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Anton Bakhtin

dblp:136/7890 · DBLP profile ↗
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14ranked-venue papers
5as first author
6since 2021 · last 2023
0000-0002-3320-2341ORCID · corroborated

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

Artificial intelligence and machine learning · 14 · 5 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3Databases, data management, data science and information retrieval · 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
10 papers
Reinforcement learning · 45% Language models and text generation · 13% Planning, search and constraint satisfaction · 13%
Theoretical computer science
2 papers
Algorithmic game theory and mechanism design · 100%

Topics — the 22 heaviest of 24, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
multi-agent reinforcement learning
2.852023
Mastering the Game of No-Press Diplomacy via Human-Regularized Reinforcement Learning and Planning · ICLR 2023
Self-Explaining Deviations for Coordination · NeurIPS 2022
Modeling Strong and Human-Like Gameplay with KL-Regularized Search · ICML 2022
Machine learning › Generative modeling
energy-based model
0.922021
Residual Energy-Based Models for Text · J. Mach. Learn. Res. 2021
Residual Energy-Based Models for Text Generation · ICLR 2020
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing
0.822023
Mastering the Game of No-Press Diplomacy via Human-Regularized Reinforcement Learning and Planning · ICLR 2023
Human-Level Performance in No-Press Diplomacy via Equilibrium Search · ICLR 2021
Knowledge, reasoning and agents › Multi-agent systems
multi-agent coordination
0.612022
Self-Explaining Deviations for Coordination · NeurIPS 2022
Machine learning › Reinforcement learning › multi-agent reinforcement learning
opponent modeling
0.612022
Modeling Strong and Human-Like Gameplay with KL-Regularized Search · ICML 2022
Machine learning › Reinforcement learning
regret minimization
0.612022
Modeling Strong and Human-Like Gameplay with KL-Regularized Search · ICML 2022
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
search-based planning
0.612022
Modeling Strong and Human-Like Gameplay with KL-Regularized Search · ICML 2022
Knowledge, reasoning and agents › Multi-agent systems
equilibrium computation
0.512021
Human-Level Performance in No-Press Diplomacy via Equilibrium Search · ICLR 2021
Algorithmic game theory and mechanism design › equilibrium computation
double oracle algorithm
0.512021
No-Press Diplomacy from Scratch · NeurIPS 2021
Machine learning › Reinforcement learning › multi-agent reinforcement learning › self-play
self-play reinforcement learning
0.412020
Combining Deep Reinforcement Learning and Search for Imperfect-Information Games · NeurIPS 2020
Natural language and speech › Language models and text generation
text generation
0.412020
Residual Energy-Based Models for Text Generation · ICLR 2020
Algorithmic game theory and mechanism design
equilibrium computation
0.412020
Combining Deep Reinforcement Learning and Search for Imperfect-Information Games · NeurIPS 2020
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
nash equilibrium
0.412020
Combining Deep Reinforcement Learning and Search for Imperfect-Information Games · NeurIPS 2020
Machine learning › Efficient and distributed learning
data-efficient learning
0.412019
PHYRE: A New Benchmark for Physical Reasoning · NeurIPS 2019
Natural language and speech › Language models and text generation › large language model › knowledge in language models
language models as knowledge bases
0.412019
Language Models as Knowledge Bases? · EMNLP/IJCNLP (1) 2019
Knowledge, reasoning and agents › Knowledge representation and reasoning › commonsense reasoning
physical reasoning
0.412019
PHYRE: A New Benchmark for Physical Reasoning · NeurIPS 2019
Knowledge, reasoning and agents › Knowledge representation and reasoning
theory of mind
0.212022
Self-Explaining Deviations for Coordination · NeurIPS 2022
Natural language and speech › Language models and text generation › neural language model
autoregressive language model
0.112021
Residual Energy-Based Models for Text · J. Mach. Learn. Res. 2021
Machine learning › Reinforcement learning › multi-agent reinforcement learning
self-play
0.112021
No-Press Diplomacy from Scratch · NeurIPS 2021
Knowledge, reasoning and agents › Multi-agent systems
imperfect information games
0.112020
Combining Deep Reinforcement Learning and Search for Imperfect-Information Games · NeurIPS 2020
Knowledge, reasoning and agents › Knowledge representation and reasoning › knowledge acquisition
knowledge base construction
0.112019
Language Models as Knowledge Bases? · EMNLP/IJCNLP (1) 2019
Performance modeling and evaluation
benchmarking
0.112019
PHYRE: A New Benchmark for Physical Reasoning · NeurIPS 2019

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

equilibrium search · 1.5reinforcement learning · 1.4value iteration · 1.0policy proposal network · 1.0double oracle · 1.0planning · 0.7self-explaining deviations · 0.6improvement maximizing · 0.6imitation learning · 0.6alphazero-style search · 0.6self-play · 0.4search · 0.4deep reinforcement learning · 0.4model-based learning · 0.4
YearPublicationVenuePosition
2023 Mastering the Game of No-Press Diplomacy via Human-Regularized Reinforcement Learning and Planning
Anton Bakhtin, David J. Wu 0002, Adam Lerer, Jonathan Gray, Athul Paul Jacob, Gabriele Farina, Alexander H. Miller, Noam Brown
ICLR1
2022 Modeling Strong and Human-Like Gameplay with KL-Regularized Search
abstract
We consider the task of accurately modeling strong human policies in multi-agent decision-making problems, given examples of human behavior. Imitation learning is effective at predicting human actions but may not match the strength of expert humans (e.g., by sometimes committing blunders), while self-play learning and search techniques such as AlphaZero lead to strong performance but may produce policies that differ markedly from human behavior. In chess and Go, we show that regularized search algorithms that penalize KL divergence from an imitation-learned policy yield higher prediction accuracy of strong humans and better performance than imitation learning alone. We then introduce a novel regret minimization algorithm that is regularized based on the KL divergence from an imitation-learned policy, and show that using this algorithm for search in no-press Diplomacy yields a policy that matches the human prediction accuracy of imitation learning while being substantially stronger.
Athul Paul Jacob, David J. Wu 0002, Gabriele Farina, Adam Lerer, Hengyuan Hu, Anton Bakhtin, Jacob Andreas, Noam Brown
ICML6
2022 Self-Explaining Deviations for Coordination
abstract
Fully cooperative, partially observable multi-agent problems are ubiquitous in the real world. In this paper, we focus on a specific subclass of coordination problems in which humans are able to discover self-explaining deviations (SEDs). SEDs are actions that deviate from the common understanding of what reasonable behavior would be in normal circumstances. They are taken with the intention of causing another agent or other agents to realize, using theory of mind, that the circumstance must be abnormal. We motivate this idea with a real world example and formalize its definition. Next, we introduce an algorithm for improvement maximizing SEDs (IMPROVISED). Lastly, we evaluate IMPROVISED both in an illustrative toy setting and the popular benchmark setting Hanabi, where we show that it can produce so called finesse plays.
Hengyuan Hu, Samuel Sokota, David J. Wu 0002, Anton Bakhtin, Andrei Lupu, Brandon Cui, Jakob N. Foerster
NeurIPS4
2021 Human-Level Performance in No-Press Diplomacy via Equilibrium Search
Jonathan Gray, Adam Lerer, Anton Bakhtin, Noam Brown
ICLR3
2021 No-Press Diplomacy from Scratch
abstract
Prior AI successes in complex games have largely focused on settings with at most hundreds of actions at each decision point. In contrast, Diplomacy is a game with more than 10^20 possible actions per turn. Previous attempts to address games with large branching factors, such as Diplomacy, StarCraft, and Dota, used human data to bootstrap the policy or used handcrafted reward shaping. In this paper, we describe an algorithm for action exploration and equilibrium approximation in games with combinatorial action spaces. This algorithm simultaneously performs value iteration while learning a policy proposal network. A double oracle step is used to explore additional actions to add to the policy proposals. At each state, the target state value and policy for the model training are computed via an equilibrium search procedure. Using this algorithm, we train an agent, DORA, completely from scratch for a popular two-player variant of Diplomacy and show that it achieves superhuman performance. Additionally, we extend our methods to full-scale no-press Diplomacy and for the first time train an agent from scratch with no human data. We present evidence that this agent plays a strategy that is incompatible with human-data bootstrapped agents. This presents the first strong evidence of multiple equilibria in Diplomacy and suggests that self play alone may be insufficient for achieving superhuman performance in Diplomacy.
Anton Bakhtin, David J. Wu 0002, Adam Lerer, Noam Brown
NeurIPS1
2021 Residual Energy-Based Models for Text
abstract
Current large-scale auto-regressive language models display impressive fluency and can generate convincing text. In this work we start by asking the question: Can the generations of these models be reliably distinguished from real text by statistical discriminators? We find experimentally that the answer is affirmative when we have access to the training data for the model, and guardedly affirmative even if we do not. This suggests that the auto-regressive models can be improved by incorporating the (globally normalized) discriminators into the generative process. We give a formalism for this using the Energy-Based Model framework, and show that it indeed improves the results of the generative models, measured both in terms of perplexity and in terms of human evaluation.
Anton Bakhtin, Yuntian Deng, Sam Gross, Myle Ott, Marc'Aurelio Ranzato, Arthur Szlam
J. Mach. Learn. Res.1
2020 Residual Energy-Based Models for Text Generation
Yuntian Deng, Anton Bakhtin, Myle Ott, Arthur Szlam, Marc'Aurelio Ranzato
ICLR2
2020 Combining Deep Reinforcement Learning and Search for Imperfect-Information Games
abstract
The combination of deep reinforcement learning and search at both training and test time is a powerful paradigm that has led to a number of successes in single-agent settings and perfect-information games, best exemplified by AlphaZero. However, prior algorithms of this form cannot cope with imperfect-information games. This paper presents ReBeL, a general framework for self-play reinforcement learning and search that provably converges to a Nash equilibrium in any two-player zero-sum game. In the simpler setting of perfect-information games, ReBeL reduces to an algorithm similar to AlphaZero. Results in two different imperfect-information games show ReBeL converges to an approximate Nash equilibrium. We also show ReBeL achieves superhuman performance in heads-up no-limit Texas hold'em poker, while using far less domain knowledge than any prior poker AI.
Noam Brown, Anton Bakhtin, Adam Lerer, Qucheng Gong
NeurIPS2
2019 Language Models as Knowledge Bases?
abstract
Fabio Petroni, Tim Rocktäschel, Sebastian Riedel, Patrick Lewis, Anton Bakhtin, Yuxiang Wu, Alexander Miller. Proceedings of the 2019 Conference on Empirical Methods in Natural Language Processing and the 9th International Joint Conference on Natural Language Processing (EMNLP-IJCNLP). 2019.
Fabio Petroni, Tim Rocktäschel, Sebastian Riedel 0001, Patrick S. H. Lewis, Anton Bakhtin, Yuxiang Wu, Alexander H. Miller
EMNLP/IJCNLP (1)5
2019 PHYRE: A New Benchmark for Physical Reasoning
abstract
Understanding and reasoning about physics is an important ability of intelligent agents. We develop the PHYRE benchmark for physical reasoning that contains a set of simple classical mechanics puzzles in a 2D physical environment. The benchmark is designed to encourage the development of learning algorithms that are sample-efficient and generalize well across puzzles. We test several modern learning algorithms on PHYRE and find that these algorithms fall short in solving the puzzles efficiently. We expect that PHYRE will encourage the development of novel sample-efficient agents that learn efficient but useful models of physics. For code and to play PHYRE for yourself, please visit https://player.phyre.ai.
Anton Bakhtin, Laurens van der Maaten, Justin Johnson 0001, Laura Gustafson, Ross B. Girshick
NeurIPS1
2018 Dictionary Augmented Sequence-to-Sequence Neural Network for Grapheme to Phoneme Prediction
Antoine Bruguier, Anton Bakhtin, Dravyansh Sharma
INTERSPEECH2
2017 Streaming small-footprint keyword spotting using sequence-to-sequence models
abstract
We develop streaming keyword spotting systems using a recurrent neural network transducer (RNN-T) model: an all-neural, end-to-end trained, sequence-to-sequence model which jointly learns acoustic and language model components. Our models are trained to predict either phonemes or graphemes as subword units, thus allowing us to detect arbitrary keyword phrases, without any out-of-vocabulary words. In order to adapt the models to the requirements of keyword spotting, we propose a novel technique which biases the RNN-T system towards a specific keyword of interest. Our systems are compared against a strong sequence-trained, connectionist temporal classification (CTC) based “keyword-filler” baseline, which is augmented with a separate phoneme language model. Overall, our RNN-T system with the proposed biasing technique significantly improves performance over the baseline system.
Yanzhang He, Rohit Prabhavalkar, Kanishka Rao, Wei Li 0133, Anton Bakhtin, Ian McGraw
ASRU5
2016 On the Efficient Representation and Execution of Deep Acoustic Models
abstract
In this paper we present a simple and computationally efficient quantization scheme that enables us to reduce the resolution of the parameters of a neural network from 32-bit floating point values to 8-bit integer values.The proposed quantization scheme leads to significant memory savings and enables the use of optimized hardware instructions for integer arithmetic, thus significantly reducing the cost of inference.Finally, we propose a 'quantization aware' training process that applies the proposed scheme during network training and find that it allows us to recover most of the loss in accuracy introduced by quantization.We validate the proposed techniques by applying them to a long short-term memory-based acoustic model on an open-ended large vocabulary speech recognition task.
Raziel Alvarez, Rohit Prabhavalkar, Anton Bakhtin
INTERSPEECH3
2013 Predicting the impact of expansion terms using semantic and user interaction features
abstract
Query expansion for Information Retrieval is a challenging task. On the one hand, low quality expansion may hurt either recall, due to vocabulary mismatch, or precision, due to topic drift, and therefore reduce user satisfaction. On the other hand, utilizing a large number of expansion terms for a query may easily lead to resource consumption overhead. As web search engines apply strict constraints on response time, it is essential to estimate the impact of each expansion term on query performance at the pre-retrieval time. Our experimental results confirm that a significant part of expansions do not improve query performance, and it is possible to detect such expansions at the pre-retrieval time.
Anton Bakhtin, Yury Ustinovskiy, Pavel Serdyukov
CIKM1