Demo Data from VLDB 2026 / reviewers in the wild / expert
Brendan D. Tracey
dblp:93/10044
· DBLP profile ↗
6ranked-venue papers
0as first author
1since 2021 · last 2025
0000-0001-5724-5912ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 5 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1
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
4 papers |
Reinforcement learning · 57% Representation and self-supervised learning · 17% Learning theory · 12% |
Topics — the 9 heaviest of 10, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning
actor-critic methods |
0.9 | 1 | 2025 | Wasserstein Policy Optimization · ICML 2025 |
Machine learning › Reinforcement learning
continuous control |
0.9 | 1 | 2025 | Wasserstein Policy Optimization · ICML 2025 |
Machine learning › Reinforcement learning › policy optimization
policy gradient |
0.9 | 1 | 2025 | Wasserstein Policy Optimization · ICML 2025 |
Machine learning › Reinforcement learning
policy optimization |
0.9 | 1 | 2025 | Wasserstein Policy Optimization · ICML 2025 |
Machine learning › Representation and self-supervised learning
information bottleneck |
0.7 | 2 | 2019 | Caveats for information bottleneck in deterministic scenarios · ICLR (Poster) 2019 On the Information Bottleneck Theory of Deep Learning · ICLR (Poster) 2018 |
Knowledge, reasoning and agents › Multi-agent systems
game theory |
0.4 | 1 | 2020 | Real World Games Look Like Spinning Tops · NeurIPS 2020 |
Machine learning › Optimization for machine learning › hyperparameter optimization
population-based training |
0.4 | 1 | 2020 | Real World Games Look Like Spinning Tops · NeurIPS 2020 |
Machine learning › Representation and self-supervised learning
information-theoretic representation learning |
0.3 | 1 | 2018 | On the Information Bottleneck Theory of Deep Learning · ICLR (Poster) 2018 |
Machine learning › Learning theory
neural network theory |
0.3 | 1 | 2018 | On the Information Bottleneck Theory of Deep Learning · ICLR (Poster) 2018 |
Methods — techniques the papers use, named apart from their topics
wasserstein gradient flow · 0.9actor-critic · 0.9information theory · 0.7nash clustering · 0.4empirical game analysis · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Wasserstein Policy OptimizationabstractWe introduce Wasserstein Policy Optimization (WPO), an actor-critic algorithm for reinforcement learning in continuous action spaces. WPO can be derived as an approximation to Wasserstein gradient flow over the space of all policies projected into a finite-dimensional parameter space (e.g., the weights of a neural network), leading to a simple and completely general closed-form update. The resulting algorithm combines many properties of deterministic and classic policy gradient methods. Like deterministic policy gradients, it exploits knowledge of the *gradient* of the action-value function with respect to the action. Like classic policy gradients, it can be applied to stochastic policies with arbitrary distributions over actions -- without using the reparameterization trick. We show results on the DeepMind Control Suite and a magnetic confinement fusion task which compare favorably with state-of-the-art continuous control methods. David Pfau, Ian Davies, Diana Borsa, João G. M. Araújo, Brendan D. Tracey, Hado van Hasselt |
ICML | 5 |
| 2020 | Real World Games Look Like Spinning TopsabstractThis paper investigates the geometrical properties of real world games (e.g. Tic-Tac-Toe, Go, StarCraft II). We hypothesise that their geometrical structure resembles a spinning top, with the upright axis representing transitive strength, and the radial axis representing the non-transitive dimension, which corresponds to the number of cycles that exist at a particular transitive strength. We prove the existence of this geometry for a wide class of real world games by exposing their temporal nature. Additionally, we show that this unique structure also has consequences for learning - it clarifies why populations of strategies are necessary for training of agents, and how population size relates to the structure of the game. Finally, we empirically validate these claims by using a selection of nine real world two-player zero-sum symmetric games, showing 1) the spinning top structure is revealed and can be easily reconstructed by using a new method of Nash clustering to measure the interaction between transitive and cyclical strategy behaviour, and 2) the effect that population size has on the convergence of learning in these games. Wojciech Czarnecki 0001, Gauthier Gidel, Brendan D. Tracey, Karl Tuyls, Shayegan Omidshafiei, David Balduzzi, Max Jaderberg |
NeurIPS | 3 |
| 2019 | Caveats for information bottleneck in deterministic scenarios
Artemy Kolchinsky, Brendan D. Tracey, Steven Van Kuyk |
ICLR (Poster) | 2 |
| 2019 | Deep Reinforcement Learning for Event-Driven Multi-Agent Decision ProcessesabstractThe incorporation of macro-actions (temporally extended actions) into multi-agent decision problems has the potential to address the curse of dimensionality associated with such decision problems. Since macro-actions last for stochastic durations, multiple agents executing decentralized policies in cooperative environments must act asynchronously. We present an algorithm that modifies generalized advantage estimation for temporally extended actions, allowing a state-of-the-art policy optimization algorithm to optimize policies in Dec-POMDPs in which agents act asynchronously. We show that our algorithm is capable of learning optimal policies in two cooperative domains, one involving real-time bus holding control and one involving wildfire fighting with unmanned aircraft. Our algorithm works by framing problems as “event-driven decision processes,” which are scenarios in which the sequence and timing of actions and events are random and governed by an underlying stochastic process. In addition to optimizing policies with continuous state and action spaces, our algorithm also facilitates the use of event-driven simulators, which do not require time to be discretized into time-steps. We demonstrate the benefit of using event-driven simulation in the context of multiple agents taking asynchronous actions. We show that fixed time-step simulation risks obfuscating the sequence in which closely separated events occur, adversely affecting the policies learned. In addition, we show that arbitrarily shrinking the time-step scales poorly with the number of agents. Kunal Menda, Yi-Chun Akchen, Justin Grana, James W. Bono, Brendan D. Tracey, Mykel J. Kochenderfer, David H. Wolpert |
IEEE Trans. Intell. Transp. Syst. | 5 |
| 2018 | On the Information Bottleneck Theory of Deep Learning
Andrew M. Saxe, Yamini Bansal, Joel Dapello, Madhu Advani, Artemy Kolchinsky, Brendan D. Tracey, David D. Cox |
ICLR (Poster) | 6 |
| 2012 | Predicting the behavior of interacting humans by fusing data from multiple sources
Erik J. Schlicht, Ritchie Lee, David H. Wolpert, Mykel J. Kochenderfer, Brendan D. Tracey |
UAI | 5 |