Karl Tuyls

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76ranked-venue papers
7as first author
10since 2021 · last 2025
0000-0001-7929-1944ORCID · verified

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

Artificial intelligence and machine learning · 71 · 6 first-author · 10 since 2021Graphics, computer vision, multimedia, augmented reality and games · 10 · 1 since 2021Databases, data management, data science and information retrieval · 9 · 1 first-authorSystems, architecture and hardware · 7Human-computer interaction and ubiquitous computing · 1
YearPublicationVenuePosition
2025 Empirical Game Theoretic Analysis: A Survey
abstract
In the empirical approach to game-theoretic analysis (EGTA), the model of the game comes not from declarative representation, but is derived by interrogation of a procedural description of the game environment. The motivation for developing this approach was to enable game-theoretic reasoning about strategic situations too complex for analytic specification and solution. Since its introduction over twenty years ago, EGTA has been applied to a wide range of multiagent domains, from auctions and markets to recreational games to cyber-security. We survey the extensive methodology developed for EGTA over the years, organized by the elemental subproblems comprising the EGTA process. We describe key EGTA concepts and techniques, and the questions at the frontier of EGTA research. Recent advances in machine learning are accelerating progress in EGTA, and promise to significantly expand our capacities for reasoning about complex game situations.
Michael P. Wellman, Karl Tuyls, Amy Greenwald
J. Artif. Intell. Res.2
2024 Towards a Pretrained Model for Restless Bandits via Multi-arm Generalization
Yunfan Zhao, Nikhil Behari, Edward Hughes 0001, Edwin Zhang, Dheeraj Nagaraj, Karl Tuyls, Aparna Taneja, Milind Tambe
IJCAI6
2024 An Analysis of Quantile Temporal-Difference Learning
abstract
We analyse quantile temporal-difference learning (QTD), a distributional reinforcement learning algorithm that has proven to be a key component in several successful large-scale applications of reinforcement learning. Despite these empirical successes, a theoretical understanding of QTD has proven elusive until now. Unlike classical TD learning, which can be analysed with standard stochastic approximation tools, QTD updates do not approximate contraction mappings, are highly non-linear, and may have multiple fixed points. The core result of this paper is a proof of convergence to the fixed points of a related family of dynamic programming procedures with probability 1, putting QTD on firm theoretical footing. The proof establishes connections between QTD and non-linear differential inclusions through stochastic approximation theory and non-smooth analysis.
Mark Rowland 0001, Rémi Munos, Mohammad Gheshlaghi Azar, Yunhao Tang, Georg Ostrovski, Anna Harutyunyan, Karl Tuyls, Marc G. Bellemare, Will Dabney
J. Mach. Learn. Res.7
2023 Human-Timescale Adaptation in an Open-Ended Task Space
abstract
Foundation models have shown impressive adaptation and scalability in supervised and self-supervised learning problems, but so far these successes have not fully translated to reinforcement learning (RL). In this work, we demonstrate that training an RL agent at scale leads to a general in-context learning algorithm that can adapt to open-ended novel embodied 3D problems as quickly as humans. In a vast space of held-out environment dynamics, our adaptive agent (AdA) displays on-the-fly hypothesis-driven exploration, efficient exploitation of acquired knowledge, and can successfully be prompted with first-person demonstrations. Adaptation emerges from three ingredients: (1) meta-reinforcement learning across a vast, smooth and diverse task distribution, (2) a policy parameterised as a large-scale attention-based memory architecture, and (3) an effective automated curriculum that prioritises tasks at the frontier of an agent’s capabilities. We demonstrate characteristic scaling laws with respect to network size, memory length, and richness of the training task distribution. We believe our results lay the foundation for increasingly general and adaptive RL agents that perform well across ever-larger open-ended domains.
Jakob Bauer, Kate Baumli, Feryal M. P. Behbahani, Avishkar Bhoopchand, Nathalie Bradley-Schmieg, Natalie Clay, Adrian Collister, Vibhavari Dasagi, Lucy Gonzalez, Karol Gregor, Edward Hughes 0001, Sheleem Kashem, Maria Loks-Thompson, Hannah Openshaw, Jack Parker-Holder, Shreya Pathak, Nicolas Perez Nieves, Nemanja Rakicevic, Tim Rocktäschel, Yannick Schroecker, Satinder Singh 0001, Jakub Sygnowski, Karl Tuyls, Sarah York, Alexander Zacherl, Lei M. Zhang
ICML24
2022 Turbocharging Solution Concepts: Solving NEs, CEs and CCEs with Neural Equilibrium Solvers
abstract
Solution concepts such as Nash Equilibria, Correlated Equilibria, and Coarse Correlated Equilibria are useful components for many multiagent machine learning algorithms. Unfortunately, solving a normal-form game could take prohibitive or non-deterministic time to converge, and could fail. We introduce the Neural Equilibrium Solver which utilizes a special equivariant neural network architecture to approximately solve the space of all games of fixed shape, buying speed and determinism. We define a flexible equilibrium selection framework, that is capable of uniquely selecting an equilibrium that minimizes relative entropy, or maximizes welfare. The network is trained without needing to generate any supervised training data. We show remarkable zero-shot generalization to larger games. We argue that such a network is a powerful component for many possible multiagent algorithms.
Luke Marris, Ian Gemp, Thomas W. Anthony 0001, Andrea Tacchetti, Siqi Liu 0002, Karl Tuyls
NeurIPS6
2022 Generative Models over Neural Controllers for Transfer Learning
James Butterworth, Rahul Savani, Karl Tuyls
PPSN (1)3
2022 Evolutionary Dynamics and Phi-Regret Minimization in Games
abstract
Regret has been established as a foundational concept in online learning, and likewise has important applications in the analysis of learning dynamics in games. Regret quantifies the difference between a learner’s performance against a baseline in hindsight. It is well known that regret-minimizing algorithms converge to certain classes of equilibria in games; however, traditional forms of regret used in game theory predominantly consider baselines that permit deviations to deterministic actions or strategies. In this paper, we revisit our understanding of regret from the perspective of deviations over partitions of the full mixed strategy space (i.e., probability distributions over pure strategies), under the lens of the previously-established Φ-regret framework, which provides a continuum of stronger regret measures. Importantly, Φ-regret enables learning agents to consider deviations from and to mixed strategies, generalizing several existing notions of regret such as external, internal, and swap regret, and thus broadening the insights gained from regret-based analysis of learning algorithms. We prove here that the well-studied evolutionary learning algorithm of replicator dynamics (RD) seamlessly minimizes the strongest possible form of Φ-regret in generic 2 × 2 games, without any modification of the underlying algorithm itself. We subsequently conduct experiments validating our theoretical results in a suite of 144 2 × 2 games wherein RD exhibits a diverse set of behaviors. We conclude by providing empirical evidence of Φ-regret minimization by RD in some larger games, hinting at further opportunity for Φ-regret based study of such algorithms from both a theoretical and empirical perspective.
Georgios Piliouras, Mark Rowland 0001, Shayegan Omidshafiei, Romuald Elie, Daniel Hennes, Jerome T. Connor, Karl Tuyls
J. Artif. Intell. Res.7
2021 Multi-Agent Training beyond Zero-Sum with Correlated Equilibrium Meta-Solvers
abstract
Two-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
ICML4
2021 From Poincaré Recurrence to Convergence in Imperfect Information Games: Finding Equilibrium via Regularization
abstract
In this paper we investigate the Follow the Regularized Leader dynamics in sequential imperfect information games (IIG). We generalize existing results of Poincar{é} recurrence from normal-form games to zero-sum two-player imperfect information games and other sequential game settings. We then investigate how adapting the reward (by adding a regularization term) of the game can give strong convergence guarantees in monotone games. We continue by showing how this reward adaptation technique can be leveraged to build algorithms that converge exactly to the Nash equilibrium. Finally, we show how these insights can be directly used to build state-of-the-art model-free algorithms for zero-sum two-player Imperfect Information Games (IIG).
Julien Pérolat, Rémi Munos, Jean-Baptiste Lespiau, Shayegan Omidshafiei, Mark Rowland 0001, Pedro A. Ortega, Neil Burch, Thomas W. Anthony 0001, David Balduzzi, Bart De Vylder, Georgios Piliouras, Marc Lanctot, Karl Tuyls
ICML13
2021 Game Plan: What AI can do for Football, and What Football can do for AI
abstract
The 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.1
2020 The Automated Inspection of Opaque Liquid Vaccines
abstract
In the pharmaceutical industry the screening of opaque vaccines containing suspensions is currently a manual task carried out by trained human visual inspectors. We show that deep learning can be used to effectively automate this process. A moving contrast is required to distinguish anomalies from other particles, reflections and dust resting on a vial's surface. We train 3D-ConvNets to predict the likelihood of 20-frame video samples containing anomalies. Our unaugmented dataset consists of hand-labelled samples, recorded using vials provided by the HAL Allergy Group, a pharmaceutical company. We trained ten randomly initialized 3D-ConvNets to provide a benchmark, observing mean AUROC scores of 0.94 and 0.93 for positive samples (containing anomalies) and negative (anomaly-free) samples, respectively. Using Frame-Completion Generative Adversarial Networks we: (i) introduce an algorithm for computing saliency maps, which we use to verify that the 3D-ConvNets are indeed identifying anomalies; (ii) propose a novel self-training approach using the saliency maps to determine if multiple networks agree on the location of anomalies. Our self-training approach allows us to augment our data set by labelling 217,888 additional samples. 3D-ConvNets trained with our augmented dataset improve on the results we get when we train only on the unaugmented dataset.
Gregory Palmer, Benjamin Schnieders, Rahul Savani, Karl Tuyls, Joscha-David Fossel, Harry Flore
ECAI4
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
ICLR4
2020 Fast computation of Nash Equilibria in Imperfect Information Games
abstract
We introduce and analyze a class of algorithms, called Mirror Ascent against an Improved Opponent (MAIO), for computing Nash equilibria in two-player zero-sum games, both in normal form and in sequential form with imperfect information. These algorithms update the policy of each player with a mirror-ascent step to maximize the value of playing against an improved opponent. An improved opponent can be a best response, a greedy policy, a policy improved by policy gradient, or by any other reinforcement learning or search techniques. We establish a convergence result of the last iterate to the set of Nash equilibria and show that the speed of convergence depends on the amount of improvement offered by these improved policies. In addition, we show that under some condition, if we use a best response as improved policy, then an exponential convergence rate is achieved.
Rémi Munos, Julien Pérolat, Jean-Baptiste Lespiau, Mark Rowland 0001, Bart De Vylder, Marc Lanctot, Finbarr Timbers, Daniel Hennes, Shayegan Omidshafiei, Audrunas Gruslys, Mohammad Gheshlaghi Azar, Edward Lockhart, Karl Tuyls
ICML13
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
NeurIPS4
2020 Bounds and dynamics for empirical game theoretic analysis
abstract
Abstract 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.1
2019 Deep reinforcement learning with relational inductive biases
Vinícius Flores Zambaldi, David Raposo, Adam Santoro, Victor Bapst, Yujia Li 0001, Igor Babuschkin, Karl Tuyls, David P. Reichert, Timothy P. Lillicrap, Edward Lockhart, Murray Shanahan, Victoria Langston, Razvan Pascanu, Matt M. Botvinick, Oriol Vinyals, Peter W. Battaglia
ICLR (Poster)7
2019 Computing Approximate Equilibria in Sequential Adversarial Games by Exploitability Descent
abstract
In this paper, we present exploitability descent, a new algorithm to compute approximate equilibria in two-player zero-sum extensive-form games with imperfect information, by direct policy optimization against worst-case opponents. We prove that when following this optimization, the exploitability of a player's strategy converges asymptotically to zero, and hence when both players employ this optimization, the joint policies converge to a Nash equilibrium. Unlike fictitious play (XFP) and counterfactual regret minimization (CFR), our convergence result pertains to the policies being optimized rather than the average policies. Our experiments demonstrate convergence rates comparable to XFP and CFR in four benchmark games in the tabular case. Using function approximation, we find that our algorithm outperforms the tabular version in two of the games, which, to the best of our knowledge, is the first such result in imperfect information games among this class of algorithms.
Edward Lockhart, Marc Lanctot, Julien Pérolat, Jean-Baptiste Lespiau, Dustin Morrill, Finbarr Timbers, Karl Tuyls
IJCAI7
2019 Multiagent Evaluation under Incomplete Information
abstract
This paper investigates the evaluation of learned multiagent strategies in the incomplete information setting, which plays a critical role in ranking and training of agents. Traditionally, researchers have relied on Elo ratings for this purpose, with recent works also using methods based on Nash equilibria. Unfortunately, Elo is unable to handle intransitive agent interactions, and other techniques are restricted to zero-sum, two-player settings or are limited by the fact that the Nash equilibrium is intractable to compute. Recently, a ranking method called $\alpha$-Rank, relying on a new graph-based game-theoretic solution concept, was shown to tractably apply to general games. However, evaluations based on Elo or $\alpha$-Rank typically assume noise-free game outcomes, despite the data often being collected from noisy simulations, making this assumption unrealistic in practice. This paper investigates multiagent evaluation in the incomplete information regime, involving general-sum many-player games with noisy outcomes. We derive sample complexity guarantees required to confidently rank agents in this setting. We propose adaptive algorithms for accurate ranking, provide correctness and sample complexity guarantees, then introduce a means of connecting uncertainties in noisy match outcomes to uncertainties in rankings. We evaluate the performance of these approaches in several domains, including Bernoulli games, a soccer meta-game, and Kuhn poker.
Mark Rowland 0001, Shayegan Omidshafiei, Karl Tuyls, Julien Pérolat, Michal Valko, Georgios Piliouras, Rémi Munos
NeurIPS3
2019 SA-IGA: a multiagent reinforcement learning method towards socially optimal outcomes
Chengwei Zhang 0001, Xiaohong Li 0001, Jianye Hao, Siqi Chen 0001, Karl Tuyls, Wanli Xue, Zhiyong Feng 0002
Auton. Agents Multi Agent Syst.5
2019 Distant supervision of relation extraction in sparse data
abstract
To extract structured knowledge from unstructured text sources we need to understand the semantic relationships between entities. State-of-the-art relation extraction techniques take advantage of the abundance of data on the web. However, in domains with sparse data such as social networks which ha ve limited occurrences of entities and relationship patterns, bootstrapping techniques and pattern detection methods are inefficient and inaccurate. In this paper, we introduce REDS, a Relation Extraction approach based on Distant Supervision. REDS extracts the named entities from text documents and assigns a fingerprint to each potential relationship among the named entities. Then, it queries a knowledge repository for similar matches to each fingerprint. An assessor uses the query results and the data statistics to measure the validity of the relationships corresponding to the queried fingerprints, and labels each potential relationship with the predicted type. In addition to handling the relation extraction in presence of data sparsity, REDS uses an information retrieval framework that makes it scalable and capable of dealing with noisy data. We implement and test REDS on a non-English historical archive consisting of unstructured notarial acts and structured civil registers; By means of manual evaluations REDS achieves precision of 0.90.
Bijan Ranjbar Sahraei, Hossein Rahmani 0002, Gerhard Weiss 0001, Karl Tuyls
Intell. Data Anal.4
2019 Differentiable Game Mechanics
abstract
Deep 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.6
2018 Emergent Communication through Negotiation
Kris Cao, Angeliki Lazaridou, Marc Lanctot, Joel Z. Leibo, Karl Tuyls, Stephen Clark
ICLR (Poster)5
2018 Emergence of Linguistic Communication from Referential Games with Symbolic and Pixel Input
Angeliki Lazaridou, Karl Moritz Hermann, Karl Tuyls, Stephen Clark
ICLR3
2018 The Mechanics of n-Player Differentiable Games
abstract
The 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
ICML5
2018 Distance-Based Multi-Robot Coordination on Pocket Drones
abstract
We present a fully realised system illustrating decentralised coordination on Micro Aerial Vehicles (MAV) or pocket drones, based on distance information. This entails the development of an ultra light hardware solution to determine the distances between the drones and also the development of a model to learn good control policies. The model we present is a combination of a recurrent neural network and a Deep Q-Learning Network (DQN). The recurrent network provides bearing information to the DQN. The DQN itself is responsible for choosing movement actions to avoid collisions and to reach a desired position. Overall we are able provide a complete system which is capable of letting multiple drones navigate in a confined space only based on UWB-distance information and velocity input. We tackle the problem of neural networks and real world sensor noise, by combining the network with a particle filter and show that the combination outperforms the traditional particle filter in terms of converge speed and robustness. A video is available at: https://youtu.be/yj6QqhOzpok.
Bastian Broecker, Karl Tuyls, James Butterworth
ICRA2
2018 Fast Convergence for Object Detection by Learning how to Combine Error Functions
abstract
In this paper, we introduce an innovative method to improve the convergence speed and accuracy of object detection neural networks. Our approach, Converge-fast-auxnet, is based on employing multiple, dependent loss metrics and weighting them optimally using an on-line trained auxiliary network. Experiments are performed in the well-known RoboCup@Work challenge environment. A fully convolutional segmentation network is trained on detecting objects' pickup points. We empirically obtain an approximate measure for the rate of success of a robotic pickup operation based on the accuracy of the object detection network. Our experiments show that adding an optimally weighted Euclidean distance loss to a network trained on the commonly used Intersection over Union (IoU) metric reduces the convergence time by 42.48%. The estimated pickup rate is improved by 39.90%. Compared to state-of-the-art task weighting methods, the improvement is 24.5% in convergence, and 15.8% on the estimated pickup rate.
Benjamin Schnieders, Karl Tuyls
IROS2
2018 Re-evaluating evaluation
abstract
Progress 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
NeurIPS2
2018 Inequity aversion improves cooperation in intertemporal social dilemmas
abstract
Groups 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
NeurIPS4
2018 Actor-Critic Policy Optimization in Partially Observable Multiagent Environments
abstract
Optimization of parameterized policies for reinforcement learning (RL) is an important and challenging problem in artificial intelligence. Among the most common approaches are algorithms based on gradient ascent of a score function representing discounted return. In this paper, we examine the role of these policy gradient and actor-critic algorithms in partially-observable multiagent environments. We show several candidate policy update rules and relate them to a foundation of regret minimization and multiagent learning techniques for the one-shot and tabular cases, leading to previously unknown convergence guarantees. We apply our method to model-free multiagent reinforcement learning in adversarial sequential decision problems (zero-sum imperfect information games), using RL-style function approximation. We evaluate on commonly used benchmark Poker domains, showing performance against fixed policies and empirical convergence to approximate Nash equilibria in self-play with rates similar to or better than a baseline model-free algorithm for zero-sum games, without any domain-specific state space reductions.
Sriram Srinivasan 0005, Marc Lanctot, Vinícius Flores Zambaldi, Julien Pérolat, Karl Tuyls, Rémi Munos, Michael H. Bowling
NeurIPS5
2018 Experience Selection in Deep Reinforcement Learning for Control
abstract
Experience replay is a technique that allows off-policy reinforcement-learning methods to reuse past experiences. The stability and speed of convergence of reinforcement learning, as well as the eventual performance of the learned policy, are strongly dependent on the experiences being replayed. Which experiences are replayed depends on two important choices. The first is which and how many experiences to retain in the experience replay buffer. The second choice is how to sample the experiences that are to be replayed from that buffer. We propose new methods for the combined problem of experience retention and experience sampling. We refer to the combination as experience selection. We focus our investigation specifically on the control of physical systems, such as robots, where exploration is costly. To determine which experiences to keep and which to replay, we investigate different proxies for their immediate and long-term utility. These proxies include age, temporal difference error and the strength of the applied exploration noise. Since no currently available method works in all situations, we propose guidelines for using prior knowledge about the characteristics of the control problem at hand to choose the appropriate experience replay strategy.
Tim de Bruin, Jens Kober, Karl Tuyls, Robert Babuska
J. Mach. Learn. Res.3
2017 NOctoSLAM: Fast octree surface normal mapping and registration
abstract
In this paper, we introduce a SLAM front end called NOctoSLAM. The approach adopts an octree-based map representation that implicitly enables source and reference data association for point to plane ICP registration. Additionally, the data structure is used to group map points to approximate surface normals. The multi-resolution capability of octrees, achieved by aggregating information in parent nodes, enables us to compensate for spatially unbalanced sensor data typically provided by multi-line lidar sensors. The octree-based data association is only approximate, but our empirical evaluation shows that NOctoSLAM achieves the same pose estimation accuracy as a comparable, point cloud based approach. However, NOctoSLAM can perform twice as many registration iterations per time unit. In contrast to point cloud based surface normal maps, where the map update duration depends on the current map size, we achieve a constant map update duration including surface normal recalculation. Therefore, NOctoSLAM does not require elaborate and environment dependent data filters. The results of our experiments show a mean positional error of 0.029 m and 0.019 rad, with a low standard deviation of 0.005 m and 0.006 rad, outperforming the state-of-the-art by remaining accurate while running online.
Joscha-David Fossel, Karl Tuyls, Benjamin Schnieders, Daniel Claes, Daniel Hennes
IROS2
2017 A Unified Game-Theoretic Approach to Multiagent Reinforcement Learning
abstract
There 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
NIPS5
2017 A multi-agent reinforcement learning model of common-pool resource appropriation
abstract
Humanity 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
NIPS5
2016 A Telepresence-Robot Approach for Efficient Coordination of Swarms
Daan Bloembergen, Daniel Claes, Elisa Cucco, Sjriek Alers, Karl Tuyls
ALIFE5
2016 Space Debris Removal: A Game Theoretic Analysis
abstract
We analyse active space debris removal efforts from a strategic, game-theoretic perspective. An active debris removal mission is a costly endeavour that has a positive effect (or risk reduction) for all satellites in the same orbital band. This leads to a dilemma: each actor (space agency, private stakeholder, etc.) has an incentive to delay its actions and wait for others to respond. The risk of the latter action is that, if everyone waits the joint outcome will be catastrophic leading to what in game theory is referred to as the ‘tragedy of the commons’. We introduce and thoroughly analyse this dilemma using simulation and empirical game theory in a two player setting.
Richard Klíma, Daan Bloembergen, Rahul Savani, Karl Tuyls, Daniel Hennes, Dario Izzo
ECAI4
2016 Socially-Aware Multiagent Learning: Towards Socially Optimal Outcomes
abstract
In multiagent systems the capability of learning is important for an agent to behave appropriately in face of unknown opponents and a dynamic environment. From the system designer's perspective, it is desirable if the agents can learn to coordinate towards socially optimal outcomes, while also avoiding being exploited by selfish opponents. To this end, we propose a novel gradient ascent based algorithm (SA-IGA) which augments the basic gradient-ascent algorithm by incorporating social awareness into the policy update process. We theoretically analyze the learning dynamics of SA-IGA using dynamical system theory, and SA-IGA is shown to have linear dynamics for a wide range of games including symmetric games. The learning dynamics of two representative games (the prisoner's dilemma game and coordination game) are analyzed in detail. Based on the idea of SA-IGA, we further propose a practical multiagent learning algorithm, called SA-PGA, based on the Q-learning update rule. Simulation results show that an SA-PGA agent can achieve higher social welfare than previous social-optimality oriented Conditional Joint Action Learner (CJAL) and also is robust against individually rational opponents by reaching Nash equilibrium solutions.
Xiaohong Li 0001, Chengwei Zhang 0001, Jianye Hao, Karl Tuyls, Siqi Chen 0001, Zhiyong Feng 0002
ECAI4
2016 Local histogram matching for efficient optical flow computation applied to velocity estimation on pocket drones
abstract
Autonomous flight of pocket drones is challenging due to the severe limitations on on-board energy, sensing, and processing power. However, tiny drones have great potential as their small size allows maneuvering through narrow spaces while their small weight provides significant safety advantages. This paper presents a computationally efficient algorithm for determining optical flow, which can be run on an STM32F4 microprocessor (168 MHz) of a 4 gram stereo-camera. The optical flow algorithm is based on edge histograms. We propose a matching scheme to determine local optical flow. Moreover, the method allows for sub-pixel flow determination based on time horizon adaptation. We demonstrate velocity measurements in flight and use it within a velocity control-loop on a pocket drone.
Kimberly McGuire, Guido de Croon, Christophe De Wagter, B. D. W. Remes, Karl Tuyls, Hilbert J. Kappen
ICRA5
2016 Improved deep reinforcement learning for robotics through distribution-based experience retention
abstract
Recent years have seen a growing interest in the use of deep neural networks as function approximators in reinforcement learning. In this paper, an experience replay method is proposed that ensures that the distribution of the experiences used for training is between that of the policy and a uniform distribution. Through experiments on a magnetic manipulation task it is shown that the method reduces the need for sustained exhaustive exploration during learning. This makes it attractive in scenarios where sustained exploration is in-feasible or undesirable, such as for physical systems like robots and for life long learning. The method is also shown to improve the generalization performance of the trained policy, which can make it attractive for transfer learning. Finally, for small experience databases the method performs favorably when compared to the recently proposed alternative of using the temporal difference error to determine the experience sample distribution, which makes it an attractive option for robots with limited memory capacity.
Tim de Bruin, Jens Kober, Karl Tuyls, Robert Babuska
IROS3
2016 Entity resolution in disjoint graphs: An application on genealogical data
abstract
Entity Resolution (ER) is the process of identifying references referring to the same entity from one or more data sources. In the ER process, most existing approaches exploit the content information of references, categorized as content-based ER, or additionally consider linkage information among references, categorized as context-based ER. However, in new applications of ER, such as in the genealogical domain, the very limited linkage information among references results in a disjoint graph in which the existing content-/context-based ER techniques have very limited applicability. Therefore, in this paper we propose first, to use the homophily principle for augmentation of the original input graph by connecting the potential similar references, and second, to use a Random Walk based approach to consider contextual information available for each reference in the augmented graph. We evaluate the proposed method by applying it to a large genealogical dataset and we succeed to predict 420,000 reference matches with precision 92% and discover six novel and informative patterns among them which can not be detected in the original disjoint graph.
Hossein Rahmani 0002, Bijan Ranjbar Sahraei, Gerhard Weiss 0001, Karl Tuyls
Intell. Data Anal.4
2015 On the Skewed Degree Distribution of Hierarchical Networks
abstract
In this paper, a prestige-based evolution process is introduced, which provides a formal framework for the study of linear hierarchies seen in human societies. Due to the deterministic characteristics of the proposed model, we are capable of determining equilibria in closed form. Surprisingly, these stationary points recover the power-law degree distribution as the shared property of the resulting hierarchal networks, explaining the prevalence of hierarchies in societies. This result sheds light on the evolutionary advantages of hierarchies.
Bijan Ranjbar Sahraei, Haitham Bou-Ammar, Karl Tuyls, Gerhard Weiss 0001
ASONAM3
2015 2D-SDF-SLAM: A signed distance function based SLAM frontend for laser scanners
abstract
We introduce a novel approach to simultaneous localization and mapping for robots equipped with a 2D laser scanner. In particular, we propose a fast scan registration algorithm that operates on 2D maps represented as a signed distance function (SDF). Using SDFs as a map representation has several advantages over existing approaches: while classical 2D scan matchers employ brute-force matching to track the position of the robot, signed distance functions are differentiable on large parts of the map. Consequently, efficient minimization techniques such as Gauss-Newton can be applied to find the minimum. In contrast to occupancy grid maps, the environment can be captured with sub-grid cell size precision, which leads to a higher localization accuracy. Furthermore, SDF maps can be triangulated to polygon maps for efficient storage and transfer. In a series of experiments, conducted both in simulation and on a real physical platform, we demonstrate that SDF tracking is more accurate and efficient than previous approaches. We outperform scan matching on occupancy maps in simulation by ~270% in terms of root mean squared deviation (RMSD) with a ~63% lower standard deviation. In the real robot experiments, we obtain a performance advantage of ~14% RMSD with a ~25% lower standard deviation.
Joscha-David Fossel, Karl Tuyls, Jürgen Sturm
IROS2
2015 HiDER: Query-Driven Entity Resolution for Historical Data
Bijan Ranjbar Sahraei, Julia Efremova, Hossein Rahmani 0002, Toon Calders, Karl Tuyls, Gerhard Weiss 0001
ECML/PKDD (3)5
2015 Trading in markets with noisy information: an evolutionary analysis
abstract
We analyse the value of information in a stock market where information can be noisy and costly, using techniques from empirical game theory. Previous work has shown that the value of information follows a J-curve, where averagely informed traders perform below market average, and only insiders prevail. Here we show that both noise and cost can change this picture, in several cases leading to opposite results where insiders perform below market average, and averagely informed traders prevail. Moreover, we investigate the effect of random explorative actions on the market dynamics, showing how these lead to a mix of traders being sustained in equilibrium. These results provide insight into the complexity of real marketplaces, and show under which conditions a broad mix of different trading strategies might be sustainable.
Daan Bloembergen, Daniel Hennes, Peter McBurney, Karl Tuyls
Connect. Sci.4
2015 Evolutionary Dynamics of Multi-Agent Learning: A Survey
abstract
The interaction of multiple autonomous agents gives rise to highly dynamic and nondeterministic environments, contributing to the complexity in applications such as automated financial markets, smart grids, or robotics. Due to the sheer number of situations that may arise, it is not possible to foresee and program the optimal behaviour for all agents beforehand. Consequently, it becomes essential for the success of the system that the agents can learn their optimal behaviour and adapt to new situations or circumstances. The past two decades have seen the emergence of reinforcement learning, both in single and multi-agent settings, as a strong, robust and adaptive learning paradigm. Progress has been substantial, and a wide range of algorithms are now available. An important challenge in the domain of multi-agent learning is to gain qualitative insights into the resulting system dynamics. In the past decade, tools and methods from evolutionary game theory have been successfully employed to study multi-agent learning dynamics formally in strategic interactions. This article surveys the dynamical models that have been derived for various multi-agent reinforcement learning algorithms, making it possible to study and compare them qualitatively. Furthermore, new learning algorithms that have been introduced using these evolutionary game theoretic tools are reviewed. The evolutionary models can be used to study complex strategic interactions. Examples of such analysis are given for the domains of automated trading in stock markets and collision avoidance in multi-robot systems. The paper provides a roadmap on the progress that has been achieved in analysing the evolutionary dynamics of multi-agent learning by highlighting the main results and accomplishments.
Daan Bloembergen, Karl Tuyls, Daniel Hennes, Michael Kaisers
J. Artif. Intell. Res.2
2015 Factored four way conditional restricted Boltzmann machines for activity recognition
Decebal Constantin Mocanu, Haitham Bou-Ammar, Dietwig Lowet, Kurt Driessens, Antonio Liotta, Gerhard Weiss 0001, Karl Tuyls
Pattern Recognit. Lett.7
2015 Metastrategies in Large-Scale Bargaining Settings
abstract
This article presents novel methods for representing and analyzing a special class of multiagent bargaining settings that feature multiple players, large action spaces, and a relationship among players’ goals, tasks, and resources. We show how to reduce these interactions to a set of bilateral normal-form games in which the strategy space is significantly smaller than the original settings while still preserving much of their structural relationship. The method is demonstrated using the Colored Trails (CT) framework, which encompasses a broad family of games and has been used in many past studies. We define a set of heuristics (metastrategies) in multiplayer CT games that make varying assumptions about players’ strategies, such as boundedly rational play and social preferences. We show how these CT settings can be decomposed into canonical bilateral games such as the Prisoners’ Dilemma, Stag Hunt, and Ultimatum games in a way that significantly facilitates their analysis. We demonstrate the feasibility of this approach in separate CT settings involving one-shot and repeated bargaining scenarios, which are subsequently analyzed using evolutionary game-theoretic techniques. We provide a set of necessary conditions for CT games for allowing this decomposition. Our results have significance for multiagent systems researchers in mapping large multiplayer CT task settings to smaller, well-known bilateral normal-form games while preserving some of the structure of the original setting.
Daniel Hennes, Steven de Jong, Karl Tuyls, Kobi Gal
ACM Trans. Intell. Syst. Technol.3
2014 Theory of Cooperation in Complex Social Networks
abstract
This paper presents a theoretical as well as empirical study on the evolution of cooperation on complex social networks, following the continuous action iterated prisoner's dilemma (CAIPD) model. In particular, convergence to network-wide agreement is proven for both evolutionary networks with fixed interaction dynamics, as well as for coevolutionary networks where these dynamics change over time. Moreover, an extension to the CAIPD model is proposed that allows to model influence on the evolution of cooperation in social networks. As such, this work contributes to a better understanding of behavioral change on social networks, and provides a first step towards their active control.
Bijan Ranjbar Sahraei, Haitham Bou-Ammar, Daan Bloembergen, Karl Tuyls, Gerhard Weiss 0001
AAAI4
2014 Insect-Inspired Robot Coordination: Foraging and Coverage
abstract
In this paper we investigate coordination principles inspired by the behaviour of honeybees and ants for coordination purposes in multi-robot systems. Specifically, we study the problem instances of bee-inspired robot Foraging and ant-inspired robot Coverage, where Foraging is the problem of exploring the environment in search of food or provisions and Coverage is the problem of deploying a robotic swarm in the environment with the task of maximising the sensor coverage of the environment. To effectively and efficiently solve both problems, distributed multi-robot coordination is required. For the first problem we investigate a bee-inspired solution method. The second problem is studied using a stigmergic approach. In an extensive set of experiments we first study the feasibility of the proposed multi-robot coordination for robotic swarms with extended resources and discuss the benefits and limitations of using these swarms. Furthermore, as the downsizing in swarm robotics becomes increasingly important with ongoing miniaturization in various applications, the feasibility of the proposed coordination techniques for robotic swarms with limited resources is studied in detail; the practical requirements for overcoming the limitations of these swarms are introduced and the main need to incorporate these robots in real world experiments is discussed.
Sjriek Alers, Karl Tuyls, Bijan Ranjbar Sahraei, Daniel Claes, Gerhard Weiss 0001
ALIFE2
2014 Effects of Evolution on the Emergence of Scale Free Networks
abstract
The evolution of cooperation in social networks, and the emergence of these networks using simple rules of attachment, have both been studied extensively although mostly in separation. In real-world scenarios, however, these two fields are typically intertwined, where individuals’ behavior affect the structural emergence of the network and vice versa. Although much progress has been made in understanding each of the aforementioned fields, many joint characteristics are still unrevealed. In this paper we propose the Simultaneous Emergence and Evolution (SEE) model, aiming at unifying the study of these two fields. The SEE model combines the continuous action prisoner’s dilemma (modeling the evolution of cooperation) with preferential attachment (used to model network emergence), enabling the simultaneous study of both structural emergence and behavioral evolution of social networks. A set of empirical experiments show that the SEE model is capable of generating realistic complex networks, while at the same time allowing for the study of the impact of initial conditions on the evolution of cooperation.
Bijan Ranjbar Sahraei, Dean Bloembergen, Haitham Bou-Ammar, Karl Tuyls, Gerhard Weiss 0001
ALIFE4
2014 Influencing Social Networks: An Optimal Control Study
abstract
We study the evolution of cooperation in social networks, aiming in particular at ways of influencing the behavior in such networks using methods and techniques from optimal control theory. This is of importance to many scenarios where politicians or policy makers strive to push consensus on some topic that may seem suboptimal from individuals' perspectives. To this end, we employ the Continuous Action Iterated Prisoner's Dilemma (CAIPD) as model for the interactions in a social network. This model describes how neighboring nodes influence each other, and in effect determines how different strategies may spread through the network. We extend this model, incorporating a mechanism for external influence on the behavior of individual nodes. Next we prove reachability of an arbitrary network-wide agreement using the Lyapunov's Direct Method. Based on the theory of Linear-Quadratic Trackers we propose a step-wise iterative control algorithm, and show the effectiveness of the proposed controller in various Small World and Scale Free social networks.
Daan Bloembergen, Bijan Ranjbar Sahraei, Haitham Bou-Ammar, Karl Tuyls, Gerhard Weiss 0001
ECAI4
2014 Spatial evolutionary game-theoretic perspective on agent-based complex negotiations
abstract
The complexity of automated negotiation in a multi-issue, incomplete-information and continuous-time environment poses severe challenges, and in recent years many strategies have been proposed in response to this challenge. For the traditional evolution, strategies are studied in games assuming that “globally” negotiates with all other participates. This evaluation, however, is not suited for negotiation settings that are primarily characterized by “local” interactions among the participating agents, that is, settings in which each of possibly many participating agents negotiates only with its local neighbors rather than all other agents. A new class of negotiation games is therefore introduced that take negotiation locality (hence spatial information about the agents) into consideration. It is shown how spatial evolutionary game theory can be used to interpret bilateral negotiation results among state-of-the-art strategies.
Siqi Chen 0001, Jianye Hao, Gerhard Weiss 0001, Karl Tuyls, Ho-fung Leung
ECAI4
2014 Winning the RoboCup@Work 2014 Competition: The smARTLab Approach
Bastian Broecker, Daniel Claes, Joscha-David Fossel, Karl Tuyls
RoboCup4
2014 A decentralized approach for convention emergence in multi-agent systems
Mihail Mihaylov, Karl Tuyls, Ann Nowé
Auton. Agents Multi Agent Syst.2
2013 Conditional Restricted Boltzmann Machines for Negotiations in Highly Competitive and Complex Domains
Siqi Chen 0001, Haitham Bou-Ammar, Karl Tuyls, Gerhard Weiss 0001
IJCAI3
2013 Automatically Mapped Transfer between Reinforcement Learning Tasks via Three-Way Restricted Boltzmann Machines
Haitham Bou-Ammar, Decebal Constantin Mocanu, Matthew E. Taylor, Kurt Driessens, Karl Tuyls, Gerhard Weiss 0001
ECML/PKDD (2)5
2013 How to Win RoboCup@Work? - The Swarmlab@Work Approach Revealed
Sjriek Alers, Daniel Claes, Joscha-David Fossel, Daniel Hennes, Karl Tuyls, Gerhard Weiss 0001
RoboCup5
2012 Evolutionary advantage of foresight in markets
abstract
We analyze the competitive advantage of price signal information for traders in simulated double auctions. Previous work has established that more information about the price development does not guarantee higher performance. In particular, traders with limited information perform below market average and are outperformed by random traders; only insiders beat the market. However, this result has only been shown in markets with a few traders and a uniform distribution over information levels. We present additional simulations of several more realistic information distributions, extending previous findings. In addition, we analyze the market dynamics with an evolutionary model of competing information levels. Results show that the highest information level will dominate if information comes for free. If information is costly, less-informed traders may prevail reflecting a more realistic distribution over information levels.
Daniel Hennes, Daan Bloembergen, Michael Kaisers, Karl Tuyls, Simon Parsons
GECCO4
2012 Collision avoidance under bounded localization uncertainty
abstract
We present a multi-mobile robot collision avoidance system based on the velocity obstacle paradigm. Current positions and velocities of surrounding robots are translated to an efficient geometric representation to determine safe motions. Each robot uses on-board localization and local communication to build the velocity obstacle representation of its surroundings. Our close and error-bounded convex approximation of the localization density distribution results in collision-free paths under uncertainty. While in many algorithms the robots are approximated by circumscribed radii, we use the convex hull to minimize the overestimation in the footprint. Results show that our approach allows for safe navigation even in densely packed environments.
Daniel Claes, Daniel Hennes, Karl Tuyls, Wim Meeussen
IROS3
2011 Self-organizing Synchronicity and Desynchronicity using Reinforcement Learning
Mihail Mihaylov, Yann-Aël Le Borgne, Ann Nowé, Karl Tuyls
ICAART (2)4
2011 Human-inspired computational fairness
abstract
In many common tasks for multi-agent systems, assuming individually rational agents leads to inferior solutions. Numerous researchers found that fairness needs to be considered in addition to individual reward, and proposed valuable computational models of fairness. In this paper, we argue that there are two opportunities for improvement. First, existing models are not specifically tailored to addressing a class of tasks named social dilemmas , even though such tasks are quite common in the context of multi-agent systems. Second, the models generally rely on the assumption that all agents will and can adhere to these models, which is not always the case. We therefore present a novel computational model, i.e., human-inspired computational fairness . Upon being confronted with social dilemmas, humans may apply a number of fully decentralized sanctioning mechanisms to ensure that optimal, fair solutions emerge, even though some participants may be deciding purely on the basis of individual reward. In this paper, we show how these human mechanisms may be computationally modelled, such that fair and optimal solutions emerge from agents being confronted with social dilemmas.
Steven de Jong, Karl Tuyls
Auton. Agents Multi Agent Syst.2
2010 Stigmergic landmark routing: a routing algorithm for wireless mobile ad-hoc networks
abstract
Mobile Ad-hoc Networks (MANETs) pose a challenging problem to routing protocols. They consist of nodes with high mobility and there is no preset infrastructure available. Instead, connections are set-up wirelessly and the radio range is limited. Therefore, each node only perceives its local environment and has no complete information about the rest of the network. Moreover, an ad-hoc created infrastructure between nodes is temporary. Due to node mobility and antenna range, nodes may become unreachable. Nodes are also limited in resources, e.g., battery power and memory. Despite these properties, routing protocols are still able to route in MANETs. However, there is a cost involved. Routing efforts may experience high end-to-end delay, low scalability, and low average performance. In this paper we present a novel Swarm Intelligence routing algorithm for Wireless Mobile Ad-hoc Networks, named Stigmergic Landmark Routing (SLR). It is inspired by the behavior of bees and uses the concept of landmarks to indicate key nodes which store routing information. Consequently, little routing information needs to be stored and maintained in the network. This results in a significant performance increase when compared to state of the art algorithms in networks up to 100 nodes with multiple data sources.
Nyree Lemmens, Karl Tuyls
GECCO2
2010 Evolutionary Dynamics of Regret Minimization
Tomas Klos, Gerrit Jan van Ahee, Karl Tuyls
ECML/PKDD (2)3
2008 Bayes-Relational Learning of Opponent Models from Incomplete Information in No-Limit Poker
Marc J. V. Ponsen, Jan Ramon, Tom Croonenborghs, Kurt Driessens, Karl Tuyls
AAAI5
2008 EvOL-Neuron: Neuronal morphology generation
Ben Torben-Nielsen, Karl Tuyls, Eric O. Postma
Neurocomputing2
2008 Learning to Reach Agreement in a Continuous Ultimatum Game
abstract
It is well-known that acting in an individually rational manner, according to the principles of classical game theory, may lead to sub-optimal solutions in a class of problems named social dilemmas. In contrast, humans generally do not have much difficulty with social dilemmas, as they are able to balance personal benefit and group benefit. As agents in multi-agent systems are regularly confronted with social dilemmas, for instance in tasks such as resource allocation, these agents may benefit from the inclusion of mechanisms thought to facilitate human fairness. Although many of such mechanisms have already been implemented in a multi-agent systems context, their application is usually limited to rather abstract social dilemmas with a discrete set of available strategies (usually two). Given that many real-world examples of social dilemmas are actually continuous in nature, we extend this previous work to more general dilemmas, in which agents operate in a continuous strategy space. The social dilemma under study here is the well-known Ultimatum Game, in which an optimal solution is achieved if agents agree on a common strategy. We investigate whether a scale-free interaction network facilitates agents to reach agreement, especially in the presence of fixed-strategy agents that represent a desired (e.g. human) outcome. Moreover, we study the influence of rewiring in the interaction network. The agents are equipped with continuous-action learning automata and play a large number of random pairwise games in order to establish a common strategy. From our experiments, we may conclude that results obtained in discrete-strategy games can be generalized to continuous-strategy games to a certain extent: a scale-free interaction network structure allows agents to achieve agreement on a common strategy, and rewiring in the interaction network greatly enhances the agents' ability to reach agreement. However, it also becomes clear that some alternative mechanisms, such as reputation and volunteering, have many subtleties involved and do not have convincing beneficial effects in the continuous case.
Steven de Jong, Simon Uyttendaele, Karl Tuyls
J. Artif. Intell. Res.3
2008 Theoretical Advantages of Lenient Learners: An Evolutionary Game Theoretic Perspective
Liviu Panait, Karl Tuyls, Sean Luke
J. Mach. Learn. Res.2
2007 On Phase Transitions in Learning Sparse Networks
Goele Hollanders, Geert Jan Bex, Marc Gyssens, Ronald L. Westra, Karl Tuyls
ECML5
2007 Exploring selfish reinforcement learning in repeated games with stochastic rewards
Katja Verbeeck, Ann Nowé, Johan Parent, Karl Tuyls
Auton. Agents Multi Agent Syst.4
2007 What evolutionary game theory tells us about multiagent learning
Karl Tuyls, Simon Parsons
Artif. Intell.1
2006 Shaping Realistic Neuronal Morphologies: An Evolutionary Computation Method
abstract
Neuronal morphology plays a crucial role in the information processing capabilities of neurons. Despite the importance of morphology for neural functionality, biological data is scarce and hard to obtain. Therefore, virtual neurons are devised to allow extensive modelling and experimenting. The main problem with current virtual-neuron generation methods is that they impose severe a priori constraints on the virtual morphologies. These constraints are based on widespread assumptions and beliefs about the morphology of real neurons. To overcome this problem, we present EvOL-Neuron, a new method based on L-Systems and Evolutionary Computation that imposes a posteriori constraints on candidate virtual neuron morphologies. As a proof of principle, our experiments show the power of the new method. Moreover, our method revealed a limitation in the description of neural morphology in the literature. We empirically show that Hillman's fundamental parameters of neuron morphology are satisfactory but not sufficient to describe neuronal morphology. The results are discussed and an outline for future research is given. We conclude that we succeeded in devising a new method for virtual-neuron generation that does not impose a priori limitations on the virtual-neuron morphology.
Ben Torben-Nielsen, Karl Tuyls, Eric O. Postma
IJCNN2
2006 Inference of Concise DTDs from XML Data
Geert Jan Bex, Frank Neven, Thomas Schwentick, Karl Tuyls
VLDB4
2006 An Evolutionary Dynamical Analysis of Multi-Agent Learning in Iterated Games
Karl Tuyls, Pieter Jan't Hoen, Bram Vanschoenwinkel
Auton. Agents Multi Agent Syst.1
2004 Analyzing Multi-agent Reinforcement Learning Using Evolutionary Dynamics
Pieter Jan't Hoen, Karl Tuyls
ECML2
2003 Extended Replicator Dynamics as a Key to Reinforcement Learning in Multi-agent Systems
Karl Tuyls, Dries Heytens, Ann Nowé, Bernard Manderick
ECML1
2002 Q-Learning in Simulated Robotic Soccer - Large State Spaces and Incomplete Information
Karl Tuyls, Sam Maes, Bernard Manderick
ICMLA1
2002 Reinforcement Learning in Large State Spaces
Karl Tuyls, Sam Maes, Bernard Manderick
RoboCup1