VLDB 2026 Research / reviewers in the wild / expert
Thore Graepel
dblp:g/ThoreGraepel
· DBLP profile ↗
79ranked-venue papers
16as first author
8since 2021 · last 2025
0000-0003-3957-0310ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 69 · 16 first-author · 8 since 2021Databases, data management, data science and information retrieval · 13 · 1 first-authorSoftware engineering, systems software and programming languages · 3Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 2Human-computer interaction and ubiquitous computing · 1Theory of computation · 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
42 papers |
Reinforcement learning · 47% Multi-agent systems · 24% Probabilistic and Bayesian machine learning · 8% | |
| Theoretical computer science
18 papers |
Algorithmic game theory and mechanism design · 73% Algorithms and data structures · 25% Mathematical optimization · 1% | |
| Interdisciplinary, comprehensive, and emerging computing
3 papers |
Bioinformatics and computational biology · 97% Computing education · 2% Computational science and engineering · 1% | |
| Databases, data mining, and information retrieval
10 papers |
Recommender systems · 25% Web and social media mining · 20% Knowledge graphs · 18% |
Topics — the 30 heaviest of 119, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
4.1 | 10 | 2022 | NeuPL: Neural Population Learning · ICLR 2022 Multi-Agent Training beyond Zero-Sum with Correlated Equilibrium Meta-Solvers · ICML 2021 Scalable Evaluation of Multi-Agent Reinforcement Learning with Melting Pot · ICML 2021 |
Knowledge, reasoning and agents › Multi-agent systems
multi-agent learning |
1.8 | 4 | 2022 | NeuPL: Neural Population Learning · ICLR 2022 A Generalized Training Approach for Multiagent Learning · ICLR 2020 Smooth markets: A basic mechanism for organizing gradient-based learners · ICLR 2020 |
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
nash equilibrium |
1.7 | 4 | 2022 | EigenGame Unloaded: When playing games is better than optimizing · ICLR 2022 EigenGame: PCA as a Nash Equilibrium · ICLR 2021 Re-evaluating evaluation · NeurIPS 2018 |
Algorithms and data structures › numerical linear algebra
matrix factorization |
1.1 | 2 | 2022 | EigenGame Unloaded: When playing games is better than optimizing · ICLR 2022 EigenGame: PCA as a Nash Equilibrium · ICLR 2021 |
Algorithms and data structures › numerical linear algebra › dimensionality reduction
principal component analysis |
1.1 | 2 | 2022 | EigenGame Unloaded: When playing games is better than optimizing · ICLR 2022 EigenGame: PCA as a Nash Equilibrium · ICLR 2021 |
Algorithmic game theory and mechanism design
equilibrium computation |
0.9 | 2 | 2021 | Multi-Agent Training beyond Zero-Sum with Correlated Equilibrium Meta-Solvers · ICML 2021 Learning to Play No-Press Diplomacy with Best Response Policy Iteration · NeurIPS 2020 |
Bioinformatics and computational biology
single-cell analysis |
0.9 | 1 | 2025 | PerturBench: Benchmarking Machine Learning Models for Cellular Perturbation Analysis · NeurIPS 2025 |
Machine learning › Reinforcement learning
deep reinforcement learning |
0.7 | 2 | 2020 | Negotiating team formation using deep reinforcement learning · Artif. Intell. 2020 A multi-agent reinforcement learning model of common-pool resource appropriation · NIPS 2017 |
Machine learning › Optimization for machine learning
differentiable games |
0.7 | 2 | 2019 | Differentiable Game Mechanics · J. Mach. Learn. Res. 2019 The Mechanics of n-Player Differentiable Games · ICML 2018 |
Machine learning › Reinforcement learning
population-based learning |
0.6 | 1 | 2022 | NeuPL: Neural Population Learning · ICLR 2022 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
general-sum game |
0.5 | 1 | 2021 | Multi-Agent Training beyond Zero-Sum with Correlated Equilibrium Meta-Solvers · ICML 2021 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning › equilibrium learning
policy space response oracle |
0.5 | 1 | 2021 | Multi-Agent Training beyond Zero-Sum with Correlated Equilibrium Meta-Solvers · ICML 2021 |
Collaborative and social computing › cooperative work
group decision-making |
0.5 | 1 | 2021 | A Neural Network Auction For Group Decision Making Over a Continuous Space · IJCAI 2021 |
Algorithmic game theory and mechanism design › mechanism design
auction design |
0.5 | 1 | 2021 | A Neural Network Auction For Group Decision Making Over a Continuous Space · IJCAI 2021 |
Algorithmic game theory and mechanism design › equilibrium computation
correlated equilibrium |
0.5 | 1 | 2021 | Multi-Agent Training beyond Zero-Sum with Correlated Equilibrium Meta-Solvers · ICML 2021 |
Knowledge, reasoning and agents › Multi-agent systems
automated negotiation |
0.4 | 1 | 2020 | Negotiating team formation using deep reinforcement learning · Artif. Intell. 2020 |
Machine learning › Reinforcement learning › dynamic programming
policy iteration |
0.4 | 1 | 2020 | Learning to Play No-Press Diplomacy with Best Response Policy Iteration · NeurIPS 2020 |
Knowledge, reasoning and agents › Multi-agent systems
team formation |
0.4 | 1 | 2020 | Negotiating team formation using deep reinforcement learning · Artif. Intell. 2020 |
Algorithmic game theory and mechanism design › learning in games
fictitious play |
0.4 | 1 | 2020 | Learning to Play No-Press Diplomacy with Best Response Policy Iteration · NeurIPS 2020 |
Algorithmic game theory and mechanism design › market design
market mechanism |
0.4 | 1 | 2020 | Smooth markets: A basic mechanism for organizing gradient-based learners · ICLR 2020 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning › competitive reinforcement learning
competitive multi-agent reinforcement learning |
0.4 | 1 | 2019 | Emergent Coordination Through Competition · ICLR (Poster) 2019 |
Knowledge, reasoning and agents › Multi-agent systems
emergent communication |
0.4 | 1 | 2019 | Biases for Emergent Communication in Multi-agent Reinforcement Learning · NeurIPS 2019 |
Knowledge, reasoning and agents › Multi-agent systems › swarm robotics
emergent coordination |
0.4 | 1 | 2019 | Emergent Coordination Through Competition · ICLR (Poster) 2019 |
Machine learning › Optimization for machine learning
gradient-based optimization |
0.4 | 1 | 2019 | Differentiable Game Mechanics · J. Mach. Learn. Res. 2019 |
Machine learning › Learning theory
inductive bias |
0.4 | 1 | 2019 | Biases for Emergent Communication in Multi-agent Reinforcement Learning · NeurIPS 2019 |
Machine learning › Reinforcement learning
model-based reinforcement learning |
0.4 | 1 | 2019 | Relational Forward Models for Multi-Agent Learning · ICLR (Poster) 2019 |
Knowledge, reasoning and agents › Knowledge representation and reasoning
open-world learning |
0.4 | 1 | 2019 | Open-ended learning in symmetric zero-sum games · ICML 2019 |
Algorithmic game theory and mechanism design › non-cooperative game › strategic game
non-transitive games |
0.4 | 1 | 2019 | Open-ended learning in symmetric zero-sum games · ICML 2019 |
Algorithmic game theory and mechanism design
zero-sum game |
0.4 | 1 | 2019 | Open-ended learning in symmetric zero-sum games · ICML 2019 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
cooperative multi-agent reinforcement learning |
0.3 | 1 | 2018 | Inequity aversion improves cooperation in intertemporal social dilemmas · NeurIPS 2018 |
Methods — techniques the papers use, named apart from their topics
game theory · 1.9deep reinforcement learning · 1.9rank metrics · 1.7RMSE · 1.7reinforcement learning · 1.3neural network · 1.0mechanism design · 1.0maximum gini correlated equilibrium · 1.0joint policy-space response oracles · 1.0gradient ascent · 1.0gradient-based learning · 0.9population-based training · 0.6policy gradient · 0.6bayesian inference · 0.5approximate best response operator · 0.4game-theoretic niching · 0.4open directory project matching · 0.3variational message passing · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | PerturBench: Benchmarking Machine Learning Models for Cellular Perturbation AnalysisabstractWe introduce a comprehensive framework for modeling single cell transcriptomic responses to perturbations, aimed at standardizing benchmarking in this rapidly evolving field. Our approach includes a modular and user-friendly model development and evaluation platform, a collection of diverse perturbational datasets, and a set of metrics designed to fairly compare models and dissect their performance. Through extensive evaluation of both published and baseline models across diverse datasets, we highlight the limitations of widely used models, such as mode collapse. We also demonstrate the importance of rank metrics which complement traditional model fit measures, such as RMSE, for validating model effectiveness. Notably, our results show that while no single model architecture clearly outperforms others, simpler architectures are generally competitive and scale well with larger datasets. Overall, this benchmarking exercise sets new standards for model evaluation, supports robust model development, and furthers the use of these models to simulate genetic and chemical screens for therapeutic discovery. Esther Wershof, Sebastian M. Schmon, Marcel Nassar, Blazej Osinski, Ridvan Eksi, Zichao Yan, Rory Stark, Thore Graepel |
NeurIPS | 10 |
| 2022 | EigenGame Unloaded: When playing games is better than optimizing
Ian Gemp, Brian McWilliams, Claire Vernade, Thore Graepel |
ICLR | 4 |
| 2022 | NeuPL: Neural Population Learning
Siqi Liu 0002, Luke Marris, Daniel Hennes, Josh Merel, Nicolas Heess, Thore Graepel |
ICLR | 6 |
| 2021 | EigenGame: PCA as a Nash Equilibrium
Ian Gemp, Brian McWilliams, Claire Vernade, Thore Graepel |
ICLR | 4 |
| 2021 | Scalable Evaluation of Multi-Agent Reinforcement Learning with Melting PotabstractExisting 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 |
ICML | 10 |
| 2021 | Multi-Agent Training beyond Zero-Sum with Correlated Equilibrium Meta-SolversabstractTwo-player, constant-sum games are well studied in the literature, but there has been limited progress outside of this setting. We propose Joint Policy-Space Response Oracles (JPSRO), an algorithm for training agents in n-player, general-sum extensive form games, which provably converges to an equilibrium. We further suggest correlated equilibria (CE) as promising meta-solvers, and propose a novel solution concept Maximum Gini Correlated Equilibrium (MGCE), a principled and computationally efficient family of solutions for solving the correlated equilibrium selection problem. We conduct several experiments using CE meta-solvers for JPSRO and demonstrate convergence on n-player, general-sum games. Luke Marris, Paul Muller, Marc Lanctot, Karl Tuyls, Thore Graepel |
ICML | 5 |
| 2021 | A Neural Network Auction For Group Decision Making Over a Continuous SpaceabstractWe propose a system for conducting an auction over locations in a continuous space. It enables participants to express their preferences over possible choices of location in the space, selecting the location that maximizes the total utility of all agents. We prevent agents from tricking the system into selecting a location that improves their individual utility at the expense of others by using a pricing rule that gives agents no incentive to misreport their true preferences. The system queries participants for their utility in many random locations, then trains a neural network to approximate the preference function of each participant. The parameters of these neural network models are transmitted and processed by the auction mechanism, which composes these into differentiable models that are optimized through gradient ascent to compute the final chosen location and charged prices. Yoram Bachrach, Ian Gemp, Marta Garnelo, János Kramár, Tom Eccles, Dan Rosenbaum, Thore Graepel |
IJCAI | 7 |
| 2021 | Game Plan: What AI can do for Football, and What Football can do for AIabstractThe rapid progress in artificial intelligence (AI) and machine learning has opened unprecedented analytics possibilities in various team and individual sports, including baseball, basketball, and tennis. More recently, AI techniques have been applied to football, due to a huge increase in data collection by professional teams, increased computational power, and advances in machine learning, with the goal of better addressing new scientific challenges involved in the analysis of both individual players’ and coordinated teams’ behaviors. The research challenges associated with predictive and prescriptive football analytics require new developments and progress at the intersection of statistical learning, game theory, and computer vision. In this paper, we provide an overarching perspective highlighting how the combination of these fields, in particular, forms a unique microcosm for AI research, while offering mutual benefits for professional teams, spectators, and broadcasters in the years to come. We illustrate that this duality makes football analytics a game changer of tremendous value, in terms of not only changing the game of football itself, but also in terms of what this domain can mean for the field of AI. We review the state-of-the-art and exemplify the types of analysis enabled by combining the aforementioned fields, including illustrative examples of counterfactual analysis using predictive models, and the combination of game-theoretic analysis of penalty kicks with statistical learning of player attributes. We conclude by highlighting envisioned downstream impacts, including possibilities for extensions to other sports (real and virtual). Karl Tuyls, Shayegan Omidshafiei, Paul Muller, Zhe Wang 0055, Jerome T. Connor, Daniel Hennes, Ian Graham, William Spearman, Tim Waskett, Dafydd Steele, Pauline Luc, Adrià Recasens, Alexandre Galashov, Gregory Thornton, Romuald Elie, Pablo Sprechmann, Pol Moreno, Kris Cao, Marta Garnelo, Praneet Dutta, Michal Valko, Nicolas Heess, Alex Bridgland, Julien Pérolat, Bart De Vylder, S. M. Ali Eslami, Mark Rowland 0001, Andrew Jaegle, Rémi Munos, Trevor Back, Razia Ahamed, Simon Bouton, Nathalie Beauguerlange, Jackson Broshear, Thore Graepel, Demis Hassabis |
J. Artif. Intell. Res. | 35 |
| 2020 | Smooth markets: A basic mechanism for organizing gradient-based learners
David Balduzzi, Wojciech Czarnecki 0001, Thomas W. Anthony 0001, Ian Gemp, Edward Hughes 0001, Joel Z. Leibo, Georgios Piliouras, Thore Graepel |
ICLR | 8 |
| 2020 | A Generalized Training Approach for Multiagent Learning
Paul Muller, Shayegan Omidshafiei, Mark Rowland 0001, Karl Tuyls, Julien Pérolat, Siqi Liu 0002, Daniel Hennes, Luke Marris, Marc Lanctot, Edward Hughes 0001, Zhe Wang 0055, Guy Lever, Nicolas Heess, Thore Graepel, Rémi Munos |
ICLR | 14 |
| 2020 | Adaptive Mechanism Design: Learning to Promote CooperationabstractIn the future, artificial learning agents are likely to become increasingly widespread in our society. They will interact with both other learning agents and humans in a variety of complex settings including social dilemmas. We consider the problem of how an external agent can promote cooperation between artificial learners by distributing additional rewards and punishments based on observing the learners' actions. We propose a rule for automatically learning how to create the right incentives by considering the players' anticipated parameter updates. Using this learning rule leads to cooperation with high social welfare in matrix games in which the agents would otherwise learn to defect with high probability. We show that the resulting cooperative outcome is stable in certain games even if the planning agent is turned off after a given number of episodes, while other games require ongoing intervention to maintain mutual cooperation. However, even in the latter case, the amount of necessary additional incentives decreases over time. Tobias Baumann, Thore Graepel, John Shawe-Taylor |
IJCNN | 2 |
| 2020 | Learning to Play No-Press Diplomacy with Best Response Policy IterationabstractRecent advances in deep reinforcement learning (RL) have led to considerable progress in many 2-player zero-sum games, such as Go, Poker and Starcraft. The purely adversarial nature of such games allows for conceptually simple and principled application of RL methods. However real-world settings are many-agent, and agent interactions are complex mixtures of common-interest and competitive aspects. We consider Diplomacy, a 7-player board game designed to accentuate dilemmas resulting from many-agent interactions. It also features a large combinatorial action space and simultaneous moves, which are challenging for RL algorithms. We propose a simple yet effective approximate best response operator, designed to handle large combinatorial action spaces and simultaneous moves. We also introduce a family of policy iteration methods that approximate fictitious play. With these methods, we successfully apply RL to Diplomacy: we show that our agents convincingly outperform the previous state-of-the-art, and game theoretic equilibrium analysis shows that the new process yields consistent improvements. Thomas W. Anthony 0001, Tom Eccles, Andrea Tacchetti, János Kramár, Ian Gemp, Thomas C. Hudson, Nicolas Porcel, Marc Lanctot, Julien Pérolat, Richard Everett 0001, Satinder Singh 0001, Thore Graepel, Yoram Bachrach |
NeurIPS | 12 |
| 2020 | Bounds and dynamics for empirical game theoretic analysisabstractAbstract This paper provides several theoretical results for empirical game theory. Specifically, we introduce bounds for empirical game theoretical analysis of complex multi-agent interactions. In doing so we provide insights in the empirical meta game showing that a Nash equilibrium of the estimated meta-game is an approximate Nash equilibrium of the true underlying meta-game. We investigate and show how many data samples are required to obtain a close enough approximation of the underlying game. Additionally, we extend the evolutionary dynamics analysis of meta-games using heuristic payoff tables (HPTs) to asymmetric games. The state-of-the-art has only considered evolutionary dynamics of symmetric HPTs in which agents have access to the same strategy sets and the payoff structure is symmetric, implying that agents are interchangeable. Finally, we carry out an empirical illustration of the generalised method in several domains, illustrating the theory and evolutionary dynamics of several versions of theAlphaGoalgorithm (symmetric), the dynamics of the Colonel Blotto game played by human players on Facebook (symmetric), the dynamics of several teams of players in the capture the flag game (symmetric), and an example of a meta-game in Leduc Poker (asymmetric), generated by the policy-space response oracle multi-agent learning algorithm. Karl Tuyls, Julien Pérolat, Marc Lanctot, Edward Hughes 0001, Richard Everett 0001, Joel Z. Leibo, Csaba Szepesvári, Thore Graepel |
Auton. Agents Multi Agent Syst. | 8 |
| 2020 | Negotiating team formation using deep reinforcement learning
Yoram Bachrach, Richard Everett 0001, Edward Hughes 0001, Angeliki Lazaridou, Joel Z. Leibo, Marc Lanctot, Michael Johanson, Wojciech Czarnecki 0001, Thore Graepel |
Artif. Intell. | 9 |
| 2019 | Emergent Coordination Through Competition
Siqi Liu 0002, Guy Lever, Josh Merel, Saran Tunyasuvunakool, Nicolas Heess, Thore Graepel |
ICLR (Poster) | 6 |
| 2019 | Relational Forward Models for Multi-Agent Learning
Andrea Tacchetti, H. Francis Song, Pedro A. M. Mediano, Vinícius Flores Zambaldi, János Kramár, Neil C. Rabinowitz, Thore Graepel, Matt M. Botvinick, Peter W. Battaglia |
ICLR (Poster) | 7 |
| 2019 | Open-ended learning in symmetric zero-sum gamesabstractZero-sum games such as chess and poker are, abstractly, functions that evaluate pairs of agents, for example labeling them ‘winner’ and ‘loser’. If the game is approximately transitive, then self-play generates sequences of agents of increasing strength. However, nontransitive games, such as rock-paper-scissors, can exhibit strategic cycles, and there is no longer a clear objective – we want agents to increase in strength, but against whom is unclear. In this paper, we introduce a geometric framework for formulating agent objectives in zero-sum games, in order to construct adaptive sequences of objectives that yield open-ended learning. The framework allows us to reason about population performance in nontransitive games, and enables the development of a new algorithm (rectified Nash response, PSRO_rN) that uses game-theoretic niching to construct diverse populations of effective agents, producing a stronger set of agents than existing algorithms. We apply PSRO_rN to two highly nontransitive resource allocation games and find that PSRO_rN consistently outperforms the existing alternatives. David Balduzzi, Marta Garnelo, Yoram Bachrach, Wojciech Czarnecki 0001, Julien Pérolat, Max Jaderberg, Thore Graepel |
ICML | 7 |
| 2019 | Biases for Emergent Communication in Multi-agent Reinforcement LearningabstractWe study the problem of emergent communication, in which language arises because speakers and listeners must communicate information in order to solve tasks. In temporally extended reinforcement learning domains, it has proved hard to learn such communication without centralized training of agents, due in part to a difficult joint exploration problem. We introduce inductive biases for positive signalling and positive listening, which ease this problem. In a simple one-step environment, we demonstrate how these biases ease the learning problem. We also apply our methods to a more extended environment, showing that agents with these inductive biases achieve better performance, and analyse the resulting communications protocols. Tom Eccles, Yoram Bachrach, Guy Lever, Angeliki Lazaridou, Thore Graepel |
NeurIPS | 5 |
| 2019 | Differentiable Game MechanicsabstractDeep learning is built on the foundational guarantee that gradient descent on an objective function converges to local minima. Unfortunately, this guarantee fails in settings, such as generative adversarial nets, that exhibit multiple interacting losses. The behavior of gradient-based methods in games is not well understood -- and is becoming increasingly important as adversarial and multi-objective architectures proliferate. In this paper, we develop new tools to understand and control the dynamics in $n$-player differentiable games. The key result is to decompose the game Jacobian into two components. The first, symmetric component, is related to potential games, which reduce to gradient descent on an implicit function. The second, antisymmetric component, relates to Hamiltonian games, a new class of games that obey a conservation law akin to conservation laws in classical mechanical systems. The decomposition motivates Symplectic Gradient Adjustment (SGA), a new algorithm for finding stable fixed points in differentiable games. Basic experiments show SGA is competitive with recently proposed algorithms for finding stable fixed points in GANs -- while at the same time being applicable to, and having guarantees in, much more general cases. Alistair Letcher, David Balduzzi, Sébastien Racanière, James Martens, Jakob N. Foerster, Karl Tuyls, Thore Graepel |
J. Mach. Learn. Res. | 7 |
| 2018 | The Mechanics of n-Player Differentiable GamesabstractThe cornerstone underpinning deep learning is the guarantee that gradient descent on an objective converges to local minima. Unfortunately, this guarantee fails in settings, such as generative adversarial nets, where there are multiple interacting losses. The behavior of gradient-based methods in games is not well understood – and is becoming increasingly important as adversarial and multi-objective architectures proliferate. In this paper, we develop new techniques to understand and control the dynamics in general games. The key result is to decompose the second-order dynamics into two components. The first is related to potential games, which reduce to gradient descent on an implicit function; the second relates to Hamiltonian games, a new class of games that obey a conservation law, akin to conservation laws in classical mechanical systems. The decomposition motivates Symplectic Gradient Adjustment (SGA), a new algorithm for finding stable fixed points in general games. Basic experiments show SGA is competitive with recently proposed algorithms for finding local Nash equilibria in GANs – whilst at the same time being applicable to – and having guarantees in – much more general games. David Balduzzi, Sébastien Racanière, James Martens, Jakob N. Foerster, Karl Tuyls, Thore Graepel |
ICML | 6 |
| 2018 | Re-evaluating evaluationabstractProgress in machine learning is measured by careful evaluation on problems of outstanding common interest. However, the proliferation of benchmark suites and environments, adversarial attacks, and other complications has diluted the basic evaluation model by overwhelming researchers with choices. Deliberate or accidental cherry picking is increasingly likely, and designing well-balanced evaluation suites requires increasing effort. In this paper we take a step back and propose Nash averaging. The approach builds on a detailed analysis of the algebraic structure of evaluation in two basic scenarios: agent-vs-agent and agent-vs-task. The key strength of Nash averaging is that it automatically adapts to redundancies in evaluation data, so that results are not biased by the incorporation of easy tasks or weak agents. Nash averaging thus encourages maximally inclusive evaluation -- since there is no harm (computational cost aside) from including all available tasks and agents. David Balduzzi, Karl Tuyls, Julien Pérolat, Thore Graepel |
NeurIPS | 4 |
| 2018 | Inequity aversion improves cooperation in intertemporal social dilemmasabstractGroups of humans are often able to find ways to cooperate with one another in complex, temporally extended social dilemmas. Models based on behavioral economics are only able to explain this phenomenon for unrealistic stateless matrix games. Recently, multi-agent reinforcement learning has been applied to generalize social dilemma problems to temporally and spatially extended Markov games. However, this has not yet generated an agent that learns to cooperate in social dilemmas as humans do. A key insight is that many, but not all, human individuals have inequity averse social preferences. This promotes a particular resolution of the matrix game social dilemma wherein inequity-averse individuals are personally pro-social and punish defectors. Here we extend this idea to Markov games and show that it promotes cooperation in several types of sequential social dilemma, via a profitable interaction with policy learnability. In particular, we find that inequity aversion improves temporal credit assignment for the important class of intertemporal social dilemmas. These results help explain how large-scale cooperation may emerge and persist. Edward Hughes 0001, Joel Z. Leibo, Matthew Phillips, Karl Tuyls, Edgar A. Duéñez-Guzmán, Antonio García Castañeda, Iain Dunning, Tina Zhu, Kevin R. McKee, Raphael Koster, Heather Roff, Thore Graepel |
NeurIPS | 12 |
| 2017 | A Unified Game-Theoretic Approach to Multiagent Reinforcement LearningabstractThere has been a resurgence of interest in multiagent reinforcement learning (MARL), due partly to the recent success of deep neural networks. The simplest form of MARL is independent reinforcement learning (InRL), where each agent treats all of its experience as part of its (non stationary) environment. In this paper, we first observe that policies learned using InRL can overfit to the other agents' policies during training, failing to sufficiently generalize during execution. We introduce a new metric, joint-policy correlation, to quantify this effect. We describe a meta-algorithm for general MARL, based on approximate best responses to mixtures of policies generated using deep reinforcement learning, and empirical game theoretic analysis to compute meta-strategies for policy selection. The meta-algorithm generalizes previous algorithms such as InRL, iterated best response, double oracle, and fictitious play. Then, we propose a scalable implementation which reduces the memory requirement using decoupled meta-solvers. Finally, we demonstrate the generality of the resulting policies in three partially observable settings: gridworld coordination problems, emergent language games, and poker. Marc Lanctot, Vinícius Flores Zambaldi, Audrunas Gruslys, Angeliki Lazaridou, Karl Tuyls, Julien Pérolat, David Silver 0001, Thore Graepel |
NIPS | 8 |
| 2017 | A multi-agent reinforcement learning model of common-pool resource appropriationabstractHumanity faces numerous problems of common-pool resource appropriation. This class of multi-agent social dilemma includes the problems of ensuring sustainable use of fresh water, common fisheries, grazing pastures, and irrigation systems. Abstract models of common-pool resource appropriation based on non-cooperative game theory predict that self-interested agents will generally fail to find socially positive equilibria---a phenomenon called the tragedy of the commons. However, in reality, human societies are sometimes able to discover and implement stable cooperative solutions. Decades of behavioral game theory research have sought to uncover aspects of human behavior that make this possible. Most of that work was based on laboratory experiments where participants only make a single choice: how much to appropriate. Recognizing the importance of spatial and temporal resource dynamics, a recent trend has been toward experiments in more complex real-time video game-like environments. However, standard methods of non-cooperative game theory can no longer be used to generate predictions for this case. Here we show that deep reinforcement learning can be used instead. To that end, we study the emergent behavior of groups of independently learning agents in a partially observed Markov game modeling common-pool resource appropriation. Our experiments highlight the importance of trial-and-error learning in common-pool resource appropriation and shed light on the relationship between exclusion, sustainability, and inequality. Julien Pérolat, Joel Z. Leibo, Vinícius Flores Zambaldi, Charlie Beattie, Karl Tuyls, Thore Graepel |
NIPS | 6 |
| 2015 | Probabilistic Programs as Spreadsheet Queries
Andrew D. Gordon 0001, Claudio V. Russo, Marcin Szymczak 0002, Johannes Borgström, Nicolas Rolland, Thore Graepel, Daniel Tarlow |
ESOP | 6 |
| 2014 | Learning a Theory of Marriage (and Other Relations) from a Web Corpus
Sandro Bauer, Stephen Clark, Laura Rimell, Thore Graepel |
ECIR | 4 |
| 2014 | Tabular: a schema-driven probabilistic programming languageabstractWe propose a new kind of probabilistic programming language for machine learning. We write programs simply by annotating existing relational schemas with probabilistic model expressions. We describe a detailed design of our language, Tabular, complete with formal semantics and type system. A rich series of examples illustrates the expressiveness of Tabular. We report an implementation, and show evidence of the succinctness of our notation relative to current best practice. Finally, we describe and verify a transformation of Tabular schemas so as to predict missing values in a concrete database. The ability to query for missing values provides a uniform interface to a wide variety of tasks, including classification, clustering, recommendation, and ranking. Andrew D. Gordon 0001, Thore Graepel, Nicolas Rolland, Claudio V. Russo, Johannes Borgström, John Guiver |
POPL | 2 |
| 2014 | Manifestations of user personality in website choice and behaviour on online social networksabstractIndividual differences in personality affect users’ online activities as much as they do in the offline world. This work, based on a sample of over a third of a million users, examines how users’ behaviour in the online environment, captured by their website choices and Facebook profile features, relates to their personality, as measured by the standard Five Factor Model personality questionnaire. Results show that there are psychologically meaningful links between users’ personalities, their website preferences and Facebook profile features. We show how website audiences differ in terms of their personality, present the relationships between personality and Facebook profile features, and show how an individual’s personality can be predicted from Facebook profile features. We conclude that predicting a user’s personality profile can be applied to personalize content, optimize search results, and improve online advertising. Michal Kosinski, Yoram Bachrach, Pushmeet Kohli, David Stillwell, Thore Graepel |
Mach. Learn. | 5 |
| 2013 | Automated probabilistic modeling for relational dataabstractProbabilistic graphical model representations of relational data provide a number of desired features, such as inference of missing values, detection of errors, visualization of data, and probabilistic answers to relational queries. However, adoption has been slow due to the high level of expertise expected both in probability and in the domain from the user. Instead of requiring a domain expert to specify the probabilistic dependencies of the data, we present an approach that uses the relational DB schema to automatically construct a Bayesian graphical model for a database. This resulting model contains customized distributions for the attributes, latent variables that cluster the records, and factors that reflect and represent the foreign key links, whilst allowing efficient inference. Experiments demonstrate the accuracy of the model and scalability of inference on synthetic and real-world data. Sameer Singh 0001, Thore Graepel |
CIKM | 2 |
| 2013 | SIGMa: simple greedy matching for aligning large knowledge basesabstractThe Internet has enabled the creation of a growing number of large-scale knowledge bases in a variety of domains containing complementary information. Tools for automatically aligning these knowledge bases would make it possible to unify many sources of structured knowledge and answer complex queries. However, the efficient alignment of large-scale knowledge bases still poses a considerable challenge. Here, we present Simple Greedy Matching (SiGMa), a simple algorithm for aligning knowledge bases with millions of entities and facts. SiGMa is an iterative propagation algorithm that leverages both the structural information from the relationship graph and flexible similarity measures between entity properties in a greedy local search, which makes it scalable. Despite its greedy nature, our experiments indicate that SiGMa can efficiently match some of the world's largest knowledge bases with high accuracy. We provide additional experiments on benchmark datasets which demonstrate that SiGMa can outperform state-of-the-art approaches both in accuracy and efficiency. Simon Lacoste-Julien, Konstantina Palla, Alex Davies, Gjergji Kasneci, Thore Graepel, Zoubin Ghahramani |
KDD | 5 |
| 2013 | A model-learner pattern for bayesian reasoningabstractA Bayesian model is based on a pair of probability distributions, known as the prior and sampling distributions. A wide range of fundamental machine learning tasks, including regression, classification, clustering, and many others, can all be seen as Bayesian models. We propose a new probabilistic programming abstraction, a typed Bayesian model, which is based on a pair of probabilistic expressions for the prior and sampling distributions. A sampler for a model is an algorithm to compute synthetic data from its sampling distribution, while a learner for a model is an algorithm for probabilistic inference on the model. Models, samplers, and learners form a generic programming pattern for model-based inference. They support the uniform expression of common tasks including model testing, and generic compositions such as mixture models, evidence-based model averaging, and mixtures of experts. A formal semantics supports reasoning about model equivalence and implementation correctness. By developing a series of examples and three learner implementations based on exact inference, factor graphs, and Markov chain Monte Carlo, we demonstrate the broad applicability of this new programming pattern. Andrew D. Gordon 0001, Mihhail Aizatulin, Johannes Borgström, Guillaume Claret, Thore Graepel, Aditya V. Nori, Sriram K. Rajamani, Claudio V. Russo |
POPL | 5 |
| 2013 | Inferring the demographics of search users: social data meets search queriesabstractKnowing users' views and demographic traits offers a great potential for personalizing web search results or related services such as query suggestion and query completion. Such signals however are often only available for a small fraction of search users, namely those who log in with their social network account and allow its use for personalization of search results. In this paper, we offer a solution to this problem by showing how user demographic traits such as age and gender, and even political and religious views can be efficiently and accurately inferred based on their search query histories. This is accomplished in two steps; we first train predictive models based on the publically available myPersonality dataset containing users' Facebook Likes and their demographic information. We then match Facebook Likes with search queries using Open Directory Project categories. Finally, we apply the model trained on Facebook Likes to large-scale query logs of a commercial search engine while explicitly taking into account the difference between the traits distribution in both datasets. We find that the accuracy of classifying age and gender, expressed by the area under the ROC curve (AUC), are 77% and 84% respectively for predictions based on Facebook Likes, and only degrade to 74% and 80% when based on search queries. On a US state-by-state basis we find a Pearson correlation of 0.72 for political views between the predicted scores and Gallup data, and 0.54 for affiliation with Judaism between predicted scores and data from the US Religious Landscape Survey. We conclude that it is indeed feasible to infer important demographic data of users from their query history based on labelled Likes data and believe that this approach could provide valuable information for personalization and monetization even in the absence of demographic data. Bin Bi, Milad Shokouhi, Michal Kosinski, Thore Graepel |
WWW | 4 |
| 2012 | Quality Expectation-Variance Tradeoffs in Crowdsourcing ContestsabstractWe examine designs for crowdsourcing contests, where participants compete for rewards given to superior solutions of a task. We theoretically analyze tradeoffs between the expectation and variance of the principal's utility (i.e. the best solution's quality), and empirically test our theoretical predictions using a controlled experiment on Amazon Mechanical Turk. Our evaluation method is also crowdsourcing based and relies on the peer prediction mechanism. Our theoretical analysis shows an expectation-variance tradeoff of the principal's utility in such contests through a Pareto efficient frontier. In particular, we show that the simple contest with 2 authors and the 2-pair contest have good theoretical properties. In contrast, our empirical results show that the 2-pair contest is the superior design among all designs tested, achieving the highest expectation and lowest variance of the principal's utility. Xi Alice Gao, Yoram Bachrach, Peter B. Key, Thore Graepel |
AAAI | 4 |
| 2012 | How To Grade a Test Without Knowing the Answers - A Bayesian Graphical Model for Adaptive Crowdsourcing and Aptitude Testing
Yoram Bachrach, Thore Graepel, Tom Minka, John Guiver |
ICML | 2 |
| 2012 | Score-Based Bayesian Skill Learning
Shengbo Guo, Scott Sanner, Thore Graepel, Wray L. Buntine |
ECML/PKDD (1) | 3 |
| 2012 | Collaborative learning of preference rankingsabstractWe propose a model for learning user preference rankings for the purpose of making product recommendations. The model allows us to learn from pairwise preference statements or from (incomplete) rankings over more than two items. We present two algorithms for performing inference in this model, both with excellent scaling in the number of users and items. The superior predictive performance of the new method is demonstrated on the well-known sushi preference data set. In addition, we show how the model can be used effectively in an active learning setting where we select only a small number of informative items for learning. Tim Salimans, Ulrich Paquet, Thore Graepel |
RecSys | 3 |
| 2011 | DBrev: Dreaming of a Database Revolution
Gjergji Kasneci, Jurgen Van Gael, Thore Graepel |
CIDR | 3 |
| 2011 | Automated feature generation from structured knowledgeabstractThe prediction accuracy of any learning algorithm highly depends on the quality of the selected features; but often, the task of feature construction and selection is tedious and nonscalable. In recent years, however, there have been numerous projects with the goal of constructing general-purpose or domain-specific knowledge bases with entity-relationship-entity triples extracted from various Web sources or collected from user communities, e.g. YAGO, DBpedia, Freebase, UMLS, etc. This paper advocates the simple and yet far-reaching idea that the structured knowledge contained in such knowledge bases can be exploited to automatically extract features for general learning tasks. We introduce an expressive graph-based language for extracting features from such knowledge bases and a theoretical framework for constructing feature vectors from the extracted features. Our experimental evaluation on different learning scenarios provides evidence that the features derived through our framework can considerably improve the prediction accuracy, especially when the labeled data at hand is sparse. Weiwei Cheng, Gjergji Kasneci, Thore Graepel, David H. Stern, Ralf Herbrich |
CIKM | 3 |
| 2011 | Diverse retrieval via greedy optimization of expected 1-call@k in a latent subtopic relevance modelabstractIt has been previously observed that optimization of the [email protected] relevance objective (i.e., a set-based objective that is 1 if at least one document is relevant, otherwise 0) empirically correlates with diverse retrieval. In this paper, we proceed one step further and show theoretically that greedily optimizing expected [email protected] w.r.t. a latent subtopic model of binary relevance leads to a diverse retrieval algorithm sharing many features of existing diversification approaches. This new result is complementary to a variety of diverse retrieval algorithms derived from alternate rank-based relevance criteria such as average precision and reciprocal rank. As such, the derivation presented here for expected [email protected] provides a novel theoretical perspective on the emergence of diversity via a latent subtopic model of relevance --- an idea underlying both ambiguous and faceted subtopic retrieval that have been used to motivate diverse retrieval. Scott Sanner, Shengbo Guo, Thore Graepel, Sadegh Kharazmi, Sarvnaz Karimi |
CIKM | 3 |
| 2011 | Sociable killers: understanding social relationships in an online first-person shooter gameabstractOnline video games can be seen as medium for the formation and maintenance of social relationships. In this paper, we explore what social relationships mean under the context of online First-Person Shooter (FPS) games, how these relationships influence game experience, and how players manage them. We combine qualitative interview and quantitative game log data, and find that despite the gap between the non-persistent game world and potentially persistent social relationships, a diversity of social relationships emerge and they play a central role in the enjoyment of online FPS games. We report the forms, development, and impact of such relationships, and discuss our findings in light of design implications and comparison with other game genres. Yan Xu 0011, Abigail Sellen, Ralf Herbrich, Thore Graepel |
CSCW | 5 |
| 2011 | CoBayes: bayesian knowledge corroboration with assessors of unknown areas of expertiseabstractOur work aims at building probabilistic tools for constructing and maintaining large-scale knowledge bases containing entity-relationship-entity triples (statements) extracted from the Web. In order to mitigate the uncertainty inherent in information extraction and integration we propose leveraging the "wisdom of the crowds" by aggregating truth assessments that users provide about statements. The suggested method, CoBayes, operates on a collection of statements, a set of deduction rules (e.g. transitivity), a set of users, and a set of truth assessments of users about statements. We propose a joint probabilistic model of the truth values of statements and the expertise of users for assessing statements. The truth values of statements are interconnected through derivations based on the deduction rules. The correctness of a user's assessment for a given statement is modeled by linear mappings from user descriptions and statement descriptions into a common latent knowledge space where the inner product between user and statement vectors determines the probability that the user assessment for that statement will be correct. Bayesian inference in this complex graphical model is performed using mixed variational and expectation propagation message passing. We demonstrate the viability of CoBayes in comparison to other approaches, on realworld datasets and user feedback collected from Amazon Mechanical Turk. Gjergji Kasneci, Jurgen Van Gael, David H. Stern, Thore Graepel |
WSDM | 4 |
| 2010 | Collaborative Expert Portfolio ManagementabstractWe consider the task of assigning experts from a portfolio of specialists in order to solve a set of tasks. We apply a Bayesian model which combines collaborative filtering with a feature-based description of tasks and experts to yield a general framework for managing a portfolio of experts. The model learns an embedding of tasks and problems into a latent space in which affinity is measured by the inner product. The model can be trained incrementally and can track non-stationary data, tracking potentially changing expert and task characteristics. The approach allows us to use a principled decision theoretic framework for expert selection, allowing the user to choose a utility function that best suits their objectives. The model component for taking into account the performance feedback data is pluggable, allowing flexibility. We apply the model to manage a portfolio of algorithms to solve hard combinatorial problems. This is a well studied area and we demonstrate a large improvement on the state of the art in one domain (constraint solving) and in a second domain (combinatorial auctions) created a portfolio that performed significantly better than any single algorithm. David H. Stern, Horst Samulowitz, Ralf Herbrich, Thore Graepel, Luca Pulina, Armando Tacchella |
AAAI | 4 |
| 2010 | Web-Scale Bayesian Click-Through rate Prediction for Sponsored Search Advertising in Microsoft's Bing Search Engine
Thore Graepel, Joaquin Quiñonero Candela, Thomas Borchert, Ralf Herbrich |
ICML | 1 |
| 2010 | Bayesian Knowledge Corroboration with Logical Rules and User Feedback
Gjergji Kasneci, Jurgen Van Gael, Ralf Herbrich, Thore Graepel |
ECML/PKDD (2) | 4 |
| 2009 | Matchbox: large scale online bayesian recommendationsabstractWe present a probabilistic model for generating personalised recommendations of items to users of a web service. The Matchbox system makes use of content information in the form of user and item meta data in combination with collaborative filtering information from previous user behavior in order to predict the value of an item for a user. Users and items are represented by feature vectors which are mapped into a low-dimensional `trait space' in which similarity is measured in terms of inner products. The model can be trained from different types of feedback in order to learn user-item preferences. Here we present three alternatives: direct observation of an absolute rating each user gives to some items, observation of a binary preference (like/ don't like) and observation of a set of ordinal ratings on a user-specific scale. Efficient inference is achieved by approximate message passing involving a combination of Expectation Propagation (EP) and Variational Message Passing. We also include a dynamics model which allows an item's popularity, a user's taste or a user's personal rating scale to drift over time. By using Assumed-Density Filtering (ADF) for training, the model requires only a single pass through the training data. This is an on-line learning algorithm capable of incrementally taking account of new data so the system can immediately reflect the latest user preferences. We evaluate the performance of the algorithm on the MovieLens and Netflix data sets consisting of approximately 1,000,000 and 100,000,000 ratings respectively. This demonstrates that training the model using the on-line ADF approach yields state-of-the-art performance with the option of improving performance further if computational resources are available by performing multiple EP passes over the training data. David H. Stern, Ralf Herbrich, Thore Graepel |
WWW | 3 |
| 2008 | Large scale data analysis and modelling in online services and advertisingabstractNo abstract available. Thore Graepel, Ralf Herbrich |
KDD | 1 |
| 2007 | Learning to solve game treesabstractWe apply probability theory to the task of proving whether a goal can be achieved by a player in an adversarial game. Such problems are solved by searching the game tree. We view this tree as a graphical model which yields a distribution over the (Boolean) outcome of the search before it terminates. Experiments show that a best-first search algorithm guided by this distribution explores a similar number of nodes as Proof-Number Search to solve Go problems. Knowledge is incorporated into search by using domain-specific models to provide prior distributions over the values of leaf nodes of the game tree. These are surrogate for the unexplored parts of the tree. The parameters of these models can be learned from previous search trees. Experiments on Go show that the speed of problem solving can be increased by orders of magnitude by this technique but care must be taken to avoid over-fitting. David H. Stern, Ralf Herbrich, Thore Graepel |
ICML | 3 |
| 2007 | TrueSkill Through Time: Revisiting the History of ChessabstractWe extend the Bayesian skill rating system TrueSkill to infer entire time series of skills of players by smoothing through time instead of (cid:12)ltering. The skill of each participating player, say, every year is represented by a latent skill variable which is a(cid:11)ected by the relevant game outcomes that year, and coupled with the skill variables of the previous and subsequent year. Inference in the resulting factor graph is carried out by approximate message passing (EP) along the time series of skills. As before the system tracks the uncertainty about player skills, explicitly models draws, can deal with any number of competing entities and can infer individual skills from team results. We extend the system to estimate player-speci(cid:12)c draw mar- gins. Based on these models we present an analysis of the skill curves of important players in the history of chess over the past 150 years. Results include plots of players’ lifetime skill development as well as the ability to compare the skills of di(cid:11)erent players across time. Our results indicate that a) the overall playing strength has increased over the past 150 years, and b) that modelling a player’s ability to force a draw provides signi(cid:12)cantly better predictive power. Pierre Dangauthier, Ralf Herbrich, Tom Minka, Thore Graepel |
NIPS | 4 |
| 2006 | Bayesian pattern ranking for move prediction in the game of GoabstractWe investigate the problem of learning to predict moves in the board game of Go from game records of expert players. In particular, we obtain a probability distribution over legal moves for professional play in a given position. This distribution has numerous applications in computer Go, including serving as an efficient stand-alone Go player. It would also be effective as a move selector and move sorter for game tree search and as a training tool for Go players. Our method has two major components: a) a pattern extraction scheme for efficiently harvesting patterns of given size and shape from expert game records and b) a Bayesian learning algorithm (in two variants) that learns a distribution over the values of a move given a board position based on the local pattern context. The system is trained on 181,000 expert games and shows excellent prediction performance as indicated by its ability to perfectly predict the moves made by professional Go players in 34% of test positions. David H. Stern, Ralf Herbrich, Thore Graepel |
ICML | 3 |
| 2006 | TrueSkillTM: A Bayesian Skill Rating System
Ralf Herbrich, Tom Minka, Thore Graepel |
NIPS | 3 |
| 2006 | Machine learning and games
Michael H. Bowling, Johannes Fürnkranz, Thore Graepel, Ron Musick |
Mach. Learn. | 3 |
| 2005 | Generalization Bounds for the Area Under the ROC CurveabstractWe study generalization properties of the area under the ROC curve (AUC), a quantity that has been advocated as an evaluation criterion for the bipartite ranking problem. The AUC is a different term than the error rate used for evaluation in classification problems; consequently, existing generalization bounds for the classification error rate cannot be used to draw conclusions about the AUC. In this paper, we define the expected accuracy of a ranking function (analogous to the expected error rate of a classification function), and derive distribution-free probabilistic bounds on the deviation of the empirical AUC of a ranking function (observed on a finite data sequence) from its expected accuracy. We derive both a large deviation bound, which serves to bound the expected accuracy of a ranking function in terms of its empirical AUC on a test sequence, and a uniform convergence bound, which serves to bound the expected accuracy of a learned ranking function in terms of its empirical AUC on a training sequence. Our uniform convergence bound is expressed in terms of a new set of combinatorial parameters that we term the bipartite rank-shatter coefficients; these play the same role in our result as do the standard VC-dimension related shatter coefficients (also known as the growth function) in uniform convergence results for the classification error rate. A comparison of our result with a recent uniform convergence result derived by Freund et al. (2003) for a quantity closely related to the AUC shows that the bound provided by our result can be considerably tighter. Shivani Agarwal 0001, Thore Graepel, Ralf Herbrich, Sariel Har-Peled, Dan Roth 0001 |
J. Mach. Learn. Res. | 2 |
| 2005 | PAC-Bayesian Compression Bounds on the Prediction Error of Learning Algorithms for Classification
Thore Graepel, Ralf Herbrich, John Shawe-Taylor |
Mach. Learn. | 1 |
| 2004 | A Large Deviation Bound for the Area Under the ROC CurveabstractThe area under the ROC curve (AUC) has been advocated as an evalu- ation criterion for the bipartite ranking problem. We study large devi- ation properties of the AUC; in particular, we derive a distribution-free large deviation bound for the AUC which serves to bound the expected accuracy of a ranking function in terms of its empirical AUC on an inde- pendent test sequence. A comparison of our result with a corresponding large deviation result for the classification error rate suggests that the test sample size required to obtain an -accurate estimate of the expected ac- curacy of a ranking function with δ-confidence is larger than that required to obtain an -accurate estimate of the expected error rate of a classifi- cation function with the same confidence. A simple application of the union bound allows the large deviation bound to be extended to learned ranking functions chosen from finite function classes. Shivani Agarwal 0001, Thore Graepel, Ralf Herbrich, Dan Roth 0001 |
NIPS | 2 |
| 2004 | Modelling Uncertainty in the Game of GoabstractGo is an ancient oriental game whose complexity has defeated at- tempts to automate it. We suggest using probability in a Bayesian sense to model the uncertainty arising from the vast complexity of the game tree. We present a simple conditional Markov ran- dom field model for predicting the pointwise territory outcome of a game. The topology of the model reflects the spatial structure of the Go board. We describe a version of the Swendsen-Wang pro- cess for sampling from the model during learning and apply loopy belief propagation for rapid inference and prediction. The model is trained on several hundred records of professional games. Our experimental results indicate that the model successfully learns to predict territory despite its simplicity. 1 Introduction The game of Go originated in China over 4000 years ago. Its rules are simple (See www.gobase.org for an introduction). Two players, Black and White, take turns to place stones on the intersections of an N N grid (usually N = 19 but smaller boards are in use as well). All the stones of each player are identical. Players place their stones in order to create territory by occupying or surrounding areas of the board. The player with the most territory at the end of the game is the winner. A stone is captured if it has been completely surrounded (in the horizontal and vertical directions) by stones of the opponent's colour. Stones in a contiguous `chain' have the common fate property: they are captured all together or not at all [1]. The game that emerges from these simple rules has a complexity that defeats at- tempts to apply minimax search. The best Go programs play only at the level of weak amateur Go players and Go is therefore considered to be a serious AI challenge not unlike Chess in the 1960s. There are two main reasons for this state of affairs: firstly, the high branching factor of Go (typically 200 to 300 potential moves per position) prevents the expansion of a game tree to any useful depth. Secondly, it is difficult to produce an evaluation function for Go positions. A Go stone has no intrinsic value; its value is determined by its relationships with other stones. Go players evaluate positions using visual pattern recognition and qualitative intuitions which are difficult to formalise. Most Go programs rely on a large amount of hand-tailored rules and expert knowl- edge [2]. Some machine learning techniques have been applied to Go with limited success. Schraudolph, Dayan and Sejnowski [3] trained a multi-layer perceptron to evaluate board positions by temporal difference learning. Enzenberger [4] improved on this by structuring the topologies of his neural networks according to the rela- tionships between stones on the board. Graepel et al. [1] made use of the common fate property of chains to construct an efficient graph-based representation of the board. They trained a Support Vector Machine to use this representation to solve Go problems. Our starting point is the uncertainty about the future course of the game that arises from the vast complexity of the game tree. We propose to explicitly model this uncertainty using probability in a Bayesian sense. The Japanese have a word, aji, much used by Go players. Taken literally it means `taste'. Taste lingers, and likewise the influence of a Go stone lingers (even if it appears weak or dead) because of the uncertainty of the effect it may have in the future. We use a probabilistic model that takes the current board position and predicts for every intersection of the board if it will be Black or White territory. Given such a model the score of the game can be predicted and hence an evaluation function produced. The model is a conditional Markov random field [5] which incorporates the spatial structure of the Go board. 2 Models for Predicting Territory Consider the Go board as an undirected Graph G = (N , E) with N = Nx Ny nodes n N representing vertices on the board and edges e E connecting vertically and horizontally neighbouring points. We can denote a position as the vector c {Black, White, Empty}N for cn = c(n) and similarly the final territory outcome of the game as s {+1, -1}N for sn = s(n). For convenience we score from the point of view of Black so elements of s representing Black territory are valued +1 and elements representing white territory are valued -1. Go players will note that we are adopting the Chinese method of scoring empty as well as occupied intersections. The distribution we wish to model is P (s|c), that is, the distribution over final territory outcomes given the current position. Such a model would be useful for several reasons. Most importantly, the detailed outcomes provide us with a simple evalua- tion function for Go positions by the expected score, u(c) := s i i P (s|c). An alternative (and probably better) evaluation function is given by the probability of winning which takes the form P (Black wins) = P ( s i i > komi), where komi refers to the winning threshold for Black. Connectivity of stones is vital because stones can draw strength from other stones. Connectivity could be measured by the correlation between nodes under the distribution P (s|c). This would allow us to segment the board into `groups' of stones to reduce complexity. It would also be useful to observe cases where we have an anti-correlation between nodes in the territory prediction. Japanese refer to such cases as miai in which only one of two desired results can be achieved at the expense of the other - a consequence of moving in turns. The fate of a group of Go stones could be estimated from the distribution P (s|c) by marginalising out the nodes not involved. The way stones exert long range influence can be considered recursive. A stone influences its neighbours, who influence their neighbours and so on. A simple model which exploits this idea is to consider the Go board itself as an undirected graphical model in the form of a Conditional Random Field (CRF) [5]. We factorize the distribution as 1 1 P (s|c) = exp log( Z( f (sf , cf , f ) = f (sf , cf , f )) c, ) Z(c, ) . f F f F (1) The simplest form of this model has one factor for each pair of neighbouring nodes i, j so f (sf , cf , f ) = f (si, sj, ci, cj, f ). Boltzmann5 For our first model we decompose the factors into coupling' terms andexternal field' terms as follows: 1 P (s|c) = exp {w(c Z( i, cj )sisj + h(ci)si + h(cj )sj } c, ) (2) (i,j)F This gives a Boltzmann machine whose connections have the grid topology of the board. The couplings between territory-outcome nodes depend on the current board position local to those nodes and the external field at each node is determined by the state of the board at that location. We assume that Go positions with their associated territory positions are symmetric with respect to colour reversal so f (si, sj, ci, cj, f ) = f (-si, -sj, -ci, -cj, f ). Pairwise connections are also in- variant to direction reversal so f (si, sj, ci, cj, f ) = f (sj, si, cj, ci, f ). It follows that the model described in 2 can be specified by just five parameters: wchains = w(Black, Black) = w(White, White), winter-chain = w(Black, White) = w(White, Black), wchain-empty = w(Empty, White) = w(Empty, Black), wempty = w(Empty, Empty), hstones = h(Black) = -h(White), and h(empty) is set to zero by symmetry. We will refer to this model as Boltzmann5. This simple model is interesting because all these parameters are readily interpreted. For example we would expect wchains to take on a large positive value since chains have common fate. BoltzmannLiberties A feature that has particular utility for evaluating Go po- sitions is the number of liberties associated with a chain of stones. A liberty of a chain is an empty vertex adjacent to it. The number of liberties indicates a chain's safety because the opponent would have to occupy all the liberties to capture the chain. Our second model takes this information into account: 1 P (s|c) = exp w(c Z( i, cj , si, sj , li, lj ) c, ) , (3) (i,j)F where li is element i of a vector l {+1, +2, +3, 4 or more}N the liberty count of each vertex on the Go board. A group with four or more liberties is considered relatively safe. Again we can apply symmetry arguments and end up with 78 parameters. We will refer to this model as BoltzmannLiberties. We trained the two models using board positions from a database of 22,000 games between expert Go players1. The territory outcomes of a subset of these games 1The GoGoD database, April 2003. URL:http://www.gogod.demon.co.uk (a) Gibbs Sampling (b) Swendsen Wang Figure 1: Comparing ordinary Gibbs with Swendsen Wang sampling for Boltz- mann5. Shown are the differences between the running averages and the exact marginals for each of the 361 nodes plotted as a function of the number of whole- board samples. were determined using the Go program GnuGo2 to analyse their final positions. Each training example comprised a board position c, with its associated territory outcome s. Training was performed by maximising the likelihood ln P (s |c) using gradient descent. In order to calculate the likelihood it is necessary to perform inference to obtain the marginal expectations of the potentials. 3 Inference Methods It is possible to perform exact inference on the model by variable elimination [6]. Eliminating nodes one diagonal at a time gave an efficient computation. The cost of exact inference was still too high for general use but it was used to compare other inference methods. Sampling The standard method for sampling from a Boltzmann machine is to use Gibbs sampling where each node is updated one at a time, conditional on the others. However, Gibbs sampling mixes slowly for spin systems with strong correlations. A generalisation of the Swendsen-Wang process [7] alleviates this problem. The original Swendsen-Wang algorithm samples from a ferromagnetic Ising model with no external field by adding an additional set of bond' nodes d, one attached to each factor (edge) in the original graph. Each of these nodes can either be in the statebond' or no bond'. The new factor potentials f (sf , cf , df , f ) are chosen such that if a bond exists between a pair of spins then they are forced to be in the same state. Conditional on the bonds, each cluster has an equal probability of having all its spins in theup' state or all in the down' state. The algorithm samples from P (s|d, c, ) and P (d|s, c, ) in turn (flipping clusters and forming bonds respectively). It can be generalised to models with arbitrary couplings and biases [7, 8]. The new factor potentials f (sf , cf , df , f ) have the following effect: if the coupling is positive then when the d node is in thebond' state it forces the two spins to be in the same state; if the coupling is negative the `bond' state forces the two spins to be opposite. The probability of each cluster being in each state depends on the sum of the biases involved. Figure 1 shows that the mixing rate of the sampling process is improved by using Swendsen-Wang allowing us to find accurate marginals for a single position in a couple of seconds. 2URL:http://www.gnu.org/software/gnugo/gnugo.html Loopy Belief Propagation In order to perform very rapid (approximate) infer- ence we used the loopy belief propagation (BP) algorithm [9] and the results are examined in Section 4. This algorithm is similar to an influence function [10], as often used by Go programmers to segment the board into Black and White territory and for this reason is laid out below. For each board vertex j N , create a data structure called a node containing: 1. A(j), the set of nodes corresponding to the neighbours of vertex j, 2. a set of new messages mnew(s ij j ) Mnew , one for each i A(j), 3. a set of old messages mold(s ij j ) Mold, one for each i A(j), 4. a belief bj(sj). repeat for all j N do for all i A(j) do for all sj {Black, White} do let variable SUM := 0, for all si {Black, White} do SUM := SUM + (i,j)(si, sj) mold(s qi i), qA(i)\j end for mnew(s ij j ) := SUM, end for end for end for for all messages, mnew(s xy y ) Mnew do mnew(s (s (s xy y ) := mold xy y ) + (1 - )mnew xy y ), end for until completed I iterations (typically I=50) Belief Update: for all j N do for all sj {Black, White} do bj(sj) := mnew(s qj j ) qA(j) end for end for Here, (typically 0.5), damps any oscillations. (i,j)(si, sj) is the factor poten- tial (see (1)) and in the case of Boltzmann5 takes on the form (i,j)(si, sj) = exp (w(ci, cj)sisj + h(ci)si + h(cj)sj). Now the probability of each vertex being Black or White territory is found by normalising the beliefs at each node. For example P (sj = Black) = bj(Black)/Z where Z = bj(Black) + bj(White). The accuracy of the loopy BP approximation appears to be improved by using it during the parameter learning stage in cases where it is to be used in evaluation. 4 Results for Territory Prediction Some Learnt Parameters Here are some parameters learnt for the Boltzmann5 model (2). This model was trained on 290 positions from expert Go games at move 80. Training was performed by maximum likelihood as described in Section 2. (a) Boltzmann5 (Exact) (b) Boltzmann5 (Loopy BP) Figure 2: Comparing territory predictions for a Go position from a professional game at move 90. The circles represent stones. The small black and white squares at each vertex represent the average territory prediction at that vertex, from -1 (maximum white square) to +1 (maximum black square). h The values of these parameters can be in- stones = 0.265 terpreted. For example w w chains corresponds empty = 0.427 to the correlation between the likely territory wchain-empty = 0.442 outcome of two adjacent vertices in a chain of w connected stones. The high value of this pa- chains = 2.74 rameter derives from the `common fate' prop- winter-chain = 0.521 erty of chains as described in Section 1. Interestingly, the value of the parameter wempty (corresponding to the coupling between territory predictions of neighbouring vertices in empty space) is 0.427 which is close to the critical coupling for an Ising model, 0.441. Territory Predictions Figure 2 gives examples of territory predictions generated by Boltzmann5. In comparison, Figure 3 shows the prediction of BoltzmannLiberties and a territory prediction from The Many Faces of Go [2]. Go players confirm that the territory predictions produced by the models are reasonable, even around loose groups of Black and White stones. Compare Figures 2 (a) and 3 (a); when liberty counts are included as features, the model can more confidently identify which of the two small chains competing in the bottom right of the board is dead. Comparing Figure 2 (a) and (b) Loopy BP appears to give over-confident predictions in the top right of the board where few stones are present. However, it is a good approximation where many stones are present (bottom left). Comparing Models and Inference Methods Figure 4 shows cross-entropies between model territory predictions and true final territory outcomes for a dataset of expert games. As we progress through a game, predictions become more accurate (not surprising) but the spread of the accuracy increases, possibly due to incorrect assessment of the life-and-death status of groups. Swendsen-Wang performs better than Loopy BP, which may suffer from its over-confidence. BoltzmannLiberties performs better than Boltzmann5 (when using Swendsen-Wang) the difference in (a) BoltzmannLiberties (Exact) (b) Many Faces of Go Figure 3: Diagram (a) is produced by exact inference (training was also by Loopy BP). Diagram (b) shows the territory predicted by The Many Faces of Go (MFG) [2]. MFG uses of a rule-based expert system and its prediction for each vertex has three possible values: White',Black' or `unknown/neutral'. performance increasing later in the game when liberty counts become more useful. 5 Modelling Move Selection In order to produce a Go playing program we are interested in modelling the selec- tion of moves. A measure of performance of such a model is the likelihood it assigns to professional moves as measured by log P (move|model). (4) games moves We can obtain a probability over moves by choosing a Gibbs distribution with the negative energy replaced by the evaluation function, eu(c ,w) P (move|model, w) = (5) Z(w) where u(c , w) is an evaluation function evaluated at the board position c resulting from a given move. The inverse temperature parameter determines the degree to which the move made depends on its evaluation. The territory predictions from the models Boltzmann5 and BoltzmannLiberties can be combined with the evaluation function of Section 2 to produce position evaluators. David H. Stern, Thore Graepel, David J. C. MacKay |
NIPS | 2 |
| 2003 | Solving Noisy Linear Operator Equations by Gaussian Processes: Application to Ordinary and Partial Differential Equations
Thore Graepel |
ICML | 1 |
| 2003 | Invariant Pattern Recognition by Semi-Definite Programming Machinesabstractinvariances with respect to given pattern Knowledge about local transformations can greatly improve the accuracy of classification. Previous approaches are either based on regularisation or on the gen- eration of virtual (transformed) examples. We develop a new frame- work for learning linear classifiers under known transformations based on semidefinite programming. We present a new learning algorithm— the Semidefinite Programming Machine (SDPM)—which is able to find a maximum margin hyperplane when the training examples are polynomial trajectories instead of single points. The solution is found to be sparse in dual variables and allows to identify those points on the trajectory with minimal real-valued output as virtual support vec- tors. Extensions to segments of trajectories, to more than one trans- formation parameter, and to learning with kernels are discussed. In experiments we use a Taylor expansion to locally approximate rota- tional invariance in pixel images from USPS and find improvements over known methods. Thore Graepel, Ralf Herbrich |
NIPS | 1 |
| 2003 | Semi-Definite Programming by Perceptron LearningabstractWe present a modified version of the perceptron learning algorithm (PLA) which solves semidefinite programs (SDPs) in polynomial time. The algorithm is based on the following three observations: (i) Semidefinite programs are linear programs with infinitely many (linear) constraints; (ii) every linear program can be solved by a sequence of constraint satisfaction problems with linear constraints; (iii) in general, the perceptron learning algorithm solves a constraint satisfaction problem with linear constraints in finitely many updates. Combining the PLA with a probabilistic rescaling algorithm (which, on average, increases the size of the feasable region) results in a prob- abilistic algorithm for solving SDPs that runs in polynomial time. We present preliminary results which demonstrate that the algo- rithm works, but is not competitive with state-of-the-art interior point methods. Thore Graepel, Ralf Herbrich, Andriy Kharechko, John Shawe-Taylor |
NIPS | 1 |
| 2003 | Introduction to the Special Issue on Learning Theory
Ralf Herbrich, Thore Graepel |
J. Mach. Learn. Res. | 2 |
| 2002 | Kernel Matrix Completion by Semidefinite Programming
Thore Graepel |
ICANN | 1 |
| 2002 | Stable Adaptive Momentum for Rapid Online Learning in Nonlinear Systems
Thore Graepel, Nicol N. Schraudolph |
ICANN | 1 |
| 2002 | Conjugate Directions for Stochastic Gradient Descent
Nicol N. Schraudolph, Thore Graepel |
ICANN | 2 |
| 2002 | A PAC-Bayesian margin bound for linear classifiersabstractWe present a bound on the generalization error of linear classifiers in terms of a refined margin quantity on the training sample. The result is obtained in a probably approximately correct (PAC)-Bayesian framework and is based on geometrical arguments in the space of linear classifiers. The new bound constitutes an exponential improvement of the so far tightest margin bound, which was developed in the luckiness framework, and scales logarithmically in the inverse margin. Even in the case of less training examples than input dimensions sufficiently large margins lead to nontrivial bound values and-for maximum margins-to a vanishing complexity term. In contrast to previous results, however, the new bound does depend on the dimensionality of feature space. The analysis shows that the classical margin is too coarse a measure for the essential quantity that controls the generalization error: the fraction of hypothesis space consistent with the training sample. The practical relevance of the result lies in the fact that the well-known support vector machine is optimal with respect to the new bound only if the feature vectors in the training sample are all of the same length. As a consequence, we recommend to use support vector machines (SVMs) on normalized feature vectors only. Numerical simulations support this recommendation and demonstrate that the new error bound can be used for the purpose of model selection. Ralf Herbrich, Thore Graepel |
IEEE Trans. Inf. Theory | 2 |
| 2001 | Learning on Graphs in the Game of Go
Thore Graepel, Mike Goutrié, Marco Krüger, Ralf Herbrich |
ICANN | 1 |
| 2001 | Bayes Point Machines
Ralf Herbrich, Thore Graepel, Colin Campbell |
J. Mach. Learn. Res. | 2 |
| 2000 | Generalisation Error Bounds for Sparse Linear Classifiers
Thore Graepel, Ralf Herbrich, John Shawe-Taylor |
COLT | 1 |
| 2000 | Sparsity vs. Large Margins for Linear Classifiers
Ralf Herbrich, Thore Graepel, John Shawe-Taylor |
COLT | 2 |
| 2000 | Robust Bayes Point Machines
Ralf Herbrich, Thore Graepel, Colin Campbell |
ESANN | 2 |
| 2000 | Gaussian Process Regression: Active Data Selection and Test Point RejectionabstractWe consider active data selection and test point rejection strategies for Gaussian process regression based on the variance of the posterior over target values. Gaussian process regression is viewed as transductive regression that provides target distributions for given points rather than selecting an explicit regression function. Since not only the posterior mean but also the posterior variance are easily calculated we use this additional information to two ends: active data selection is performed by either querying at points of high estimated posterior variance or at points that minimize the estimated posterior variance averaged over the input distribution of interest or (in a transductive manner) averaged over the test set. Test point rejection is performed using the estimated posterior variance as a confidence measure. We find that, for both a two-dimensional toy problem and a real-world benchmark problem, the variance is a reasonable criterion for both active data selection and test point rejection. Sambu Seo, Marko Wallat, Thore Graepel, Klaus Obermayer |
IJCNN (3) | 3 |
| 2000 | The Kernel Gibbs SamplerabstractWe present an algorithm that samples the hypothesis space of ker(cid:173) nel classifiers. Given a uniform prior over normalised weight vectors and a likelihood based on a model of label noise leads to a piece(cid:173) wise constant posterior that can be sampled by the kernel Gibbs sampler (KGS). The KGS is a Markov Chain Monte Carlo method that chooses a random direction in parameter space and samples from the resulting piecewise constant density along the line chosen. The KGS can be used as an analytical tool for the exploration of Bayesian transduction, Bayes point machines, active learning, and evidence-based model selection on small data sets that are contam(cid:173) inated with label noise. For a simple toy example we demonstrate experimentally how a Bayes point machine based on the KGS out(cid:173) performs an SVM that is incapable of taking into account label noise. Thore Graepel, Ralf Herbrich |
NIPS | 1 |
| 2000 | From Margin to SparsityabstractWe present an improvement of Novikoff's perceptron convergence theorem. Reinterpreting this mistake bound as a margin dependent sparsity guarantee allows us to give a PAC-style generalisation er(cid:173) ror bound for the classifier learned by the perceptron learning algo(cid:173) rithm. The bound value crucially depends on the margin a support vector machine would achieve on the same data set using the same kernel. Ironically, the bound yields better guarantees than are cur(cid:173) rently available for the support vector solution itself. Thore Graepel, Ralf Herbrich, Robert C. Williamson |
NIPS | 1 |
| 2000 | A PAC-Bayesian Margin Bound for Linear Classifiers: Why SVMs workabstractWe present a bound on the generalisation error of linear classifiers in terms of a refined margin quantity on the training set. The result is obtained in a PAC- Bayesian framework and is based on geometrical arguments in the space of linear classifiers. The new bound constitutes an exponential improvement of the so far tightest margin bound by Shawe-Taylor et al. [8] and scales logarithmically in the inverse margin. Even in the case of less training examples than input dimensions sufficiently large margins lead to non-trivial bound values and - plexity term. Furthermore, the classical margin is too coarse a measure for the essential quantity that controls the generalisation error: the volume ratio between the whole hypothesis space and the subset of consistent hypotheses. The practical relevance of the result lies in the fact that the well-known support vector machine is optimal w.r.t. the new bound only if the feature vectors are all of the same length. As a consequence we recommend to use SVMs on normalised feature vectors only - a recommendation that is well supported by our numerical experiments on two benchmark data sets. for maximum margins - to a vanishing com(cid:173) Ralf Herbrich, Thore Graepel |
NIPS | 2 |
| 2000 | Large Scale Bayes Point Machinesabstractalso known as the Bayes point - The concept of averaging over classifiers is fundamental to the Bayesian analysis of learning. Based on this viewpoint, it has re(cid:173) cently been demonstrated for linear classifiers that the centre of mass of version space (the set of all classifiers consistent with the training set) - exhibits excel(cid:173) lent generalisation abilities. However, the billiard algorithm as pre(cid:173) sented in [4] is restricted to small sample size because it requires o (m 2 ) of memory and 0 (N . m2 ) computational steps where m is the number of training patterns and N is the number of random draws from the posterior distribution. In this paper we present a method based on the simple perceptron learning algorithm which allows to overcome this algorithmic drawback. The method is al(cid:173) gorithmically simple and is easily extended to the multi-class case. We present experimental results on the MNIST data set of hand(cid:173) written digits which show that Bayes point machines (BPMs) are competitive with the current world champion, the support vector machine. In addition, the computational complexity of BPMs can be tuned by varying the number of samples from the posterior. Finally, rejecting test points on the basis of their (approximative) posterior probability leads to a rapid decrease in generalisation er(cid:173) ror, e.g. 0.1% generalisation error for a given rejection rate of 10%. Ralf Herbrich, Thore Graepel |
NIPS | 2 |
| 1999 | Bayesian Transduction
Thore Graepel, Ralf Herbrich, Klaus Obermayer |
NIPS | 1 |
| 1999 | A Stochastic Self-Organizing Map for Proximity DataabstractWe derive an efficient algorithm for topographic mapping of proximity data (TMP), which can be seen as an extension of Kohonen's self-organizing map to arbitrary distance measures. The TMP cost function is derived in a Baysian framework of folded Markov chains for the description of autoencoders. It incorporates the data by a dissimilarity matrix D and the topographic neighborhood by a matrix H of transition probabilities. From the principle of maximum entropy, a nonfactorizing Gibbs distribution is obtained, which is approximated in a mean-field fashion. This allows for maximum likelihood estimation using an expectation-maximization algorithm. In analogy to the transition from topographic vector quantization to the self-organizing map, we suggest an approximation to TMP that is computationally more efficient. In order to prevent convergence to local minima, an annealing scheme in the temperature parameter is introduced, for which the critical temperature of the first phase transition is calculated in terms of D and H. Numerical results demonstrate the working of the algorithm and confirm the analytical results. Finally, the algorithm is used to generate a connection map of areas of the cat's cerebral cortex. Thore Graepel, Klaus Obermayer |
Neural Comput. | 1 |
| 1998 | Classification on Pairwise Proximity Data
Thore Graepel, Ralf Herbrich, Peter Bollmann-Sdorra, Klaus Obermayer |
NIPS | 1 |
| 1998 | Self-organizing maps: Generalizations and new optimization techniques
Thore Graepel, Matthias Burger, Klaus Obermayer |
Neurocomputing | 1 |
| 1997 | Phase Transitions in Soft Topographic Vector Quantization
Matthias Burger, Thore Graepel, Klaus Obermayer |
ICANN | 2 |
| 1997 | An Annealed Self-Organizing Map for Source Channel Coding
Matthias Burger, Thore Graepel, Klaus Obermayer |
NIPS | 2 |