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Brendan D. Tracey

dblp:93/10044 · DBLP profile ↗
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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

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
actor-critic methods
0.912025
Wasserstein Policy Optimization · ICML 2025
Machine learning › Reinforcement learning
continuous control
0.912025
Wasserstein Policy Optimization · ICML 2025
Machine learning › Reinforcement learning › policy optimization
policy gradient
0.912025
Wasserstein Policy Optimization · ICML 2025
Machine learning › Reinforcement learning
policy optimization
0.912025
Wasserstein Policy Optimization · ICML 2025
Machine learning › Representation and self-supervised learning
information bottleneck
0.722019
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
0.412020
Real World Games Look Like Spinning Tops · NeurIPS 2020
Machine learning › Optimization for machine learning › hyperparameter optimization
population-based training
0.412020
Real World Games Look Like Spinning Tops · NeurIPS 2020
Machine learning › Representation and self-supervised learning
information-theoretic representation learning
0.312018
On the Information Bottleneck Theory of Deep Learning · ICLR (Poster) 2018
Machine learning › Learning theory
neural network theory
0.312018
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
YearPublicationVenuePosition
2025 Wasserstein Policy Optimization
abstract
We 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
ICML5
2020 Real World Games Look Like Spinning Tops
abstract
This 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
NeurIPS3
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 Processes
abstract
The 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
UAI5