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Peter Sunehag

dblp:49/800 · DBLP profile ↗
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15ranked-venue papers
4as first author
1since 2021 · last 2021
—ORCID · none

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

Artificial intelligence and machine learning · 13 · 4 first-author · 1 since 2021Databases, data management, data science and information retrieval · 3Graphics, computer vision, multimedia, augmented reality and games · 2Human-computer interaction and ubiquitous computing · 1Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author

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
5 papers
Reinforcement learning · 74% Efficient and distributed learning · 15% Learning theory · 11%
Databases, data mining, and information retrieval
1 paper
Data mining · 100%
Theoretical computer science
1 paper
Algorithmic game theory and mechanism design · 100%

Topics — the 13 heaviest of 14, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
multi-agent reinforcement learning
0.922021
Scalable Evaluation of Multi-Agent Reinforcement Learning with Melting Pot · ICML 2021
Learning to Incentivize Other Learning Agents · NeurIPS 2020
Machine learning › Efficient and distributed learning › federated learning
incentive mechanism
0.412020
Learning to Incentivize Other Learning Agents · NeurIPS 2020
Machine learning › Reinforcement learning › multi-agent reinforcement learning
opponent shaping
0.412020
Learning to Incentivize Other Learning Agents · NeurIPS 2020
Machine learning › Reinforcement learning › exploration
exploration-exploitation tradeoff
0.212015
Rationality, optimism and guarantees in general reinforcement learning · J. Mach. Learn. Res. 2015
Machine learning › Learning theory
sample complexity
0.212013
The Sample-Complexity of General Reinforcement Learning · ICML (3) 2013
Machine learning › Learning theory › sample complexity
sample complexity bounds
0.212013
The Sample-Complexity of General Reinforcement Learning · ICML (3) 2013
Machine learning › Reinforcement learning
model-based reinforcement learning
0.112012
Context Tree Maximizing · AAAI 2012
Algorithmic game theory and mechanism design › non-cooperative game › strategic game
general-sum game
0.112020
Learning to Incentivize Other Learning Agents · NeurIPS 2020
Data mining
clustering
0.112009
Semi-Markov kMeans Clustering and Activity Recognition from Body-Worn Sensors · ICDM 2009
Data mining › clustering › sequence clustering
subsequence clustering
0.112009
Semi-Markov kMeans Clustering and Activity Recognition from Body-Worn Sensors · ICDM 2009
Machine learning › Reinforcement learning
exploration
0.012013
The Sample-Complexity of General Reinforcement Learning · ICML (3) 2013
Machine learning › Reinforcement learning › value-based reinforcement learning
q-learning
0.012012
Context Tree Maximizing · AAAI 2012
Ubiquitous computing and smart environments › context recognition
activity recognition
0.012009
Semi-Markov kMeans Clustering and Activity Recognition from Body-Worn Sensors · ICDM 2009

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

incentive function learning · 0.9actor-critic · 0.9reinforcement learning · 0.5bayesian reinforcement learning · 0.2semi-markov kmeans · 0.2max-margin semi-markov models · 0.2topological compactness analysis · 0.2sample complexity analysis · 0.2context tree weighting · 0.1context tree maximizing · 0.1
YearPublicationVenuePosition
2021 Scalable Evaluation of Multi-Agent Reinforcement Learning with Melting Pot
abstract
Existing evaluation suites for multi-agent reinforcement learning (MARL) do not assess generalization to novel situations as their primary objective (unlike supervised learning benchmarks). Our contribution, Melting Pot, is a MARL evaluation suite that fills this gap and uses reinforcement learning to reduce the human labor required to create novel test scenarios. This works because one agent’s behavior constitutes (part of) another agent’s environment. To demonstrate scalability, we have created over 80 unique test scenarios covering a broad range of research topics such as social dilemmas, reciprocity, resource sharing, and task partitioning. We apply these test scenarios to standard MARL training algorithms, and demonstrate how Melting Pot reveals weaknesses not apparent from training performance alone.
Joel Z. Leibo, Edgar A. Duéñez-Guzmán, Alexander Vezhnevets, John P. Agapiou, Peter Sunehag, Raphael Koster, Jayd Matyas, Charlie Beattie, Igor Mordatch, Thore Graepel
ICML5
2020 Learning to Incentivize Other Learning Agents
abstract
The challenge of developing powerful and general Reinforcement Learning (RL) agents has received increasing attention in recent years. Much of this effort has focused on the single-agent setting, in which an agent maximizes a predefined extrinsic reward function. However, a long-term question inevitably arises: how will such independent agents cooperate when they are continually learning and acting in a shared multi-agent environment? Observing that humans often provide incentives to influence others' behavior, we propose to equip each RL agent in a multi-agent environment with the ability to give rewards directly to other agents, using a learned incentive function. Each agent learns its own incentive function by explicitly accounting for its impact on the learning of recipients and, through them, the impact on its own extrinsic objective. We demonstrate in experiments that such agents significantly outperform standard RL and opponent-shaping agents in challenging general-sum Markov games, often by finding a near-optimal division of labor. Our work points toward more opportunities and challenges along the path to ensure the common good in a multi-agent future.
Mehrdad Farajtabar, Peter Sunehag, Edward Hughes 0001, Hongyuan Zha
NeurIPS4
2015 Rationality, optimism and guarantees in general reinforcement learning
Peter Sunehag, Marcus Hutter
J. Mach. Learn. Res.1
2014 Reinforcement learning with value advice
Mayank Daswani, Peter Sunehag, Marcus Hutter
ACML2
2014 A Dual Process Theory of Optimistic Cognition
Peter Sunehag, Marcus Hutter
CogSci1
2013 Q-learning for history-based reinforcement learning
abstract
We extend the Q-learning algorithm from the Markov Decision Process setting to problems where observations are non-Markov and do not reveal the full state of the world i.e. to POMDPs. We do this in a natural manner by adding \ell_0 regularisation to the pathwise squared Q-learning objective function and then optimise this over both a choice of map from history to states and the resulting MDP parameters. The optimisation procedure involves a stochastic search over the map class nested with classical Q-learning of the parameters. This algorithm fits perfectly into the feature reinforcement learning framework, which chooses maps based on a cost criteria. The cost criterion used so far for feature reinforcement learning has been model-based and aimed at predicting future states and rewards. Instead we directly predict the return, which is what is needed for choosing optimal actions. Our Q-learning criteria also lends itself immediately to a function approximation setting where features are chosen based on the history. This algorithm is somewhat similar to the recent line of work on lasso temporal difference learning which aims at finding a small feature set with which one can perform policy evaluation. The distinction is that we aim directly for learning the Q-function of the optimal policy and we use \ell_0 instead of \ell_1 regularisation. We perform an experimental evaluation on classical benchmark domains and find improvement in convergence speed as well as in economy of the state representation. We also compare against MC-AIXI on the large Pocman domain and achieve competitive performance in average reward. We use less than half the CPU time and 36 times less memory. Overall, our algorithm hQL provides a better combination of computational, memory and data efficiency than existing algorithms in this setting.
Mayank Daswani, Peter Sunehag, Marcus Hutter
ACML2
2013 Concentration and Confidence for Discrete Bayesian Sequence Predictors
Tor Lattimore, Marcus Hutter, Peter Sunehag
ALT3
2013 The Sample-Complexity of General Reinforcement Learning
abstract
We study the sample-complexity of reinforcement learning in a general setting without assuming ergodicity or finiteness of the environment. Instead, we define a topology on the space of environments and show that if an environment class is compact with respect to this topology then finite sample-complexity bounds are possible and give an algorithm achieving these bounds. We also show the existence of environment classes that are non-compact where finite sample-complexity bounds are not achievable. A lower bound is presented that matches the upper bound except for logarithmic factors.
Tor Lattimore, Marcus Hutter, Peter Sunehag
ICML (3)3
2012 Context Tree Maximizing
abstract
Recent developments in reinforcement learning for non-Markovianproblems witness a surge in history-based methods, among which weare particularly interested in two frameworks, PhiMDP and MC-AIXI-CTW. PhiMDP attempts to reduce the general RL problem, where the environment's states and dynamics are both unknown, toan MDP, while MC-AIXI-CTW incrementally learns a mixture of contexttrees as its environment model. The main idea of PhiMDP is toconnect generic reinforcement learning with classical reinforcementlearning. The first implementation of PhiMDP relies on astochastic search procedure for finding a tree that minimizes acertain cost function. This does not guarantee finding theminimizing tree, or even a good one, given limited search time. As aconsequence it appears that the approach has difficulties with largedomains. MC-AIXI-CTW is attractive in that it can incrementally andanalytically compute the internal model through interactions withthe environment. Unfortunately, it is computationally demanding dueto requiring heavy planning simulations at every single time step.We devise a novel approach called CTMRL, which analytically andefficiently finds the cost-minimizing tree. Instead of thecontext-tree weighting method that MC-AIXI-CTW is based on, we usethe closely related context-tree maximizing algorithm that selectsjust one single tree. This approach falls under the PhiMDPframework, which allows the replacement of the costly planningcomponent of MC-AIXI-CTW with simple Q-Learning. Our empiricalinvestigation show that CTMRL finds policies of quality as good as MC-AIXI-CTW's on sixdomains including a challenging Pacman domain, but in an order ofmagnitude less time.
Peter Sunehag, Marcus Hutter
AAAI2
2012 Adaptive Context Tree Weighting
abstract
We describe an adaptive context tree weighting (ACTW) algorithm, as an extension to the standard context tree weighting (CTW) algorithm. Unlike the standard CTW algorithm, which weights all observations equally regardless of the depth, ACTW gives increasing weight to more recent observations, aiming to improve performance in cases where the input sequence is from a non-stationary distribution. Data compression results show ACTW variants improving over CTW on merged files from standard compression benchmark tests while never being significantly worse on any individual file.
Alexander O'Neill, Marcus Hutter, Wen Shao, Peter Sunehag
DCC4
2011 Axioms for Rational Reinforcement Learning
Peter Sunehag, Marcus Hutter
ALT1
2011 Sparse Kernel-SARSA(λ) with an Eligibility Trace
Matthew W. Robards, Peter Sunehag, Scott Sanner, Bhaskara Marthi
ECML/PKDD (3)2
2010 Consistency of Feature Markov Processes
Peter Sunehag, Marcus Hutter
ALT1
2010 Wearable sensor activity analysis using semi-Markov models with a grammar
Owen Thomas, Peter Sunehag, Gideon Dror, Sungrack Yun, Sungwoong Kim, Matthew W. Robards, Alexander J. Smola, Daniel Green, Philo Saunders
Pervasive Mob. Comput.2
2009 Semi-Markov kMeans Clustering and Activity Recognition from Body-Worn Sensors
abstract
Subsequence clustering aims to find patterns that appear repeatedly in time series data. We introduce a novel subsequence clustering technique that we call semi-Markov kmeans clustering. The clustering results in ideal examples of the repeating patterns and in labeled segmentations that can be used as training data for sophisticated discriminative methods like max-margin semi-Markov models. We are applying the new clustering technique to activity recognition from body-worn sensors by showing how it can enable a system to learn from data that is only annotated by an ordered list of activity types that have been undertaken. This kind of annotation, unlike a detailed segmentation of the sensor data, is easily provided by a non-expert user. We show that we can achieve equally good results using only an ordered list of activity types for training as when using a full detailed labeled segmentation.
Matthew W. Robards, Peter Sunehag
ICDM2