artificial intelligence and machine learning · 17 · 6 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 2 first-authorDatabases, data management, data science and information retrieval · 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
14 papers
Deep learning architectures and training · 27% Reinforcement learning · 25% Optimization for machine learning · 14%
Theoretical computer science
1 paper
Algorithmic game theory and mechanism design · 100%

Topics — the 30 heaviest of 38, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Optimization for machine learning › hyperparameter optimization
population-based training
0.822020
Real World Games Look Like Spinning Tops · NeurIPS 2020
A Generalized Framework for Population Based Training · KDD 2019
Machine learning › Deep learning architectures and training › neural network training › local learning
decoupled neural interfaces
0.622017
Decoupled Neural Interfaces using Synthetic Gradients · ICML 2017
Understanding Synthetic Gradients and Decoupled Neural Interfaces · ICML 2017
Machine learning › Reinforcement learning
deep reinforcement learning
0.412020
Stabilizing Transformers for Reinforcement Learning · ICML 2020
Knowledge, reasoning and agents › Multi-agent systems
game theory
0.412020
Real World Games Look Like Spinning Tops · NeurIPS 2020
Machine learning › Deep learning architectures and training
transformer
0.412020
Stabilizing Transformers for Reinforcement Learning · ICML 2020
Machine learning › Efficient and distributed learning › distributed training
asynchronous training
0.412019
A Generalized Framework for Population Based Training · KDD 2019
Machine learning › Efficient and distributed learning
distributed training
0.412019
A Generalized Framework for Population Based Training · KDD 2019
Machine learning › Optimization for machine learning
hyperparameter optimization
0.412019
A Generalized Framework for Population Based Training · KDD 2019
Machine learning › Reinforcement learning
multi-agent reinforcement learning
0.412019
Open-ended learning in symmetric zero-sum games · ICML 2019
Knowledge, reasoning and agents › Knowledge representation and reasoning
open-world learning
0.412019
Open-ended learning in symmetric zero-sum games · ICML 2019
Algorithmic game theory and mechanism design › non-cooperative game › strategic game
non-transitive games
0.412019
Open-ended learning in symmetric zero-sum games · ICML 2019
Algorithmic game theory and mechanism design
zero-sum game
0.412019
Open-ended learning in symmetric zero-sum games · ICML 2019
Machine learning › Learning paradigms
curriculum learning
0.312018
Mix & Match Agent Curricula for Reinforcement Learning · ICML 2018
Machine learning › Reinforcement learning › function approximation › representation learning for reinforcement learning
policy representation
0.312018
Mix & Match Agent Curricula for Reinforcement Learning · ICML 2018
Machine learning › Reinforcement learning › function approximation › representation learning for reinforcement learning
auxiliary tasks
0.312017
Reinforcement Learning with Unsupervised Auxiliary Tasks · ICLR 2017
Machine learning › Deep learning architectures and training
backpropagation
0.312017
Decoupled Neural Interfaces using Synthetic Gradients · ICML 2017
Machine learning › Optimization for machine learning
convergence analysis
0.312017
Understanding Synthetic Gradients and Decoupled Neural Interfaces · ICML 2017
Machine learning › Reinforcement learning › multi-agent reinforcement learning
credit assignment
0.312017
FeUdal Networks for Hierarchical Reinforcement Learning · ICML 2017
Machine learning › Reinforcement learning
function approximation
0.312017
Sobolev Training for Neural Networks · NIPS 2017
Machine learning › Reinforcement learning
hierarchical reinforcement learning
0.312017
FeUdal Networks for Hierarchical Reinforcement Learning · ICML 2017
Machine learning › Reinforcement learning › hierarchical reinforcement learning
option discovery
0.312017
FeUdal Networks for Hierarchical Reinforcement Learning · ICML 2017
Machine learning › Deep learning architectures and training
recurrent neural network
0.312017
Decoupled Neural Interfaces using Synthetic Gradients · ICML 2017
Machine learning › Deep learning architectures and training › loss function design
sobolev training
0.312017
Sobolev Training for Neural Networks · NIPS 2017
Machine learning › Representation and self-supervised learning
unsupervised auxiliary task
0.312017
Reinforcement Learning with Unsupervised Auxiliary Tasks · ICLR 2017
Machine learning › Deep learning architectures and training
convolutional neural network
0.212016
Reading Text in the Wild with Convolutional Neural Networks · Int. J. Comput. Vis. 2016
Computer vision › Image recognition and object detection › text recognition
end-to-end text recognition
0.212016
Reading Text in the Wild with Convolutional Neural Networks · Int. J. Comput. Vis. 2016
Machine learning › Probabilistic and Bayesian machine learning
probabilistic inference
0.212016
Unsupervised Learning of 3D Structure from Images · NIPS 2016
Computer vision › Image recognition and object detection
scene text recognition
0.212016
Reading Text in the Wild with Convolutional Neural Networks · Int. J. Comput. Vis. 2016
Computer vision › 3D vision › 3d reconstruction › learning-based 3d reconstruction
unsupervised 3d structure learning
0.212016
Unsupervised Learning of 3D Structure from Images · NIPS 2016
Machine learning › Deep learning architectures and training › symmetry-aware learning
spatial invariance
0.212015
Spatial Transformer Networks · NIPS 2015

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

rectified nash response · 0.8game-theoretic niching · 0.8convolutional neural network · 0.5self-attention · 0.4nash clustering · 0.4gated transformer · 0.4empirical game analysis · 0.4LSTM · 0.4population-based training · 0.4hyperparameter schedules · 0.4
YearPublicationVenuePosition
2020 Stabilizing Transformers for Reinforcement Learning
abstract
Owing to their ability to both effectively integrate information over long time horizons and scale to massive amounts of data, self-attention architectures have recently shown breakthrough success in natural language processing (NLP). Harnessing the transformer’s ability to process long time horizons of information could provide a similar performance boost in partially observable reinforcement learning (RL) domains, but the large-scale transformers used in NLP have yet to be successfully applied to the RL setting. In this work we demonstrate that the standard transformer architecture is difficult to optimize, which was previously observed in the supervised learning setting but becomes especially pronounced with RL objectives. We propose architectural modifications that substantially improve the stability and learning speed of the original Transformer and XL variant. The proposed architecture, the Gated Transformer-XL (GTrXL), surpasses LSTMs on challenging memory environments and achieves state-of-the-art results on the multi-task DMLab-30 benchmark suite, exceeding the performance of an external memory architecture. We show that the GTrXL has stability and performance that consistently matches or exceeds a competitive LSTM baseline, including on more reactive tasks where memory is less critical.
Emilio Parisotto, H. Francis Song, Jack W. Rae, Razvan Pascanu, Caglar Gulcehre, Siddhant M. Jayakumar, Max Jaderberg, Raphael Lopez Kaufman, Aidan Clark, Seb Noury, Matt M. Botvinick, Nicolas Heess, Raia Hadsell
ICML7
2020 Real World Games Look Like Spinning Tops
abstract
This paper investigates the geometrical properties of real world games (e.g. Tic-Tac-Toe, Go, StarCraft II). We hypothesise that their geometrical structure resembles a spinning top, with the upright axis representing transitive strength, and the radial axis representing the non-transitive dimension, which corresponds to the number of cycles that exist at a particular transitive strength. We prove the existence of this geometry for a wide class of real world games by exposing their temporal nature. Additionally, we show that this unique structure also has consequences for learning - it clarifies why populations of strategies are necessary for training of agents, and how population size relates to the structure of the game. Finally, we empirically validate these claims by using a selection of nine real world two-player zero-sum symmetric games, showing 1) the spinning top structure is revealed and can be easily reconstructed by using a new method of Nash clustering to measure the interaction between transitive and cyclical strategy behaviour, and 2) the effect that population size has on the convergence of learning in these games.
Wojciech Czarnecki 0001, Gauthier Gidel, Brendan D. Tracey, Karl Tuyls, Shayegan Omidshafiei, David Balduzzi, Max Jaderberg
NeurIPS7
2019 Distilling Policy Distillation
abstract
The transfer of knowledge from one policy to another is an important tool in Deep Reinforcement Learning. This process, referred to as distillation, has been used to great success, for example, by enhancing the optimisation of agents, leading to stronger performance faster, on harder domains. Despite the widespread use and conceptual simplicity of distillation, many different formulations are used in practice, and the subtle variations between them can often drastically change the performance and the resulting objective that is being optimised. In this work, we rigorously explore the entire landscape of policy distillation, comparing the motivations and strengths of each variant through theoretical and empirical analysis. Our results point to three distillation techniques, that are preferred depending on specifics of the task. Specifically a newly proposed expected entropy regularised distillation allows for quicker learning in a wide range of situations, while still guaranteeing convergence.
Wojciech Czarnecki 0001, Razvan Pascanu, Simon Osindero, Siddhant M. Jayakumar, Grzegorz Swirszcz, Max Jaderberg
AISTATS6
2019 Open-ended learning in symmetric zero-sum games
abstract
Zero-sum games such as chess and poker are, abstractly, functions that evaluate pairs of agents, for example labeling them ‘winner’ and ‘loser’. If the game is approximately transitive, then self-play generates sequences of agents of increasing strength. However, nontransitive games, such as rock-paper-scissors, can exhibit strategic cycles, and there is no longer a clear objective – we want agents to increase in strength, but against whom is unclear. In this paper, we introduce a geometric framework for formulating agent objectives in zero-sum games, in order to construct adaptive sequences of objectives that yield open-ended learning. The framework allows us to reason about population performance in nontransitive games, and enables the development of a new algorithm (rectified Nash response, PSRO_rN) that uses game-theoretic niching to construct diverse populations of effective agents, producing a stronger set of agents than existing algorithms. We apply PSRO_rN to two highly nontransitive resource allocation games and find that PSRO_rN consistently outperforms the existing alternatives.
David Balduzzi, Marta Garnelo, Yoram Bachrach, Wojciech Czarnecki 0001, Julien Pérolat, Max Jaderberg, Thore Graepel
ICML6
2019 A Generalized Framework for Population Based Training
abstract
Population Based Training (PBT) is a recent approach that jointly optimizes neural network weights and hyperparameters which periodically copies weights of the best performers and mutates hyperparameters during training. Previous PBT implementations have been synchronized glass-box systems. We propose a general, black-box PBT framework that distributes many asynchronous "trials" (a small number of training steps with warm-starting) across a cluster, coordinated by the PBT controller. The black-box design does not make assumptions on model architectures, loss functions or training procedures. Our system supports dynamic hyperparameter schedules to optimize both differentiable and non-differentiable metrics. We apply our system to train a state-of-the-art WaveNet generative model for human voice synthesis. We show that our PBT system achieves better accuracy and faster convergence compared to existing methods, given the same computational resource.
Ang Li 0001, Ola Spyra, Sagi Perel, Valentin Dalibard, Max Jaderberg, Chenjie Gu, David Budden, Tim Harley, Pramod Gupta
KDD5
2018 Mix & Match Agent Curricula for Reinforcement Learning
abstract
We introduce Mix and match (M&M) – a training framework designed to facilitate rapid and effective learning in RL agents that would be too slow or too challenging to train otherwise.The key innovation is a procedure that allows us to automatically form a curriculum over agents. Through such a curriculum we can progressively train more complex agents by, effectively, bootstrapping from solutions found by simpler agents.In contradistinction to typical curriculum learning approaches, we do not gradually modify the tasks or environments presented, but instead use a process to gradually alter how the policy is represented internally.We show the broad applicability of our method by demonstrating significant performance gains in three different experimental setups: (1) We train an agent able to control more than 700 actions in a challenging 3D first-person task; using our method to progress through an action-space curriculum we achieve both faster training and better final performance than one obtains using traditional methods.(2) We further show that M&M can be used successfully to progress through a curriculum of architectural variants defining an agents internal state. (3) Finally, we illustrate how a variant of our method can be used to improve agent performance in a multitask setting.
Wojciech Czarnecki 0001, Siddhant M. Jayakumar, Max Jaderberg, Leonard Hasenclever, Yee Whye Teh, Nicolas Heess, Simon Osindero, Razvan Pascanu
ICML3
2017 Reinforcement Learning with Unsupervised Auxiliary Tasks
Max Jaderberg, Volodymyr Mnih, Wojciech Czarnecki 0001, Tom Schaul, Joel Z. Leibo, David Silver 0001, Koray Kavukcuoglu
ICLR1
2017 Understanding Synthetic Gradients and Decoupled Neural Interfaces
abstract
When training neural networks, the use of Synthetic Gradients (SG) allows layers or modules to be trained without update locking – without waiting for a true error gradient to be backpropagated – resulting in Decoupled Neural Interfaces (DNIs). This unlocked ability of being able to update parts of a neural network asynchronously and with only local information was demonstrated to work empirically in Jaderberg et al (2016). However, there has been very little demonstration of what changes DNIs and SGs impose from a functional, representational, and learning dynamics point of view. In this paper, we study DNIs through the use of synthetic gradients on feed-forward networks to better understand their behaviour and elucidate their effect on optimisation. We show that the incorporation of SGs does not affect the representational strength of the learning system for a neural network, and prove the convergence of the learning system for linear and deep linear models. On practical problems we investigate the mechanism by which synthetic gradient estimators approximate the true loss, and, surprisingly, how that leads to drastically different layer-wise representations. Finally, we also expose the relationship of using synthetic gradients to other error approximation techniques and find a unifying language for discussion and comparison.
Wojciech Czarnecki 0001, Grzegorz Swirszcz, Max Jaderberg, Simon Osindero, Oriol Vinyals, Koray Kavukcuoglu
ICML3
2017 Decoupled Neural Interfaces using Synthetic Gradients
abstract
Training directed neural networks typically requires forward-propagating data through a computation graph, followed by backpropagating error signal, to produce weight updates. All layers, or more generally, modules, of the network are therefore locked, in the sense that they must wait for the remainder of the network to execute forwards and propagate error backwards before they can be updated. In this work we break this constraint by decoupling modules by introducing a model of the future computation of the network graph. These models predict what the result of the modelled subgraph will produce using only local information. In particular we focus on modelling error gradients: by using the modelled synthetic gradient in place of true backpropagated error gradients we decouple subgraphs, and can update them independently and asynchronously i.e. we realise decoupled neural interfaces. We show results for feed-forward models, where every layer is trained asynchronously, recurrent neural networks (RNNs) where predicting one’s future gradient extends the time over which the RNN can effectively model, and also a hierarchical RNN system with ticking at different timescales. Finally, we demonstrate that in addition to predicting gradients, the same framework can be used to predict inputs, resulting in models which are decoupled in both the forward and backwards pass – amounting to independent networks which co-learn such that they can be composed into a single functioning corporation.
Max Jaderberg, Wojciech Czarnecki 0001, Simon Osindero, Oriol Vinyals, Alex Graves, David Silver 0001, Koray Kavukcuoglu
ICML1
2017 FeUdal Networks for Hierarchical Reinforcement Learning
abstract
We introduce FeUdal Networks (FuNs): a novel architecture for hierarchical reinforcement learning. Our approach is inspired by the feudal reinforcement learning proposal of Dayan and Hinton, and gains power and efficacy by decoupling end-to-end learning across multiple levels – allowing it to utilise different resolutions of time. Our framework employs a Manager module and a Worker module. The Manager operates at a slower time scale and sets abstract goals which are conveyed to and enacted by the Worker. The Worker generates primitive actions at every tick of the environment. The decoupled structure of FuN conveys several benefits – in addition to facilitating very long timescale credit assignment it also encourages the emergence of sub-policies associated with different goals set by the Manager. These properties allow FuN to dramatically outperform a strong baseline agent on tasks that involve long-term credit assignment or memorisation.
Alexander Vezhnevets, Simon Osindero, Tom Schaul, Nicolas Heess, Max Jaderberg, David Silver 0001, Koray Kavukcuoglu
ICML5
2017 Sobolev Training for Neural Networks
abstract
At the heart of deep learning we aim to use neural networks as function approximators - training them to produce outputs from inputs in emulation of a ground truth function or data creation process. In many cases we only have access to input-output pairs from the ground truth, however it is becoming more common to have access to derivatives of the target output with respect to the input -- for example when the ground truth function is itself a neural network such as in network compression or distillation. Generally these target derivatives are not computed, or are ignored. This paper introduces Sobolev Training for neural networks, which is a method for incorporating these target derivatives in addition the to target values while training. By optimising neural networks to not only approximate the function’s outputs but also the function’s derivatives we encode additional information about the target function within the parameters of the neural network. Thereby we can improve the quality of our predictors, as well as the data-efficiency and generalization capabilities of our learned function approximation. We provide theoretical justifications for such an approach as well as examples of empirical evidence on three distinct domains: regression on classical optimisation datasets, distilling policies of an agent playing Atari, and on large-scale applications of synthetic gradients. In all three domains the use of Sobolev Training, employing target derivatives in addition to target values, results in models with higher accuracy and stronger generalisation.
Wojciech Czarnecki 0001, Simon Osindero, Max Jaderberg, Grzegorz Swirszcz, Razvan Pascanu
NIPS3
2016 Convolution by Evolution: Differentiable Pattern Producing Networks
abstract
In this work we introduce a differentiable version of the Compositional Pattern Producing Network, called the DPPN. Unlike a standard CPPN, the topology of a DPPN is evolved but the weights are learned. A Lamarckian algorithm, that combines evolution and learning, produces DPPNs to reconstruct an image. Our main result is that DPPNs can be evolved/trained to compress the weights of a denoising autoencoder from 157684 to roughly 200 parameters, while achieving a reconstruction accuracy comparable to a fully connected network with more than two orders of magnitude more parameters. The regularization ability of the DPPN allows it to rediscover (approximate) convolutional network architectures embedded within a fully connected architecture. Such convolutional architectures are the current state of the art for many computer vision applications, so it is satisfying that DPPNs are capable of discovering this structure rather than having to build it in by design. DPPNs exhibit better generalization when tested on the Omniglot dataset after being trained on MNIST, than directly encoded fully connected autoencoders. DPPNs are therefore a new framework for integrating learning and evolution.
Chrisantha Fernando, Dylan Banarse, Malcolm Reynolds, Frederic Besse, David Pfau, Max Jaderberg, Marc Lanctot, Daan Wierstra
GECCO6
2016 Unsupervised Learning of 3D Structure from Images
abstract
A key goal of computer vision is to recover the underlying 3D structure that gives rise to 2D observations of the world. If endowed with 3D understanding, agents can abstract away from the complexity of the rendering process to form stable, disentangled representations of scene elements. In this paper we learn strong deep generative models of 3D structures, and recover these structures from 2D images via probabilistic inference. We demonstrate high-quality samples and report log-likelihoods on several datasets, including ShapeNet, and establish the first benchmarks in the literature. We also show how these models and their inference networks can be trained jointly, end-to-end, and directly from 2D images without any use of ground-truth 3D labels. This demonstrates for the first time the feasibility of learning to infer 3D representations of the world in a purely unsupervised manner.
Danilo Jimenez Rezende, S. M. Ali Eslami, Shakir Mohamed, Peter W. Battaglia, Max Jaderberg, Nicolas Heess
NIPS5
2016 Reading Text in the Wild with Convolutional Neural Networks
Max Jaderberg, Karen Simonyan, Andrea Vedaldi, Andrew Zisserman
Int. J. Comput. Vis.1
2015 Spatial Transformer Networks
abstract
Convolutional Neural Networks define an exceptionallypowerful class of model, but are still limited by the lack of abilityto be spatially invariant to the input data in a computationally and parameterefficient manner. In this work we introduce a new learnable module, theSpatial Transformer, which explicitly allows the spatial manipulation ofdata within the network. This differentiable module can be insertedinto existing convolutional architectures, giving neural networks the ability toactively spatially transform feature maps, conditional on the feature map itself,without any extra training supervision or modification to the optimisation process. We show that the useof spatial transformers results in models which learn invariance to translation,scale, rotation and more generic warping, resulting in state-of-the-artperformance on several benchmarks, and for a numberof classes of transformations.
Max Jaderberg, Karen Simonyan, Andrew Zisserman, Koray Kavukcuoglu
NIPS1
2014 Speeding up Convolutional Neural Networks with Low Rank Expansions
Max Jaderberg, Andrea Vedaldi, Andrew Zisserman
BMVC1
2014 Deep Features for Text Spotting
Max Jaderberg, Andrea Vedaldi, Andrew Zisserman
ECCV (4)1