Viliam Lisý

dblp:76/5110 · DBLP profile ↗
← Back
32ranked-venue papers
4as first author
10since 2021 · last 2025
0000-0002-1647-1507ORCID · verified

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

Artificial intelligence and machine learning · 30 · 4 first-author · 10 since 2021Graphics, computer vision, multimedia, augmented reality and games · 14 · 1 first-author · 4 since 2021Security and privacy · 2Databases, data management, data science and information retrieval · 1 · 1 first-author
YearPublicationVenuePosition
2025 Direct Optimization of Portfolios of Counter Strategies
Karolina Drabent, Viliam Lisý
DAI2
2025 Adapting Beyond the Depth Limit: Counter Strategies in Large Imperfect Information Games
David Milec, Vojtech Kovarík, Viliam Lisý
AAMAS3
2024 Look-ahead Search on Top of Policy Networks in Imperfect Information Games
Ondrej Kubícek, Neil Burch, Viliam Lisý
IJCAI3
2024 Classification with costly features in hierarchical deep sets
abstract
Abstract Classification with costly features (CwCF) is a classification problem that includes the cost of features in the optimization criteria. Individually for each sample, its features are sequentially acquired to maximize accuracy while minimizing the acquired features’ cost. However, existing approaches can only process data that can be expressed as vectors of fixed length. In real life, the data often possesses rich and complex structure, which can be more precisely described with formats such as XML or JSON. The data is hierarchical and often contains nested lists of objects. In this work, we extend an existing deep reinforcement learning-based algorithm with hierarchical deep sets and hierarchical softmax, so that it can directly process this data. The extended method has greater control over which features it can acquire and, in experiments with seven datasets, we show that this leads to superior performance. To showcase the real usage of the new method, we apply it to a real-life problem of classifying malicious web domains, using an online service.
Jaromír Janisch, Tomás Pevný, Viliam Lisý
Mach. Learn.3
2023 Rethinking Formal Models of Partially Observable Multiagent Decision Making (Extended Abstract)
abstract
Multiagent decision-making in partially observable environments is usually modelled as either an extensive-form game (EFG) in game theory or a partially observable stochastic game (POSG) in multiagent reinforcement learning (MARL). One issue with the current situation is that while most practical problems can be modelled in both formalisms, the relationship of the two models is unclear, which hinders the transfer of ideas between the two communities. A second issue is that while EFGs have recently seen significant algorithmic progress, their classical formalization is unsuitable for efficient presentation of the underlying ideas, such as those around decomposition. To solve the first issue, we introduce factored-observation stochastic games (FOSGs), a minor modification of the POSG formalism which distinguishes between private and public observation and thereby greatly simplifies decomposition. To remedy the second issue, we show that FOSGs and POSGs are naturally connected to EFGs: by "unrolling" a FOSG into its tree form, we obtain an EFG. Conversely, any perfect-recall timeable EFG corresponds to some underlying FOSG in this manner. Moreover, this relationship justifies several minor modifications to the classical EFG formalization that recently appeared as an implicit response to the model's issues with decomposition. Finally, we illustrate the transfer of ideas between EFGs and MARL by presenting three key EFG techniques -- counterfactual regret minimization, sequence form, and decomposition -- in the FOSG framework.
Vojtech Kovarík, Neil Burch, Michael H. Bowling, Viliam Lisý
IJCAI5
2023 Value functions for depth-limited solving in zero-sum imperfect-information games
Vojtech Kovarík, Dominik Seitz, Viliam Lisý, Jan Rudolf, Karel Ha
Artif. Intell.3
2022 Rethinking formal models of partially observable multiagent decision making
Vojtech Kovarík, Neil Burch, Michael H. Bowling, Viliam Lisý
Artif. Intell.5
2022 JsonGrinder.jl: automated differentiable neural architecture for embedding arbitrary JSON data
abstract
Standard machine learning (ML) problems are formulated on data converted into a suitable tensor representation. However, there are data sources, for example in cybersecurity, that are naturally represented in a unifying hierarchical structure, such as XML, JSON, and Protocol Buffers. Converting this data to a tensor representation is usually done by manual feature engineering, which is laborious, lossy, and prone to bias originating from the human inability to correctly judge the importance of particular features. JsonGrinder.jl is a library automating various ML tasks on these difficult sources. Starting with an arbitrary set of JSON samples, it automatically creates a differentiable ML model (called hmilnet), which embeds raw JSON samples into a fixed-size tensor representation. This embedding network can be naturally extended by an arbitrary ML model expecting tensor inputs in order to perform classification, regression, or clustering.
Simon Mandlík, Matej Racinsky, Viliam Lisý, Tomás Pevný
J. Mach. Learn. Res.3
2021 Computing Quantal Stackelberg Equilibrium in Extensive-Form Games
Jakub Cerný, Viliam Lisý, Branislav Bosanský, Bo An 0001
AAAI2
2021 Complexity and Algorithms for Exploiting Quantal Opponents in Large Two-Player Games
abstract
Solution concepts of traditional game theory assume entirely rational players; therefore, their ability to exploit subrational opponents is limited. One type of subrationality that describes human behavior well is the quantal response. While there exist algorithms for computing solutions against quantal opponents, they either do not scale or may provide strategies that are even worse than the entirely-rational Nash strategies. This paper aims to analyze and propose scalable algorithms for computing effective and robust strategies against a quantal opponent in normal-form and extensive-form games. Our contributions are: (1) we define two different solution concepts related to exploiting quantal opponents and analyze their properties; (2) we prove that computing these solutions is computationally hard; (3) therefore, we evaluate several heuristic approximations based on scalable counterfactual regret minimization (CFR); and (4) we identify a CFR variant that exploits the bounded opponents better than the previously used variants while being less exploitable by the worst-case perfectly-rational opponent.
David Milec, Jakub Cerný, Viliam Lisý, Bo An 0001
AAAI3
2020 Automated Construction of Bounded-Loss Imperfect-Recall Abstractions in Extensive-Form Games (Extended Abstract)
abstract
Information abstraction is one of the methods for tackling large extensive-form games (EFGs). Removing some information available to players reduces the memory required for computing and storing strategies. We present novel domain-independent abstraction methods for creating very coarse abstractions of EFGs that still compute strategies that are (near) optimal in the original game. First, the methods start with an arbitrary abstraction of the original game (domain-specific or the coarsest possible). Next, they iteratively detect which information is required in the abstract game so that a (near) optimal strategy in the original game can be found and include this information into the abstract game. Moreover, the methods are able to exploit imperfect-recall abstractions where players can even forget the history of their own actions. We present two algorithms that follow these steps -- FPIRA, based on fictitious play, and CFR+IRA, based on counterfactual regret minimization. The experimental evaluation confirms that our methods can closely approximate Nash equilibrium of large games using abstraction with only 0.9% of information sets of the original game.
Jiri Cermak, Viliam Lisý, Branislav Bosanský
IJCAI2
2020 Dinkelbach-Type Algorithm for Computing Quantal Stackelberg Equilibrium
abstract
Stackelberg security games (SSGs) have been deployed in many real-world situations to optimally allocate scarce resource to protect targets against attackers. However, actual human attackers are not perfectly rational and there are several behavior models that attempt to predict subrational behavior. Quantal response is among the most commonly used such models and Quantal Stackelberg Equilibrium (QSE) describes the optimal strategy to commit to when facing a subrational opponent. Non-concavity makes computing QSE computationally challenging and while there exist algorithms for computing QSE for SSGs, they cannot be directly used for solving an arbitrary game in the normal form. We (1) present a transformation of the primal problem for computing QSE using a Dinkelbach's method for any general-sum normal-form game, (2) provide a gradient-based and a MILP-based algorithm, give the convergence criteria, and bound their error, and finally (3) we experimentally demonstrate that using our novel transformation, a QSE can be closely approximated several orders of magnitude faster.
Jakub Cerný, Viliam Lisý, Branislav Bosanský, Bo An 0001
IJCAI2
2020 Automated construction of bounded-loss imperfect-recall abstractions in extensive-form games
Jiri Cermak, Viliam Lisý, Branislav Bosanský
Artif. Intell.2
2020 Classification with costly features as a sequential decision-making problem
Jaromír Janisch, Tomás Pevný, Viliam Lisý
Mach. Learn.3
2020 Analysis of Hannan consistent selection for Monte Carlo tree search in simultaneous move games
Vojtech Kovarík, Viliam Lisý
Mach. Learn.2
2019 Classification with Costly Features Using Deep Reinforcement Learning
abstract
We study a classification problem where each feature can be acquired for a cost and the goal is to optimize a trade-off between the expected classification error and the feature cost. We revisit a former approach that has framed the problem as a sequential decision-making problem and solved it by Q-learning with a linear approximation, where individual actions are either requests for feature values or terminate the episode by providing a classification decision. On a set of eight problems, we demonstrate that by replacing the linear approximation with neural networks the approach becomes comparable to the state-of-the-art algorithms developed specifically for this problem. The approach is flexible, as it can be improved with any new reinforcement learning enhancement, it allows inclusion of pre-trained high-performance classifier, and unlike prior art, its performance is robust across all evaluated datasets.
Jaromír Janisch, Tomás Pevný, Viliam Lisý
AAAI3
2019 Hardening networks against strategic attackers using attack graph games
Karel Durkota, Viliam Lisý, Branislav Bosanský, Christopher Kiekintveld, Michal Pechoucek
Comput. Secur.2
2018 Approximating maxmin strategies in imperfect recall games using A-loss recall property
Jiri Cermak, Branislav Bosanský, Karel Horák 0002, Viliam Lisý, Michal Pechoucek
Int. J. Approx. Reason.4
2018 Path Hopping: An MTD Strategy for Long-Term Quantum-Safe Communication
abstract
Moving target defense (MTD) strategies have been widely studied for securing computer systems. We consider using MTD strategies to provide long-term cryptographic security for message transmission against an eavesdropping adversary who has access to a quantum computer. In such a setting, today’s widely used cryptographic systems including Diffie-Hellman key agreement protocol and RSA cryptosystem will be insecure and alternative solutions are needed. We will use a physical assumption, existence of multiple communication paths between the sender and the receiver, as the basis of security, and propose a cryptographic system that uses this assumption and an MTD strategy to guarantee efficient long-term information theoretic security even when only a single path is not eavesdropped. Following the approach of Maleki et al., we model the system using a Markov chain, derive its transition probabilities, propose two security measures, and prove results that show how to calculate these measures using transition probabilities. We define two types of attackers that we call risk-taking and risk-averse and compute our proposed measures for the two types of adversaries for a concrete MTD strategy. We will use numerical analysis to study tradeoffs between system parameters, discuss our results, and propose directions for future research.
Reihaneh Safavi-Naini, Alireza Poostindouz, Viliam Lisý
Secur. Commun. Networks3
2017 An Algorithm for Constructing and Solving Imperfect Recall Abstractions of Large Extensive-Form Games
abstract
We solve large two-player zero-sum extensive-form games with perfect recall. We propose a new algorithm based on fictitious play that significantly reduces memory requirements for storing average strategies. The key feature is exploiting imperfect recall abstractions while preserving the convergence rate and guarantees of fictitious play applied directly to the perfect recall game. The algorithm creates a coarse imperfect recall abstraction of the perfect recall game and automatically refines its information set structure only where the imperfect recall might cause problems. Experimental evaluation shows that our novel algorithm is able to solve a simplified poker game with 7.10^5 information sets using an abstracted game with only 1.8% of information sets of the original game. Additional experiments on poker and randomly generated games suggest that the relative size of the abstraction decreases as the size of the solved games increases.
Jiri Cermak, Branislav Bosanský, Viliam Lisý
IJCAI3
2016 Using Correlated Strategies for Computing Stackelberg Equilibria in Extensive-Form Games
abstract
Strong Stackelberg Equilibrium (SSE) is a fundamental solution concept in game theory in which one player commits to a strategy, while the other player observes this commitment and plays a best response. We present a new algorithm for computing SSE for two-player extensive-form general-sum games with imperfect information (EFGs) where computing SSE is an NP-hard problem. Our algorithm is based on a correlated version of SSE, known as Stackelberg Extensive-Form Correlated Equilibrium (SEFCE). Our contribution is therefore twofold: (1) we give the first linear program for computing SEFCE in EFGs without chance, (2) we repeatedly solve and modify this linear program in a systematic search until we arrive to SSE. Our new algorithm outperforms the best previous algorithms by several orders of magnitude.
Jiri Cermak, Branislav Bosanský, Karel Durkota, Viliam Lisý, Christopher Kiekintveld
AAAI4
2016 Counterfactual Regret Minimization in Sequential Security Games
abstract
Many real world security problems can be modelled as finite zero-sum games with structured sequential strategies and limited interactions between the players. An abstract class of games unifying these models are the normal-form games with sequential strategies (NFGSS). We show that all games from this class can be modelled as well-formed imperfect-recall extensive-form games and consequently can be solved by counterfactual regret minimization. We propose an adaptation of the CFR+ algorithm for NFGSS and compare its performance to the standard methods based on linear programming and incremental game generation. We validate our approach on two security-inspired domains. We show that with a negligible loss in precision, CFR+ can compute a Nash equilibrium with five times less computation than its competitors.
Viliam Lisý, Trevor Davis 0001, Michael H. Bowling
AAAI1
2016 Monte Carlo Tree Search in Continuous Action Spaces with Execution Uncertainty
Timothy Yee, Viliam Lisý, Michael H. Bowling
IJCAI2
2016 Algorithms for computing strategies in two-player simultaneous move games
Branislav Bosanský, Viliam Lisý, Marc Lanctot, Jiri Cermak, Mark H. M. Winands
Artif. Intell.2
2015 Optimal Network Security Hardening Using Attack Graph Games
Karel Durkota, Viliam Lisý, Branislav Bosanský, Christopher Kiekintveld
IJCAI2
2014 Practical Performance of Refinements of Nash Equilibria in Extensive-Form Zero-Sum Games
abstract
Nash equilibrium (NE) is the best known solution concept used in game theory. It is known that NE is particularly weak even in zero-sum extensive-form games since it can prescribe irrational actions to play that do not exploit mistakes made by an imperfect opponent. These issues are addressed by a number of refinements of NE that strengthen the requirements for equilibrium strategies. However, a thorough experimental analysis of practical performance of the Nash equilibria refinement strategies is, to the best of our knowledge, missing. This paper aims to fill this void and provides the first broader experimental comparison of the quality of refined Nash strategies in zero-sum extensive-form games. The experimental results suggest that (1) there is a significant difference between the best and the worst NE strategy against imperfect opponents, (2) the existing refinements outperform the worst NE strategy, (3) they typically perform close to the best possible NE strategy, and (4) the difference in performance of all compared refinements is very small.
Jiri Cermak, Branislav Bosanský, Viliam Lisý
ECAI3
2014 Randomized Operating Point Selection in Adversarial Classification
Viliam Lisý, Robert Kessl, Tomás Pevný
ECML/PKDD (2)1
2014 An Exact Double-Oracle Algorithm for Zero-Sum Extensive-Form Games with Imperfect Information
abstract
Developing scalable solution algorithms is one of the central problems in computational game theory. We present an iterative algorithm for computing an exact Nash equilibrium for two-player zero-sum extensive-form games with imperfect information. Our approach combines two key elements: (1) the compact sequence-form representation of extensive-form games and (2) the algorithmic framework of double-oracle methods. The main idea of our algorithm is to restrict the game by allowing the players to play only selected sequences of available actions. After solving the restricted game, new sequences are added by finding best responses to the current solution using fast algorithms. We experimentally evaluate our algorithm on a set of games inspired by patrolling scenarios, board, and card games. The results show significant runtime improvements in games admitting an equilibrium with small support, and substantial improvement in memory use even on games with large support. The improvement in memory use is particularly important because it allows our algorithm to solve much larger game instances than existing linear programming methods. Our main contributions include (1) a generic sequence-form double-oracle algorithm for solving zero-sum extensive-form games; (2) fast methods for maintaining a valid restricted game model when adding new sequences; (3) a search algorithm and pruning methods for computing best-response sequences; (4) theoretical guarantees about the convergence of the algorithm to a Nash equilibrium; (5) experimental analysis of our algorithm on several games, including an approximate version of the algorithm.
Branislav Bosanský, Christopher Kiekintveld, Viliam Lisý, Michal Pechoucek
J. Artif. Intell. Res.3
2013 Using Double-Oracle Method and Serialized Alpha-Beta Search for Pruning in Simultaneous Move Games
Branislav Bosanský, Viliam Lisý, Jiri Cermak, Roman Vitek, Michal Pechoucek
IJCAI2
2013 Convergence of Monte Carlo Tree Search in Simultaneous Move Games
abstract
In this paper, we study Monte Carlo tree search (MCTS) in zero-sum extensive-form games with perfect information and simultaneous moves. We present a general template of MCTS algorithms for these games, which can be instantiated by various selection methods. We formally prove that if a selection method is $\epsilon$-Hannan consistent in a matrix game and satisfies additional requirements on exploration, then the MCTS algorithm eventually converges to an approximate Nash equilibrium (NE) of the extensive-form game. We empirically evaluate this claim using regret matching and Exp3 as the selection methods on randomly generated and worst case games. We confirm the formal result and show that additional MCTS variants also converge to approximate NE on the evaluated games.
Viliam Lisý, Vojtech Kovarík, Marc Lanctot, Branislav Bosanský
NIPS1
2009 Goal-based Adversarial Search - Searching Game Trees in Complex Domains using Goal-based Heuristic
Viliam Lisý, Branislav Bosanský, Michal Jakob, Michal Pechoucek
ICAART1
2007 Unconstrained Influence Diagram Solver: Guido
abstract
Mobile robot localization is taken into account as one of the most important topics in robotics. In this paper, the localization problem is extended to the cases in which estimating the position of multi robots is considered. To do so, the joint probabilistic data association filter (JPDAF) approach is applied for tracking the position of multiple robots. To characterize the motion of each robot, two models are used. First, a simple near constant velocity model is considered and then a variable velocity model is applied for tracking. This improves the performance when the robots change their velocity and conduct maneuvering movements. This issue gives an advantage to explore the movement of the manoeuvring objects which is common in many robotics problems such as soccer or rescue robots. Simulation results show the efficiency of the JPDAF algorithm in tracking multiple mobile robots with maneuvering movements.
Jirí Isa, Viliam Lisý, Zuzana Reitermanová, Ondrej Sýkora
ICTAI (1)2