EDBT 2026 Demo / reviewers in the wild / expert
Iain Dunning
dblp:139/0790
· DBLP profile ↗
8ranked-venue papers
1as first author
0since 2021 · last 2020
0000-0001-6721-5506ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 5Theory of computation · 3 · 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
4 papers |
Reinforcement learning · 46% Multi-agent systems · 26% Knowledge representation and reasoning · 9% | |
| Theoretical computer science
1 paper |
Algorithmic game theory and mechanism design · 100% |
Topics — the 11 heaviest of 12, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
1.1 | 3 | 2020 | The Hanabi challenge: A new frontier for AI research · Artif. Intell. 2020 Bayesian Action Decoder for Deep Multi-Agent Reinforcement Learning · ICML 2019 Inequity aversion improves cooperation in intertemporal social dilemmas · NeurIPS 2018 |
Knowledge, reasoning and agents › Multi-agent systems › game theory
cooperative game |
0.4 | 1 | 2020 | The Hanabi challenge: A new frontier for AI research · Artif. Intell. 2020 |
Knowledge, reasoning and agents › Multi-agent systems
multi-agent collaboration |
0.4 | 1 | 2020 | The Hanabi challenge: A new frontier for AI research · Artif. Intell. 2020 |
Knowledge, reasoning and agents › Knowledge representation and reasoning
theory of mind |
0.4 | 1 | 2020 | The Hanabi challenge: A new frontier for AI research · Artif. Intell. 2020 |
Machine learning › Probabilistic and Bayesian machine learning › statistical inference
bayesian inference |
0.4 | 1 | 2019 | Bayesian Action Decoder for Deep Multi-Agent Reinforcement Learning · ICML 2019 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning under uncertainty
partially observable markov decision process |
0.4 | 1 | 2019 | Bayesian Action Decoder for Deep Multi-Agent Reinforcement Learning · ICML 2019 |
Machine learning › Reinforcement learning › large-scale reinforcement learning › distributed reinforcement learning
actor-learner architecture |
0.3 | 1 | 2018 | IMPALA: Scalable Distributed Deep-RL with Importance Weighted Actor-Learner Architectures · ICML 2018 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
cooperative multi-agent reinforcement learning |
0.3 | 1 | 2018 | Inequity aversion improves cooperation in intertemporal social dilemmas · NeurIPS 2018 |
Machine learning › Reinforcement learning › large-scale reinforcement learning
distributed reinforcement learning |
0.3 | 1 | 2018 | IMPALA: Scalable Distributed Deep-RL with Importance Weighted Actor-Learner Architectures · ICML 2018 |
Knowledge, reasoning and agents › Multi-agent systems › game theory
social dilemmas |
0.3 | 1 | 2018 | Inequity aversion improves cooperation in intertemporal social dilemmas · NeurIPS 2018 |
Machine learning › Efficient and distributed learning
distributed training |
0.1 | 1 | 2018 | IMPALA: Scalable Distributed Deep-RL with Importance Weighted Actor-Learner Architectures · ICML 2018 |
Methods — techniques the papers use, named apart from their topics
multi-agent reinforcement learning · 0.7inequity aversion modeling · 0.7policy gradient · 0.4approximate bayesian update · 0.4v-trace · 0.3off-policy correction · 0.3importance weighting · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | The Hanabi challenge: A new frontier for AI researchabstractFrom the early days of computing, games have been important testbeds for studying how well machines can do sophisticated decision making. In recent years, machine learning has made dramatic advances with artificial agents reaching superhuman performance in challenge domains like Go, Atari, and some variants of poker. As with their predecessors of chess, checkers, and backgammon, these game domains have driven research by providing sophisticated yet well-defined challenges for artificial intelligence practitioners. We continue this tradition by proposing the game of Hanabi as a new challenge domain with novel problems that arise from its combination of purely cooperative gameplay with two to five players and imperfect information. In particular, we argue that Hanabi elevates reasoning about the beliefs and intentions of other agents to the foreground. We believe developing novel techniques for such theory of mind reasoning will not only be crucial for success in Hanabi, but also in broader collaborative efforts, especially those with human partners. To facilitate future research, we introduce the open-source Hanabi Learning Environment, propose an experimental framework for the research community to evaluate algorithmic advances, and assess the performance of current state-of-the-art techniques. Nolan Bard, Jakob N. Foerster, Sarath Chandar, Neil Burch, Marc Lanctot, H. Francis Song, Emilio Parisotto, Vincent Dumoulin, Subhodeep Moitra, Edward Hughes 0001, Iain Dunning, Shibl Mourad, Hugo Larochelle, Marc G. Bellemare, Michael H. Bowling |
Artif. Intell. | 11 |
| 2020 | Relative Robust and Adaptive OptimizationabstractRobust optimization has emerged in the operations research literature as a tractable and practical way to model uncertainty in optimization problems. Early approaches focused on relative worst-case... Dimitris Bertsimas, Iain Dunning |
INFORMS J. Comput. | 2 |
| 2019 | Bayesian Action Decoder for Deep Multi-Agent Reinforcement LearningabstractWhen observing the actions of others, humans make inferences about why they acted as they did, and what this implies about the world; humans also use the fact that their actions will be interpreted in this manner, allowing them to act informatively and thereby communicate efficiently with others. Although learning algorithms have recently achieved superhuman performance in a number of two-player, zero-sum games, scalable multi-agent reinforcement learning algorithms that can discover effective strategies and conventions in complex, partially observable settings have proven elusive. We present the Bayesian action decoder (BAD), a new multi-agent learning method that uses an approximate Bayesian update to obtain a public belief that conditions on the actions taken by all agents in the environment. BAD introduces a new Markov decision process, the public belief MDP, in which the action space consists of all deterministic partial policies, and exploits the fact that an agent acting only on this public belief state can still learn to use its private information if the action space is augmented to be over all partial policies mapping private information into environment actions. The Bayesian update is closely related to the theory of mind reasoning that humans carry out when observing others’ actions. We first validate BAD on a proof-of-principle two-step matrix game, where it outperforms policy gradient methods; we then evaluate BAD on the challenging, cooperative partial-information card game Hanabi, where, in the two-player setting, it surpasses all previously published learning and hand-coded approaches, establishing a new state of the art. Jakob N. Foerster, H. Francis Song, Edward Hughes 0001, Neil Burch, Iain Dunning, Shimon Whiteson, Matt M. Botvinick, Michael H. Bowling |
ICML | 5 |
| 2018 | IMPALA: Scalable Distributed Deep-RL with Importance Weighted Actor-Learner ArchitecturesabstractIn this work we aim to solve a large collection of tasks using a single reinforcement learning agent with a single set of parameters. A key challenge is to handle the increased amount of data and extended training time. We have developed a new distributed agent IMPALA (Importance Weighted Actor-Learner Architecture) that not only uses resources more efficiently in single-machine training but also scales to thousands of machines without sacrificing data efficiency or resource utilisation. We achieve stable learning at high throughput by combining decoupled acting and learning with a novel off-policy correction method called V-trace. We demonstrate the effectiveness of IMPALA for multi-task reinforcement learning on DMLab-30 (a set of 30 tasks from the DeepMind Lab environment (Beattie et al., 2016)) and Atari57 (all available Atari games in Arcade Learning Environment (Bellemare et al., 2013a)). Our results show that IMPALA is able to achieve better performance than previous agents with less data, and crucially exhibits positive transfer between tasks as a result of its multi-task approach. Lasse Espeholt, Hubert Soyer, Rémi Munos, Karen Simonyan, Volodymyr Mnih, Tom Ward, Yotam Doron, Vlad Firoiu, Tim Harley, Iain Dunning, Shane Legg, Koray Kavukcuoglu |
ICML | 10 |
| 2018 | Inequity aversion improves cooperation in intertemporal social dilemmasabstractGroups of humans are often able to find ways to cooperate with one another in complex, temporally extended social dilemmas. Models based on behavioral economics are only able to explain this phenomenon for unrealistic stateless matrix games. Recently, multi-agent reinforcement learning has been applied to generalize social dilemma problems to temporally and spatially extended Markov games. However, this has not yet generated an agent that learns to cooperate in social dilemmas as humans do. A key insight is that many, but not all, human individuals have inequity averse social preferences. This promotes a particular resolution of the matrix game social dilemma wherein inequity-averse individuals are personally pro-social and punish defectors. Here we extend this idea to Markov games and show that it promotes cooperation in several types of sequential social dilemma, via a profitable interaction with policy learnability. In particular, we find that inequity aversion improves temporal credit assignment for the important class of intertemporal social dilemmas. These results help explain how large-scale cooperation may emerge and persist. Edward Hughes 0001, Joel Z. Leibo, Matthew Phillips, Karl Tuyls, Edgar A. Duéñez-Guzmán, Antonio García Castañeda, Iain Dunning, Tina Zhu, Kevin R. McKee, Raphael Koster, Heather Roff, Thore Graepel |
NeurIPS | 7 |
| 2018 | Learning Fast Optimizers for Contextual Stochastic Integer Programs
Vinod Nair, Krishnamurthy Dvijotham, Iain Dunning, Oriol Vinyals |
UAI | 3 |
| 2018 | What Works Best When? A Systematic Evaluation of Heuristics for Max-Cut and QUBOabstractThough empirical testing is broadly used to evaluate heuristics, there are shortcomings with how it is often applied in practice. In a systematic review of Max-Cut and quadratic unconstrained binary optimization (QUBO) heuristics papers, we found only 4% publish source code, only 14% compare heuristics with identical termination criteria, and most experiments are performed with an artificial, homogeneous set of problem instances. To address these limitations, we implement and release as open-source a code-base of 10 Max-Cut and 27 QUBO heuristics. We perform heuristic evaluation using cloud computing on a library of 3,296 instances. This large-scale evaluation provides insight into the types of problem instances for which each heuristic performs well or poorly. Because no single heuristic outperforms all others across all problem instances, we use machine learning to predict which heuristic will work best on a previously unseen problem instance, a key question facing practitioners. The online supplement is available at https://doi.org/10.1287/ijoc.2017.0798 . Iain Dunning, Swati Gupta 0001, John Silberholz |
INFORMS J. Comput. | 1 |
| 2015 | Computing in Operations Research Using JuliaabstractThe state of numerical computing is currently characterized by a divide between highly efficient yet typically cumbersome low-level languages such as C, C++, and Fortran and highly expressive yet typically slow high-level languages such as Python and MATLAB. This paper explores how Julia, a modern programming language for numerical computing that claims to bridge this divide by incorporating recent advances in language and compiler design (such as just-in-time compilation), can be used for implementing software and algorithms fundamental to the field of operations research, with a focus on mathematical optimization. In particular, we demonstrate algebraic modeling for linear and nonlinear optimization and a partial implementation of a practical simplex code. Extensive cross-language benchmarks suggest that Julia is capable of obtaining state-of-the-art performance. Data, as supplemental material, are available at http://dx.doi.org/10.1287/ijoc.2014.0623 . Miles Lubin, Iain Dunning |
INFORMS J. Comput. | 2 |