Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Dustin Morrill

dblp:154/6681 · DBLP profile ↗
← Back
6ranked-venue papers
3as first author
3since 2021 · last 2023
0000-0002-6454-1848ORCID · corroborated

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

Artificial intelligence and machine learning · 6 · 3 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 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.

Theoretical computer science
4 papers
Algorithmic game theory and mechanism design · 92% Mathematical optimization · 8%
Artificial intelligence
3 papers
Reinforcement learning · 65% Multi-agent systems · 25% Learning theory · 11%

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

TopicWeightPapersLastEvidence papers
Algorithmic game theory and mechanism design
equilibrium computation
1.132021
Hindsight and Sequential Rationality of Correlated Play · AAAI 2021
Computing Approximate Equilibria in Sequential Adversarial Games by Exploitability Descent · IJCAI 2019
Solving Games with Functional Regret Estimation · AAAI 2015
Machine learning › Reinforcement learning › regret minimization
counterfactual regret minimization
0.512021
Efficient Deviation Types and Learning for Hindsight Rationality in Extensive-Form Games · ICML 2021
Knowledge, reasoning and agents › Multi-agent systems › game theory
extensive-form games
0.512021
Efficient Deviation Types and Learning for Hindsight Rationality in Extensive-Form Games · ICML 2021
Algorithmic game theory and mechanism design › equilibrium computation
correlated equilibrium
0.512021
Hindsight and Sequential Rationality of Correlated Play · AAAI 2021
Algorithmic game theory and mechanism design › equilibrium computation
counterfactual regret minimization
0.512021
Hindsight and Sequential Rationality of Correlated Play · AAAI 2021
Machine learning › Reinforcement learning
multi-agent reinforcement learning
0.412019
Computing Approximate Equilibria in Sequential Adversarial Games by Exploitability Descent · IJCAI 2019
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts › nash equilibrium
approximate nash equilibrium
0.412019
Computing Approximate Equilibria in Sequential Adversarial Games by Exploitability Descent · IJCAI 2019
Algorithmic game theory and mechanism design › non-cooperative game
extensive-form games
0.422021
Solving Games with Functional Regret Estimation · AAAI 2015
Hindsight and Sequential Rationality of Correlated Play · AAAI 2021
Algorithmic game theory and mechanism design
game solving
0.312018
AIVAT: A New Variance Reduction Technique for Agent Evaluation in Imperfect Information Games · AAAI 2018
Algorithmic game theory and mechanism design
imperfect information games
0.312018
AIVAT: A New Variance Reduction Technique for Agent Evaluation in Imperfect Information Games · AAAI 2018
Mathematical optimization › stochastic optimization
variance reduction
0.312018
AIVAT: A New Variance Reduction Technique for Agent Evaluation in Imperfect Information Games · AAAI 2018
Machine learning › Reinforcement learning
function approximation
0.212015
Solving Games with Functional Regret Estimation · AAAI 2015
Machine learning › Learning theory
online learning
0.212015
Solving Games with Functional Regret Estimation · AAAI 2015
Machine learning › Reinforcement learning
regret minimization
0.212015
Solving Games with Functional Regret Estimation · AAAI 2015
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
nash equilibrium
0.212015
Solving Games with Functional Regret Estimation · AAAI 2015

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

function approximation · 1.2policy optimization · 0.8exploitability descent · 0.8regret minimization · 0.5no-regret learning · 0.5game-theoretic analysis · 0.5counterfactual regret minimization · 0.5no-regret algorithms · 0.4value estimation · 0.3monte carlo sampling · 0.3
YearPublicationVenuePosition
2023 Composing Efficient, Robust Tests for Policy Selection
abstract
Modern reinforcement learning systems produce many high-quality policies throughout the learning process. However, to choose which policy to actually deploy in the real world, they must be tested under an intractable number of environmental conditions. We introduce RPOSST, an algorithm to select a small set of test cases from a larger pool based on a relatively small number of sample evaluations. RPOSST treats the test case selection problem as a two-player game and optimizes a solution with provable $k$-of-$N$ robustness, bounding the error relative to a test that used all the test cases in the pool. Empirical results demonstrate that RPOSST finds a small set of test cases that identify high quality policies in a toy one-shot game, poker datasets, and a high-fidelity racing simulator.
Dustin Morrill, Thomas J. Walsh 0001, Daniel Hernandez, Peter R. Wurman, Peter Stone 0001
UAI1
2021 Hindsight and Sequential Rationality of Correlated Play
abstract
Driven by recent successes in two-player, zero-sum game solving and playing, artificial intelligence work on games has increasingly focused on algorithms that produce equilibrium-based strategies. However, this approach has been less effective at producing competent players in general-sum games or those with more than two players than in two-player, zero-sum games. An appealing alternative is to consider adaptive algorithms that ensure strong performance in hindsight relative to what could have been achieved with modified behavior. This approach also leads to a game-theoretic analysis, but in the correlated play that arises from joint learning dynamics rather than factored agent behavior at equilibrium. We develop and advocate for this hindsight rationality framing of learning in general sequential decision-making settings. To this end, we re-examine mediated equilibrium and deviation types in extensive-form games, thereby gaining a more complete understanding and resolving past misconceptions. We present a set of examples illustrating the distinct strengths and weaknesses of each type of equilibrium in the literature, and prove that no tractable concept subsumes all others. This line of inquiry culminates in the definition of the deviation and equilibrium classes that correspond to algorithms in the counterfactual regret minimization (CFR) family, relating them to all others in the literature. Examining CFR in greater detail further leads to a new recursive definition of rationality in correlated play that extends sequential rationality in a way that naturally applies to hindsight evaluation.
Dustin Morrill, Ryan D'Orazio, Reca Sarfati, Marc Lanctot, James R. Wright, Amy Greenwald, Michael H. Bowling
AAAI1
2021 Efficient Deviation Types and Learning for Hindsight Rationality in Extensive-Form Games
abstract
Hindsight rationality is an approach to playing general-sum games that prescribes no-regret learning dynamics for individual agents with respect to a set of deviations, and further describes jointly rational behavior among multiple agents with mediated equilibria. To develop hindsight rational learning in sequential decision-making settings, we formalize behavioral deviations as a general class of deviations that respect the structure of extensive-form games. Integrating the idea of time selection into counterfactual regret minimization (CFR), we introduce the extensive-form regret minimization (EFR) algorithm that achieves hindsight rationality for any given set of behavioral deviations with computation that scales closely with the complexity of the set. We identify behavioral deviation subsets, the partial sequence deviation types, that subsume previously studied types and lead to efficient EFR instances in games with moderate lengths. In addition, we present a thorough empirical analysis of EFR instantiated with different deviation types in benchmark games, where we find that stronger types typically induce better performance.
Dustin Morrill, Ryan D'Orazio, Marc Lanctot, James R. Wright, Michael H. Bowling, Amy Greenwald
ICML1
2019 Computing Approximate Equilibria in Sequential Adversarial Games by Exploitability Descent
abstract
In this paper, we present exploitability descent, a new algorithm to compute approximate equilibria in two-player zero-sum extensive-form games with imperfect information, by direct policy optimization against worst-case opponents. We prove that when following this optimization, the exploitability of a player's strategy converges asymptotically to zero, and hence when both players employ this optimization, the joint policies converge to a Nash equilibrium. Unlike fictitious play (XFP) and counterfactual regret minimization (CFR), our convergence result pertains to the policies being optimized rather than the average policies. Our experiments demonstrate convergence rates comparable to XFP and CFR in four benchmark games in the tabular case. Using function approximation, we find that our algorithm outperforms the tabular version in two of the games, which, to the best of our knowledge, is the first such result in imperfect information games among this class of algorithms.
Edward Lockhart, Marc Lanctot, Julien Pérolat, Jean-Baptiste Lespiau, Dustin Morrill, Finbarr Timbers, Karl Tuyls
IJCAI5
2018 AIVAT: A New Variance Reduction Technique for Agent Evaluation in Imperfect Information Games
abstract
Evaluating agent performance when outcomes are stochastic and agents use randomized strategies can be challenging when there is limited data available. The variance of sampled outcomes may make the simple approach of Monte Carlo sampling inadequate. This is the case for agents playing heads-up no-limit Texas hold'em poker, whereman-machine competitions typically involve multiple days of consistent play by multiple players, but still can (and sometimes did) result in statistically insignificant conclusions. In this paper, we introduce AIVAT, a low variance, provably unbiased value assessment tool that exploits an arbitrary heuristic estimate of state value, as well as the explicit strategy of a subset of the agents. Unlike existing techniques which reduce the variance from chance events, or only consider game ending actions, AIVAT reduces the variance both from choices by nature and by players with a known strategy. The resulting estimator produces results that significantly outperform previous state of the art techniques. It was able to reduce the standard deviation of a Texas hold'em poker man-machine match by 85\% and consequently requires 44 times fewer games to draw the same statistical conclusion. AIVAT enabled the first statistically significant AI victory against professional poker players in no-limit hold'em.Furthermore, the technique was powerful enough to produce statistically significant results versus individual players, not just an aggregate pool of the players. We also used AIVAT to analyze a short series of AI vs human poker tournaments,producing statistical significant results with as few as 28 matches.
Neil Burch, Matej Moravcik, Dustin Morrill, Michael H. Bowling
AAAI4
2015 Solving Games with Functional Regret Estimation
abstract
We propose a novel online learning method for minimizing regret in large extensive-form games. The approach learns a function approximator online to estimate the regret for choosing a particular action. A no-regret algorithm uses these estimates in place of the true regrets to define a sequence of policies. We prove the approach sound by providing a bound relating the quality of the function approximation and regret of the algorithm. A corollary being that the method is guaranteed to converge to a Nash equilibrium in self-play so long as the regrets are ultimately realizable by the function approximator. Our technique can be understood as a principled generalization of existing work onabstraction in large games; in our work, both the abstraction as well as the equilibrium are learned during self-play. We demonstrate empirically the method achieves higher quality strategies than state-of-the-art abstraction techniques given the same resources.
Kevin Waugh, Dustin Morrill, J. Andrew Bagnell, Michael H. Bowling
AAAI2