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Michael Dann

dblp:170/5294 · DBLP profile ↗
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12ranked-venue papers
8as first author
8since 2021 · last 2026
0000-0002-7658-022XORCID · verified

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

Artificial intelligence and machine learning · 12 · 8 first-author · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 6 · 5 first-author · 4 since 2021Databases, data management, data science and information retrieval · 1 · 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.

Artificial intelligence
7 papers
Reinforcement learning · 46% Multi-agent systems · 27% Planning, search and constraint satisfaction · 19%
Interdisciplinary, comprehensive, and emerging computing
1 paper
Computational social science and digital humanities · 100%

Topics — the 9 heaviest of 13, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search
1.122022
Multi-Agent Intention Progression with Reward Machines · IJCAI 2022
Multi-Agent Intention Progression with Black-Box Agents · IJCAI 2021
Machine learning › Reinforcement learning › imitation learning
self-imitation learning
0.812024
Harnessing Network Effect for Fake News Mitigation: Selecting Debunkers via Self-Imitation Learning · AAAI 2024
Machine learning › Reinforcement learning
hierarchical reinforcement learning
0.722019
Deriving Subgoals Autonomously to Accelerate Learning in Sparse Reward Domains · AAAI 2019
Real-Time Navigation in Classical Platform Games via Skill Reuse · IJCAI 2017
Knowledge, reasoning and agents › Knowledge representation and reasoning › theory of mind
intention recognition
0.712023
Multi-Agent Intention Recognition and Progression · IJCAI 2023
Machine learning › Reinforcement learning
exploration
0.412019
Deriving Subgoals Autonomously to Accelerate Learning in Sparse Reward Domains · AAAI 2019
Machine learning › Reinforcement learning › exploration
intrinsic motivation
0.412019
Deriving Subgoals Autonomously to Accelerate Learning in Sparse Reward Domains · AAAI 2019
Machine learning › Reinforcement learning › hierarchical reinforcement learning › option discovery
subgoal discovery
0.412019
Deriving Subgoals Autonomously to Accelerate Learning in Sparse Reward Domains · AAAI 2019
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning › online planning
real-time planning
0.312017
Real-Time Navigation in Classical Platform Games via Skill Reuse · IJCAI 2017
Machine learning › Reinforcement learning › transfer learning in reinforcement learning
skill reuse
0.312017
Real-Time Navigation in Classical Platform Games via Skill Reuse · IJCAI 2017

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

monte carlo tree search · 1.7state augmentation · 1.5negative sampling · 1.5generative adversarial self-imitation learning · 1.5goal recognition · 0.7reward machines · 0.6reinforcement learning · 0.5partially-ordered goal-plan tree · 0.5autonomous subgoal derivation · 0.4abstract planning · 0.3
YearPublicationVenuePosition
2026 Evolving Macro-Actions for Monte Carlo Tree Search in Real-Time Domains
abstract
Forward search algorithms, such as Monte Carlo Tree Search (MCTS), often struggle under the computational constraints of video games and other real-time environments. We address these issues by generating domain-specific macro-actions using evolutionary optimisation. Macro-actions—action abstractions that treat predefined sequences of discrete actions as a single action—can significantly improve the performance of forward search techniques by effectively increasing their look-ahead depth for the same computational cost. Evolved macro-actions can capture important structural aspects of a domain and substantially improve performance, even under tight computational constraints. We present an analysis of an evolved macro-action approach to decision-making with MCTS in real-time video games. We evaluate the effectiveness of this strategy across a large and diverse set of domains from the Arcade Learning Environment (ALE), and assess its generality, strengths, and limitations. Our results show that evolved macro-actions considerably improve performance across all tested domains and are particularly effective in games with a medium decision horizon and predictable dynamics.
Andrew Gourley, Michael Dann, Xiaodong Li 0001, Fabio Zambetta
GECCO2
2025 Beyond Goal Recognition: A Reinforcement Learning-based Approach to Inferring Agent Behaviour
Sheryl Mantik, Michael Dann, Minyi Li 0001, Huong Ha 0001, Julie Porteous
AAMAS2
2024 Harnessing Network Effect for Fake News Mitigation: Selecting Debunkers via Self-Imitation Learning
abstract
This study aims to minimize the influence of fake news on social networks by deploying debunkers to propagate true news. This is framed as a reinforcement learning problem, where, at each stage, one user is selected to propagate true news. A challenging issue is episodic reward where the "net" effect of selecting individual debunkers cannot be discerned from the interleaving information propagation on social networks, and only the collective effect from mitigation efforts can be observed. Existing Self-Imitation Learning (SIL) methods have shown promise in learning from episodic rewards, but are ill-suited to the real-world application of fake news mitigation because of their poor sample efficiency. To learn a more effective debunker selection policy for fake news mitigation, this study proposes NAGASIL - Negative sampling and state Augmented Generative Adversarial Self-Imitation Learning, which consists of two improvements geared towards fake news mitigation: learning from negative samples, and an augmented state representation to capture the "real" environment state by integrating the current observed state with the previous state-action pairs from the same campaign. Experiments on two social networks show that NAGASIL yields superior performance to standard GASIL and state-of-the-art fake news mitigation models.
Xiaofei Xu 0002, Michael Dann, Xiuzhen Zhang 0001
AAAI3
2023 Multi-Agent Intention Recognition and Progression
abstract
For an agent in a multi-agent environment, it is often beneficial to be able to predict what other agents will do next when deciding how to act. Previous work in multi-agent intention scheduling assumes a priori knowledge of the current goals of other agents. In this paper, we present a new approach to multi-agent intention scheduling in which an agent uses online goal recognition to identify the goals currently being pursued by other agents while acting in pursuit of its own goals. We show how online goal recognition can be incorporated into an MCTS-based intention scheduler, and evaluate our approach in a range of scenarios. The results demonstrate that our approach can rapidly recognise the goals of other agents even when they are pursuing multiple goals concurrently, and has similar performance to agents which know the goals of other agents a priori.
Michael Dann, Yuan Yao 0007, Natasha Alechina, Brian Logan 0001, Felipe Meneguzzi, John Thangarajah
IJCAI1
2022 Multi-Agent Intention Progression with Reward Machines
abstract
Recent work in multi-agent intention scheduling has shown that enabling agents to predict the actions of other agents when choosing their own actions can be beneficial. However existing approaches to 'intention-aware' scheduling assume that the programs of other agents are known, or are "similar" to that of the agent making the prediction. While this assumption is reasonable in some circumstances, it is less plausible when the agents are not co-designed. In this paper, we present a new approach to multi-agent intention scheduling in which agents predict the actions of other agents based on a high-level specification of the tasks performed by an agent in the form of a reward machine (RM) rather than on its (assumed) program. We show how a reward machine can be used to generate tree and rollout policies for an MCTS-based scheduler. We evaluate our approach in a range of multi-agent environments, and show that RM-based scheduling out-performs previous intention-aware scheduling approaches in settings where agents are not co-designed
Michael Dann, Yuan Yao 0007, Natasha Alechina, Brian Logan 0001, John Thangarajah
IJCAI1
2022 Oracle-SAGE: Planning Ahead in Graph-Based Deep Reinforcement Learning
Andrew Chester 0001, Michael Dann, Fabio Zambetta, John Thangarajah
ECML/PKDD (4)2
2021 Adapting to Reward Progressivity via Spectral Reinforcement Learning
Michael Dann, John Thangarajah
ICLR1
2021 Multi-Agent Intention Progression with Black-Box Agents
abstract
We propose a new approach to intention progression in multi-agent settings where other agents are effectively black boxes. That is, while their goals are known, the precise programs used to achieve these goals are not known. In our approach, agents use an abstraction of their own program called a partially-ordered goal-plan tree (pGPT) to schedule their intentions and predict the actions of other agents. We show how a pGPT can be derived from the program of a BDI agent, and present an approach based on Monte Carlo Tree Search (MCTS) for scheduling an agent's intentions using pGPTs. We evaluate our pGPT-based approach in cooperative, selfish and adversarial multi-agent settings, and show that it out-performs MCTS-based scheduling where agents assume that other agents have the same program as themselves.
Michael Dann, Yuan Yao 0007, Brian Logan 0001, John Thangarajah
IJCAI1
2019 Deriving Subgoals Autonomously to Accelerate Learning in Sparse Reward Domains
abstract
Sparse reward games, such as the infamous Montezuma’s Revenge, pose a significant challenge for Reinforcement Learning (RL) agents. Hierarchical RL, which promotes efficient exploration via subgoals, has shown promise in these games. However, existing agents rely either on human domain knowledge or slow autonomous methods to derive suitable subgoals. In this work, we describe a new, autonomous approach for deriving subgoals from raw pixels that is more efficient than competing methods. We propose a novel intrinsic reward scheme for exploiting the derived subgoals, applying it to three Atari games with sparse rewards. Our agent’s performance is comparable to that of state-of-the-art methods, demonstrating the usefulness of the subgoals found.
Michael Dann, Fabio Zambetta, John Thangarajah
AAAI1
2018 Integrating Skills and Simulation to Solve Complex Navigation Tasks in Infinite Mario
abstract
Aside from hand-coded bots, most of the videogame agents rely on experience in one way or another. Some agents improve over time by adjusting to real experience, while others make projections by leveraging simulated experience. In one sense, human play seems to resemble simulation, in that human players often try to visualize possible trajectories before deciding on a real course of action. However, most of the existing simulation-based agents require precise knowledge of the game's code, and their search depth is limited by the granular time scales encountered in videogames. Human players, on the other hand, appear to visualize plans in terms of abstract “skills,” such as running and jumping. These skills are learned from real experience, so,in this sense, human play resembles learning-based approaches. Motivated by these observations, we propose an approach that bridges the gap between skills, which are uncertain in outcome and duration, and traditional simulation-based planning, which is discrete. We apply this approach to maze-like navigation problems in Infinite Mario. After an initial skill acquisition phase, our agent is capable of navigating new levels without further training and also scales better with goal distance than a granular simulation method that exploits exact knowledge of the game's physics.
Michael Dann, Fabio Zambetta, John Thangarajah
IEEE Trans. Games1
2018 Exploration in Continuous Control Tasks via Continually Parameterized Skills
abstract
Applications of reinforcement learning to continuous control tasks often rely on a steady, informative reward signal. In videogames, however, tasks may be far easier to specify through a binary reward that indicates success or failure. In the absence of a steady, guiding reward, the agent may struggle to explore efficiently, especially if effective exploration requires strong coordination between actions. In this paper, we show empirically that this issue may be mitigated by exploring over an abstract action set, using hierarchically composed parameterized skills. We experiment in two tasks with sparse rewards in a continuous control environment based on the arcade game Asteroids. Compared to a flat learner that explores symmetrically over low-level actions, our agent explores a greater variety of useful actions, and its long-term performance on both tasks is superior.
Michael Dann, Fabio Zambetta, John Thangarajah
IEEE Trans. Games1
2017 Real-Time Navigation in Classical Platform Games via Skill Reuse
abstract
In platform videogames, players are frequently tasked with solving medium-term navigation problems in order to gather items or powerups. Artificial agents must generally obtain some form of direct experience before they can solve such tasks. Experience is gained either through training runs, or by exploiting knowledge of the game's physics to generate detailed simulations. Human players, on the other hand, seem to look ahead in high-level, abstract steps. Motivated by human play, we introduce an approach that leverages not only abstract "skills", but also knowledge of what those skills can and cannot achieve. We apply this approach to Infinite Mario, where despite facing randomly generated, maze-like levels, our agent is capable of deriving complex plans in real-time, without relying on perfect knowledge of the game's physics.
Michael Dann, Fabio Zambetta, John Thangarajah
IJCAI1