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Andrea Tacchetti

dblp:127/6624 · DBLP profile ↗
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11ranked-venue papers
4as first author
4since 2021 · last 2024
0000-0001-9311-9171ORCID · corroborated

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

Artificial intelligence and machine learning · 8 · 3 first-author · 3 since 2021Computer networks · 1 · 1 since 2021Theory of computation · 1Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
8 papers
Reinforcement learning · 45% Multi-agent systems · 12% Generative modeling · 10%
Theoretical computer science
2 papers
Algorithmic game theory and mechanism design · 100%

Topics — the 21 heaviest of 23, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
multi-agent reinforcement learning
1.222024
Teamwork Reinforcement Learning With Concave Utilities · IEEE Trans. Mob. Comput. 2024
Learning to Play No-Press Diplomacy with Best Response Policy Iteration · NeurIPS 2020
Algorithmic game theory and mechanism design
equilibrium computation
1.222024
Generative Adversarial Equilibrium Solvers · ICLR 2024
Learning to Play No-Press Diplomacy with Best Response Policy Iteration · NeurIPS 2020
Machine learning › Reinforcement learning › safe reinforcement learning
constrained policy optimization
0.812024
Teamwork Reinforcement Learning With Concave Utilities · IEEE Trans. Mob. Comput. 2024
Machine learning › Generative modeling
generative adversarial network
0.812024
Generative Adversarial Equilibrium Solvers · ICLR 2024
Machine learning › Reinforcement learning
policy optimization
0.812024
Teamwork Reinforcement Learning With Concave Utilities · IEEE Trans. Mob. Comput. 2024
Algorithmic game theory and mechanism design › market equilibrium
competitive equilibrium
0.812024
Generative Adversarial Equilibrium Solvers · ICLR 2024
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
generalized nash equilibrium
0.812024
Generative Adversarial Equilibrium Solvers · ICLR 2024
Knowledge, reasoning and agents › Multi-agent systems
equilibrium computation
0.612022
Turbocharging Solution Concepts: Solving NEs, CEs and CCEs with Neural Equilibrium Solvers · NeurIPS 2022
Machine learning › Deep learning architectures and training
equivariant neural network
0.612022
Turbocharging Solution Concepts: Solving NEs, CEs and CCEs with Neural Equilibrium Solvers · NeurIPS 2022
Machine learning › Reinforcement learning › dynamic programming
policy iteration
0.412020
Learning to Play No-Press Diplomacy with Best Response Policy Iteration · NeurIPS 2020
Algorithmic game theory and mechanism design › learning in games
fictitious play
0.412020
Learning to Play No-Press Diplomacy with Best Response Policy Iteration · NeurIPS 2020
Machine learning › Reinforcement learning
model-based reinforcement learning
0.412019
Relational Forward Models for Multi-Agent Learning · ICLR (Poster) 2019
Knowledge, reasoning and agents › Multi-agent systems
multi-agent learning
0.412019
Relational Forward Models for Multi-Agent Learning · ICLR (Poster) 2019
Machine learning › Transfer learning and domain adaptation
few-shot learning
0.312018
Trading robust representations for sample complexity through self-supervised visual experience · NeurIPS 2018
Machine learning › Representation and self-supervised learning › representation learning › unsupervised representation learning
self-supervised representation learning
0.312018
Trading robust representations for sample complexity through self-supervised visual experience · NeurIPS 2018
Machine learning › Graph learning
learned physical simulation
0.312017
Visual Interaction Networks: Learning a Physics Simulator from Video · NIPS 2017
Computer vision › 3D vision › 3d scene understanding
physical scene understanding
0.312017
Visual Interaction Networks: Learning a Physics Simulator from Video · NIPS 2017
Machine learning › Probabilistic and Bayesian machine learning › statistical inference › regression
least squares regression
0.212013
GURLS: a least squares library for supervised learning · J. Mach. Learn. Res. 2013
Machine learning › Learning paradigms
supervised learning
0.212013
GURLS: a least squares library for supervised learning · J. Mach. Learn. Res. 2013
Machine learning › Representation and self-supervised learning › representation learning › embedding learning
image embedding
0.112018
Trading robust representations for sample complexity through self-supervised visual experience · NeurIPS 2018
Machine learning › Deep learning architectures and training
convolutional neural network
0.112017
Visual Interaction Networks: Learning a Physics Simulator from Video · NIPS 2017

Methods — techniques the papers use, named apart from their topics

neural network function approximation · 1.5generative adversarial learning · 1.5deep reinforcement learning · 0.9approximate best response operator · 0.9reward shaping · 0.8min-max optimization · 0.8duality · 0.8relative entropy minimization · 0.6equivariant neural network · 0.6graph neural network · 0.4
YearPublicationVenuePosition
2024 Generative Adversarial Equilibrium Solvers
abstract
We introduce the use of generative adversarial learning to compute equilibria in general game-theoretic settings, specifically the generalized Nash equilibrium (GNE) in pseudo-games, and its specific instantiation as the competitive equilibrium (CE) in Arrow-Debreu competitive economies. Pseudo-games are a generalization of games in which players' actions affect not only the payoffs of other players but also their feasible action spaces. Although the computation of GNE and CE is intractable in the worst-case, i.e., PPAD-hard, in practice, many applications only require solutions with high accuracy in expectation over a distribution of problem instances. We introduce Generative Adversarial Equilibrium Solvers (GAES): a family of generative adversarial neural networks that can learn GNE and CE from only a sample of problem instances. We provide computational and sample complexity bounds for Lipschitz-smooth function approximators in a large class of concave pseudo-games, and apply the framework to finding Nash equilibria in normal-form games, CE in Arrow-Debreu competitive economies, and GNE in an environmental economic model of the Kyoto mechanism.
Denizalp Goktas, David C. Parkes, Ian Gemp, Luke Marris, Georgios Piliouras, Romuald Elie, Guy Lever, Andrea Tacchetti
ICLR8
2024 Teamwork Reinforcement Learning With Concave Utilities
abstract
Complex reinforcement learning (RL) tasks often require a divide-and-conquer approach, where a large task is divided into pieces and solved by individual agents. In this paper, we study a teamwork RL setting where individual agents make decisions on disjoint subsets (blocks) of the state space and have private interests (reward functions), while the entire team aims to maximize a general long-term team utility function and may be subject to constraints. This team utility, which is not necessarily a cumulative sum of rewards, is modeled as a nonlinear function of the team's joint state-action occupancy distribution. By leveraging the inherent duality of policy optimization, we propose a min-max multi-block policy optimization framework to decompose the overall problem into individual local tasks. This enables a federated teamwork mechanism where a team lead coordinates individual agents via reward shaping, and each agent solves its local task defined only on its local state subset. We analyze the convergence of this teamwork policy optimization mechanism and establish an$O(1/T)$convergence rate to the team's joint optimum. This mechanism allows team members to jointly find the global socially optimal policy while keeping their local privacy.
Junyu Zhang 0002, Andrea Tacchetti, Mengdi Wang 0001, Ian Gemp
IEEE Trans. Mob. Comput.4
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
NeurIPS4
2021 Evaluating Strategic Structures in Multi-Agent Inverse Reinforcement Learning
abstract
A core question in multi-agent systems is understanding the motivations for an agent's actions based on their behavior. Inverse reinforcement learning provides a framework for extracting utility functions from observed agent behavior, casting the problem as finding domain parameters which induce such a behavior from rational decision makers. We show how to efficiently and scalably extend inverse reinforcement learning to multi-agent settings, by reducing the multi-agent problem to N single-agent problems while still satisfying rationality conditions such as strong rationality. However, we observe that rewards learned naively tend to lack insightful structure, which causes them to produce undesirable behavior when optimized in games with different players from those encountered during training. We further investigate conditions under which rewards or utility functions can be precisely identified, on problem domains such as normal-form and Markov games, as well as auctions, where we show we can learn reward functions that properly generalize to new settings.
Justin Fu, Andrea Tacchetti, Julien Pérolat, Yoram Bachrach
J. Artif. Intell. Res.2
2020 Learning to Play No-Press Diplomacy with Best Response Policy Iteration
abstract
Recent 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
NeurIPS3
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)1
2018 Trading robust representations for sample complexity through self-supervised visual experience
abstract
Learning in small sample regimes is among the most remarkable features of the human perceptual system. This ability is related to robustness to transformations, which is acquired through visual experience in the form of weak- or self-supervision during development. We explore the idea of allowing artificial systems to learn representations of visual stimuli through weak supervision prior to downstream supervised tasks. We introduce a novel loss function for representation learning using unlabeled image sets and video sequences, and experimentally demonstrate that these representations support one-shot learning and reduce the sample complexity of multiple recognition tasks. We establish the existence of a trade-off between the sizes of weakly supervised, automatically obtained from video sequences, and fully supervised data sets. Our results suggest that equivalence sets other than class labels, which are abundant in unlabeled visual experience, can be used for self-supervised learning of semantically relevant image embeddings.
Andrea Tacchetti, Stephen Voinea, Georgios Evangelopoulos
NeurIPS1
2017 Visual Interaction Networks: Learning a Physics Simulator from Video
abstract
From just a glance, humans can make rich predictions about the future of a wide range of physical systems. On the other hand, modern approaches from engineering, robotics, and graphics are often restricted to narrow domains or require information about the underlying state. We introduce the Visual Interaction Network, a general-purpose model for learning the dynamics of a physical system from raw visual observations. Our model consists of a perceptual front-end based on convolutional neural networks and a dynamics predictor based on interaction networks. Through joint training, the perceptual front-end learns to parse a dynamic visual scene into a set of factored latent object representations. The dynamics predictor learns to roll these states forward in time by computing their interactions, producing a predicted physical trajectory of arbitrary length. We found that from just six input video frames the Visual Interaction Network can generate accurate future trajectories of hundreds of time steps on a wide range of physical systems. Our model can also be applied to scenes with invisible objects, inferring their future states from their effects on the visible objects, and can implicitly infer the unknown mass of objects. This work opens new opportunities for model-based decision-making and planning from raw sensory observations in complex physical environments.
Nicholas Watters, Daniel Zoran, Theophane Weber, Peter W. Battaglia, Razvan Pascanu, Andrea Tacchetti
NIPS6
2017 Invariant recognition drives neural representations of action sequences
abstract
Recognizing the actions of others from visual stimuli is a crucial aspect of human perception that allows individuals to respond to social cues. Humans are able to discriminate between similar actions despite transformations, like changes in viewpoint or actor, that substantially alter the visual appearance of a scene. This ability to generalize across complex transformations is a hallmark of human visual intelligence. Advances in understanding action recognition at the neural level have not always translated into precise accounts of the computational principles underlying what representations of action sequences are constructed by human visual cortex. Here we test the hypothesis that invariant action discrimination might fill this gap. Recently, the study of artificial systems for static object perception has produced models, Convolutional Neural Networks (CNNs), that achieve human level performance in complex discriminative tasks. Within this class, architectures that better support invariant object recognition also produce image representations that better match those implied by human and primate neural data. However, whether these models produce representations of action sequences that support recognition across complex transformations and closely follow neural representations of actions remains unknown. Here we show that spatiotemporal CNNs accurately categorize video stimuli into action classes, and that deliberate model modifications that improve performance on an invariant action recognition task lead to data representations that better match human neural recordings. Our results support our hypothesis that performance on invariant discrimination dictates the neural representations of actions computed in the brain. These results broaden the scope of the invariant recognition framework for understanding visual intelligence from perception of inanimate objects and faces in static images to the study of human perception of action sequences.
Andrea Tacchetti, Leyla Isik, Tomaso A. Poggio
PLoS Comput. Biol.1
2016 Unsupervised learning of invariant representations
Fabio Anselmi, Joel Z. Leibo, Lorenzo Rosasco, Jim Mutch, Andrea Tacchetti, Tomaso A. Poggio
Theor. Comput. Sci.5
2013 GURLS: a least squares library for supervised learning
Andrea Tacchetti, Pavan Kumar Mallapragada, Matteo Santoro, Lorenzo Rosasco
J. Mach. Learn. Res.1