VLDB 2026 Research / reviewers in the wild / expert
Liam MacDermed
dblp:85/9922 · also Liam Mac Dermed
· DBLP profile ↗
6ranked-venue papers
4as first author
0since 2021 · last 2013
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 6 · 4 first-authorGraphics, computer vision, multimedia, augmented reality and games · 3 · 2 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
3 papers |
Reinforcement learning · 59% Planning, search and constraint satisfaction · 36% Motion planning and robot control · 5% | |
| Theoretical computer science
4 papers |
Algorithmic game theory and mechanism design · 89% Approximation and online algorithms · 11% |
Topics — the 11 heaviest of 11, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Algorithmic game theory and mechanism design
stochastic games |
0.4 | 3 | 2012 | Computing Optimal Strategies to Commit to in Stochastic Games · AAAI 2012 Quick Polytope Approximation of All Correlated Equilibria in Stochastic Games · AAAI 2011 Scaling Up Game Theory: Achievable Set Methods for Efficiently Solving Stochastic Games of Complete and Incomplete Information · AAAI 2011 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
markov games |
0.2 | 2 | 2012 | Computing Optimal Strategies to Commit to in Stochastic Games · AAAI 2012 Solving Stochastic Games · NIPS 2009 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning › markov games
decentralized partially observable markov decision process |
0.2 | 1 | 2013 | Point Based Value Iteration with Optimal Belief Compression for Dec-POMDPs · NIPS 2013 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › constraint optimization
integer programming |
0.2 | 1 | 2013 | Point Based Value Iteration with Optimal Belief Compression for Dec-POMDPs · NIPS 2013 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning under uncertainty
point-based value iteration |
0.2 | 1 | 2013 | Point Based Value Iteration with Optimal Belief Compression for Dec-POMDPs · NIPS 2013 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning › equilibrium learning
correlated equilibrium |
0.1 | 1 | 2012 | Computing Optimal Strategies to Commit to in Stochastic Games · AAAI 2012 |
Algorithmic game theory and mechanism design › stackelberg game
stackelberg strategies |
0.1 | 1 | 2012 | Computing Optimal Strategies to Commit to in Stochastic Games · AAAI 2012 |
Algorithmic game theory and mechanism design › equilibrium computation
correlated equilibrium |
0.1 | 1 | 2011 | Quick Polytope Approximation of All Correlated Equilibria in Stochastic Games · AAAI 2011 |
Algorithmic game theory and mechanism design
equilibrium computation |
0.1 | 1 | 2011 | Scaling Up Game Theory: Achievable Set Methods for Efficiently Solving Stochastic Games of Complete and Incomplete Information · AAAI 2011 |
Approximation and online algorithms
approximation algorithms |
0.1 | 1 | 2009 | Solving Stochastic Games · NIPS 2009 |
Robotics › Motion planning and robot control › multi-robot control
decentralized control |
0.0 | 1 | 2013 | Point Based Value Iteration with Optimal Belief Compression for Dec-POMDPs · NIPS 2013 |
Methods — techniques the papers use, named apart from their topics
QPACE · 0.3modified bellman equation · 0.2game-theoretic solution · 0.2point-based value iteration · 0.2integer programming · 0.2belief compression · 0.2polytope approximation · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2013 | Point Based Value Iteration with Optimal Belief Compression for Dec-POMDPsabstractThis paper presents four major results towards solving decentralized partially observable Markov decision problems (DecPOMDPs) culminating in an algorithm that outperforms all existing algorithms on all but one standard infinite-horizon benchmark problems. (1) We give an integer program that solves collaborative Bayesian games (CBGs). The program is notable because its linear relaxation is very often integral. (2) We show that a DecPOMDP with bounded belief can be converted to a POMDP (albeit with actions exponential in the number of beliefs). These actions correspond to strategies of a CBG. (3) We present a method to transform any DecPOMDP into a DecPOMDP with bounded beliefs (the number of beliefs is a free parameter) using optimal (not lossless) belief compression. (4) We show that the combination of these results opens the door for new classes of DecPOMDP algorithms based on previous POMDP algorithms. We choose one such algorithm, point-based valued iteration, and modify it to produce the first tractable value iteration method for DecPOMDPs which outperforms existing algorithms. Liam MacDermed, Charles L. Isbell Jr. |
NIPS | 1 |
| 2012 | Computing Optimal Strategies to Commit to in Stochastic GamesabstractSignificant progress has been made recently in the following two lines of research in the intersection of AI and game theory: (1) the computation of optimal strategies to commit to (Stackelberg strategies), and (2) the computation of correlated equilibria of stochastic games. In this paper, we unite these two lines of research by studying the computation of Stackelberg strategies in stochastic games. We provide theoretical results on the value of being able to commit and the value of being able to correlate, as well as complexity results about computing Stackelberg strategies in stochastic games. We then modify the QPACE algorithm (MacDermed et al. 2011) to compute Stackelberg strategies, and provide experimental results. Joshua Letchford, Liam MacDermed, Vincent Conitzer, Ronald Parr, Charles L. Isbell Jr. |
AAAI | 2 |
| 2011 | Scaling Up Game Theory: Achievable Set Methods for Efficiently Solving Stochastic Games of Complete and Incomplete Information
Liam MacDermed |
AAAI | 1 |
| 2011 | Quick Polytope Approximation of All Correlated Equilibria in Stochastic GamesabstractStochastic or Markov games serve as reasonable models for a variety of domains from biology to computer security, and are appealing due to their versatility. In this paper we address the problem of finding the complete set of correlated equilibria for general-sum stochastic games with perfect information. We present QPACE — an algorithm orders of magnitude more efficient than previous approaches while maintaining a guarantee of convergence and bounded error. Finally, we validate our claims and demonstrate the limits of our algorithm with extensive empirical tests. Liam MacDermed, Karthik S. Narayan, Charles L. Isbell Jr., Lora Weiss |
AAAI | 1 |
| 2009 | Solving Stochastic GamesabstractSolving multi-agent reinforcement learning problems has proven difficult because of the lack of tractable algorithms. We provide the first approximation algorithm which solves stochastic games to within $\epsilon$ relative error of the optimal game-theoretic solution, in time polynomial in $1/\epsilon$. Our algorithm extends Murrays and Gordon’s (2007) modified Bellman equation which determines the \emph{set} of all possible achievable utilities; this provides us a truly general framework for multi-agent learning. Further, we empirically validate our algorithm and find the computational cost to be orders of magnitude less than what the theory predicts. Liam MacDermed, Charles L. Isbell Jr. |
NIPS | 1 |
| 2008 | A (Somewhat) New Solution to the Variable Binding ProblemabstractTo perform automatic, unconscious inference, the human brain must solve the binding problem by correctly grouping properties with objects. Temporal binding models like SHRUTI already suggest much of how this might be done in a connectionist and localist way by using temporal synchrony. We propose a set of alternatives to temporal synchrony mechanisms that instead use short signatures. This serves two functions: it allows us to explore an additional biologically plausible alternative, and it allows us to extend and improve the capabilities of these models. These extensions model the human ability to both perform unification and handle multiple instantiations of logical terms. To verify our model's feasibility, we simulate it with a computer system modeling simple, neuron-like computations. Leon Barrett, Jerome A. Feldman, Liam MacDermed |
Neural Comput. | 3 |