Demonstration venue · read-only. Every page can be browsed; the buttons that would change it are switched off. Create an account to run TaxoReview on your own data. A simulation from public publication records: the people listed were not invited and did not agree to review.
? Tutorial for this page

Matej Moravcik

dblp:149/1276 · also Matej Moravcík · DBLP profile ↗
← Back
5ranked-venue papers
1as first author
0since 2021 · last 2019
—ORCID · none

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

Artificial intelligence and machine learning · 5 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 4 · 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.

Theoretical computer science
3 papers
Algorithmic game theory and mechanism design · 66% Mathematical optimization · 20% Automated reasoning and model checking · 15%
Artificial intelligence
1 paper
Reinforcement learning · 50% Optimization for machine learning · 50%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Algorithmic game theory and mechanism design
imperfect information games
0.622018
AIVAT: A New Variance Reduction Technique for Agent Evaluation in Imperfect Information Games · AAAI 2018
Refining Subgames in Large Imperfect Information Games · AAAI 2016
Machine learning › Reinforcement learning › regret minimization
counterfactual regret minimization
0.412019
Variance Reduction in Monte Carlo Counterfactual Regret Minimization (VR-MCCFR) for Extensive Form Games Using Baselines · AAAI 2019
Machine learning › Optimization for machine learning
variance reduction
0.412019
Variance Reduction in Monte Carlo Counterfactual Regret Minimization (VR-MCCFR) for Extensive Form Games Using Baselines · AAAI 2019
Algorithmic game theory and mechanism design
game solving
0.312018
AIVAT: A New Variance Reduction Technique for Agent Evaluation in Imperfect Information Games · AAAI 2018
Mathematical optimization › stochastic optimization
variance reduction
0.312018
AIVAT: A New Variance Reduction Technique for Agent Evaluation in Imperfect Information Games · AAAI 2018
Automated reasoning and model checking
abstraction
0.212016
Refining Subgames in Large Imperfect Information Games · AAAI 2016
Algorithmic game theory and mechanism design › non-cooperative game
extensive-form games
0.212014
Bounding the Support Size in Extensive Form Games with Imperfect Information · AAAI 2014

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

monte carlo sampling · 0.7policy gradient · 0.4baseline · 0.4value estimation · 0.3game tree search · 0.2exploitability analysis · 0.2
YearPublicationVenuePosition
2019 Variance Reduction in Monte Carlo Counterfactual Regret Minimization (VR-MCCFR) for Extensive Form Games Using Baselines
abstract
Learning strategies for imperfect information games from samples of interaction is a challenging problem. A common method for this setting, Monte Carlo Counterfactual Regret Minimization (MCCFR), can have slow long-term convergence rates due to high variance. In this paper, we introduce a variance reduction technique (VR-MCCFR) that applies to any sampling variant of MCCFR. Using this technique, periteration estimated values and updates are reformulated as a function of sampled values and state-action baselines, similar to their use in policy gradient reinforcement learning. The new formulation allows estimates to be bootstrapped from other estimates within the same episode, propagating the benefits of baselines along the sampled trajectory; the estimates remain unbiased even when bootstrapping from other estimates. Finally, we show that given a perfect baseline, the variance of the value estimates can be reduced to zero. Experimental evaluation shows that VR-MCCFR brings an order of magnitude speedup, while the empirical variance decreases by three orders of magnitude. The decreased variance allows for the first time CFR+ to be used with sampling, increasing the speedup to two orders of magnitude.
Neil Burch, Marc Lanctot, Matej Moravcik, Rudolf Kadlec, Michael H. Bowling
AAAI4
2019 Revisiting CFR+ and Alternating Updates
abstract
The CFR+ algorithm for solving imperfect information games is a variant of the popular CFR algorithm, with faster empirical performance on a range of problems. It was introduced with a theoretical upper bound on solution error, but subsequent work showed an error in one step of the proof. We provide updated proofs to recover the original bound.
Neil Burch, Matej Moravcik
J. Artif. Intell. Res.2
2018 AIVAT: A New Variance Reduction Technique for Agent Evaluation in Imperfect Information Games
abstract
Evaluating agent performance when outcomes are stochastic and agents use randomized strategies can be challenging when there is limited data available. The variance of sampled outcomes may make the simple approach of Monte Carlo sampling inadequate. This is the case for agents playing heads-up no-limit Texas hold'em poker, whereman-machine competitions typically involve multiple days of consistent play by multiple players, but still can (and sometimes did) result in statistically insignificant conclusions. In this paper, we introduce AIVAT, a low variance, provably unbiased value assessment tool that exploits an arbitrary heuristic estimate of state value, as well as the explicit strategy of a subset of the agents. Unlike existing techniques which reduce the variance from chance events, or only consider game ending actions, AIVAT reduces the variance both from choices by nature and by players with a known strategy. The resulting estimator produces results that significantly outperform previous state of the art techniques. It was able to reduce the standard deviation of a Texas hold'em poker man-machine match by 85\% and consequently requires 44 times fewer games to draw the same statistical conclusion. AIVAT enabled the first statistically significant AI victory against professional poker players in no-limit hold'em.Furthermore, the technique was powerful enough to produce statistically significant results versus individual players, not just an aggregate pool of the players. We also used AIVAT to analyze a short series of AI vs human poker tournaments,producing statistical significant results with as few as 28 matches.
Neil Burch, Matej Moravcik, Dustin Morrill, Michael H. Bowling
AAAI3
2016 Refining Subgames in Large Imperfect Information Games
abstract
The leading approach to solving large imperfect information games is to pre-calculate an approximate solution using a simplified abstraction of the full game; that solution is then used to play the original, full-scale game. The abstraction step is necessitated by the size of the game tree. However, as the original game progresses, the remaining portion of the tree (the subgame) becomes smaller. An appealing idea is to use the simplified abstraction to play the early parts of the game and then, once the subgame becomes tractable, to calculate a solution using a finer-grained abstraction in real time, creating a combined final strategy. While this approach is straightforward for perfect information games, it is a much more complex problem for imperfect information games. If the subgame is solved locally, the opponent can alter his play in prior to this subgame to exploit our combined strategy. To prevent this, we introduce the notion of subgame margin, a simple value with appealing properties. If any best response reaches the subgame, the improvement of exploitability of the combined strategy is (at least) proportional to the subgame margin. This motivates subgame refinements resulting in large positive margins. Unfortunately, current techniques either neglect subgame margin (potentially leading to a large negative subgame margin and drastically more exploitable strategies), or guarantee only non-negative subgame margin (possibly producing the original, unrefined strategy, even if much stronger strategies are possible). Our technique remedies this problem by maximizing the subgame margin and is guaranteed to find the optimal solution. We evaluate our technique using one of the top participants of the AAAI-14 Computer Poker Competition, the leading playground for agents in imperfect information setting
Matej Moravcik, Karel Ha, Milan Hladík, Stephen J. Gaukrodger
AAAI1
2014 Bounding the Support Size in Extensive Form Games with Imperfect Information
abstract
It is a well known fact that in extensive form games with perfect information, there is a Nash equilibrium with support of size one. This doesn't hold for games with imperfect information, where the size of minimal support can be larger. We present a dependency between the level of uncertainty and the minimum support size. For many games, there is a big disproportion between the game uncertainty and the number of actions available. In Bayesian extensive games with perfect information, the only uncertainty is about the type of players. In card games, the uncertainty comes from dealing the deck. In these games, we can significantly reduce the support size. Our result applies to general-sum extensive form games with any finite number of players.
Matej Moravcik, Milan Hladík
AAAI2