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Matteo Gallici

dblp:337/9893 · DBLP profile ↗
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3ranked-venue papers
1as first author
3since 2021 · last 2025
—ORCID · none

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

Artificial intelligence and machine learning · 3 · 1 first-author · 3 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
3 papers
Reinforcement learning · 84% Multi-agent systems · 10% Deep learning architectures and training · 6%

Topics — the 9 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
multi-agent reinforcement learning
1.622025
Ad-Hoc Human-AI Coordination Challenge · ICML 2025
JaxMARL: Multi-Agent RL Environments and Algorithms in JAX · NeurIPS 2024
Machine learning › Reinforcement learning › deep reinforcement learning
deep q-learning
0.912025
Simplifying Deep Temporal Difference Learning · ICLR 2025
Machine learning › Reinforcement learning › multi-agent reinforcement learning
human-AI collaboration
0.912025
Ad-Hoc Human-AI Coordination Challenge · ICML 2025
Machine learning › Reinforcement learning › temporal difference learning
off-policy TD learning
0.912025
Simplifying Deep Temporal Difference Learning · ICLR 2025
Machine learning › Reinforcement learning
sample efficiency
0.912025
Simplifying Deep Temporal Difference Learning · ICLR 2025
Machine learning › Reinforcement learning
temporal difference learning
0.912025
Simplifying Deep Temporal Difference Learning · ICLR 2025
Knowledge, reasoning and agents › Multi-agent systems
multi-agent environments
0.812024
JaxMARL: Multi-Agent RL Environments and Algorithms in JAX · NeurIPS 2024
Machine learning › Deep learning architectures and training › normalization
layer normalization
0.312025
Simplifying Deep Temporal Difference Learning · ICLR 2025
Machine learning › Deep learning architectures and training
regularization
0.312025
Simplifying Deep Temporal Difference Learning · ICLR 2025

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

vectorized environment sampling · 0.9layer normalization · 0.9large-scale human gameplay dataset · 0.9human proxy agents · 0.9hardware acceleration · 0.8JAX · 0.8
YearPublicationVenuePosition
2025 Simplifying Deep Temporal Difference Learning
abstract
$Q$-learning played a foundational role in the field reinforcement learning (RL). However, TD algorithms with off-policy data, such as $Q$-learning, or nonlinear function approximation like deep neural networks require several additional tricks to stabilise training, primarily a large replay buffer and target networks. Unfortunately, the delayed updating of frozen network parameters in the target network harms the sample efficiency and, similarly, the large replay buffer introduces memory and implementation overheads. In this paper, we investigate whether it is possible to accelerate and simplify off-policy TD training while maintaining its stability. Our key theoretical result demonstrates for the first time that regularisation techniques such as LayerNorm can yield provably convergent TD algorithms without the need for a target network or replay buffer, even with off-policy data. Empirically, we find that online, parallelised sampling enabled by vectorised environments stabilises training without the need for a large replay buffer. Motivated by these findings, we propose PQN, our simplified deep online $Q$-Learning algorithm. Surprisingly, this simple algorithm is competitive with more complex methods like: Rainbow in Atari, PPO-RNN in Craftax, QMix in Smax, and can be up to 50x faster than traditional DQN without sacrificing sample efficiency. In an era where PPO has become the go-to RL algorithm, PQN reestablishes off-policy $Q$-learning as a viable alternative.
Matteo Gallici, Mattie Fellows, Benjamin Ellis, Bartomeu Pou, Ivan Masmitja, Jakob N. Foerster, Mario Martin
ICLR1
2025 Ad-Hoc Human-AI Coordination Challenge
abstract
Achieving seamless coordination between AI agents and humans is crucial for real-world applications, yet it remains a significant open challenge. Hanabi is a cooperative card game featuring imperfect information, constrained communication, theory of mind requirements, and coordinated action -- making it an ideal testbed for human-AI coordination. However, its use for human-AI interaction has been limited by the challenges of human evaluation. In this work, we introduce the Ad-Hoc Human-AI Coordination Challenge (AH2AC2) to overcome the constraints of costly and difficult-to-reproduce human evaluations. We develop \textit{human proxy agents} on a large-scale human dataset that serve as robust, cheap, and reproducible human-like evaluation partners in AH2AC2. To encourage the development of data-efficient methods, we open-source a dataset of 3,079 games, deliberately limiting the amount of available human gameplay data. We present baseline results for both two- and three- player Hanabi scenarios. To ensure fair evaluation, we host the proxy agents through a controlled evaluation system rather than releasing them publicly. The code is available at \href{https://github.com/FLAIROx/ah2ac2}{https://github.com/FLAIROx/ah2ac2}.
Tin Dizdarevic, Ravi Hammond, Tobias Gessler, Ani Calinescu, Jonathan Cook 0004, Matteo Gallici, Andrei Lupu, Jakob N. Foerster
ICML6
2024 JaxMARL: Multi-Agent RL Environments and Algorithms in JAX
abstract
Benchmarks are crucial in the development of machine learning algorithms, significantly influencing reinforcement learning (RL) research through the available environments. Traditionally, RL environments run on the CPU, which limits their scalability with the computational resources typically available in academia. However, recent advancements in JAX have enabled the wider use of hardware acceleration, enabling massively parallel RL training pipelines and environments. While this has been successfully applied to single-agent RL, it has not yet been widely adopted for multi-agent scenarios. In this paper, we present JaxMARL, the first open-source, easy-to-use code base that combines GPU-enabled efficiency with support for a large number of commonly used MARL environments and popular baseline algorithms. Our experiments show that, in terms of wall clock time, our JAX-based training pipeline is up to 12,500 times faster than existing approaches. This enables efficient and thorough evaluations, potentially alleviating the evaluation crisis in the field. We also introduce and benchmark SMAX, a vectorised, simplified version of the popular StarCraft Multi-Agent Challenge, which removes the need to run the StarCraft II game engine. This not only enables GPU acceleration, but also provides a more flexible MARL environment, unlocking the potential for self-play, meta-learning, and other future applications in MARL. The code is available at https://github.com/flairox/jaxmarl.
Alex Rutherford, Benjamin Ellis, Matteo Gallici, Jonathan Cook 0004, Andrei Lupu, Garðar Ingvarsson, Timon Willi, Ravi Hammond, Akbir Khan, Christian Schröder de Witt, Alexandra Souly, Saptarashmi Bandyopadhyay, Mikayel Samvelyan, Minqi Jiang, Robert T. Lange, Shimon Whiteson, Bruno Lacerda, Nick Hawes, Tim Rocktäschel, Chris Lu 0001, Jakob N. Foerster
NeurIPS3