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Audrunas Gruslys

dblp:153/3106 · DBLP profile ↗
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7ranked-venue papers
3as first author
1since 2021 · last 2023
—ORCID · none

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

Artificial intelligence and machine learning · 6 · 2 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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
6 papers
Reinforcement learning · 72% Multi-agent systems · 8% Robot manipulation · 6%
Theoretical computer science
2 papers
Algorithmic game theory and mechanism design · 100%

Topics — the 16 heaviest of 16, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
multi-agent reinforcement learning
0.722020
Fast computation of Nash Equilibria in Imperfect Information Games · ICML 2020
A Unified Game-Theoretic Approach to Multiagent Reinforcement Learning · NIPS 2017
Machine learning › Reinforcement learning › multi-agent reinforcement learning
credit assignment
0.712023
Quantile Credit Assignment · ICML 2023
Machine learning › Reinforcement learning › policy optimization
policy gradient
0.712023
Quantile Credit Assignment · ICML 2023
Knowledge, reasoning and agents › Multi-agent systems
imperfect information games
0.412020
Fast computation of Nash Equilibria in Imperfect Information Games · ICML 2020
Algorithmic game theory and mechanism design › equilibrium computation
nash equilibrium computation
0.412020
Fast computation of Nash Equilibria in Imperfect Information Games · ICML 2020
Machine learning › Reinforcement learning
actor-critic methods
0.312018
The Reactor: A fast and sample-efficient Actor-Critic agent for Reinforcement Learning · ICLR (Poster) 2018
Machine learning › Reinforcement learning
deep reinforcement learning
0.312018
Deep Q-learning From Demonstrations · AAAI 2018
Robotics › Robot manipulation
learning from demonstration
0.312018
Deep Q-learning From Demonstrations · AAAI 2018
Machine learning › Reinforcement learning › sample efficiency
sample-efficient reinforcement learning
0.312018
The Reactor: A fast and sample-efficient Actor-Critic agent for Reinforcement Learning · ICLR (Poster) 2018
Machine learning › Reinforcement learning
value-based reinforcement learning
0.312018
Deep Q-learning From Demonstrations · AAAI 2018
Machine learning › Reinforcement learning › generalization in reinforcement learning
policy generalization
0.312017
A Unified Game-Theoretic Approach to Multiagent Reinforcement Learning · NIPS 2017
Algorithmic game theory and mechanism design › computational game theory
empirical game-theoretic analysis
0.312017
A Unified Game-Theoretic Approach to Multiagent Reinforcement Learning · NIPS 2017
Machine learning › Efficient and distributed learning › memory-efficient training
gradient checkpointing
0.212016
Memory-Efficient Backpropagation Through Time · NIPS 2016
Machine learning › Deep learning architectures and training
recurrent neural network
0.212016
Memory-Efficient Backpropagation Through Time · NIPS 2016
Machine learning › Reinforcement learning › value function estimation
distributional value estimation
0.212023
Quantile Credit Assignment · ICML 2023
Machine learning › Probabilistic and Bayesian machine learning › statistical inference › parameter estimation
quantile estimation
0.212023
Quantile Credit Assignment · ICML 2023

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

best response · 1.4policy gradient · 0.9mirror ascent · 0.9quantile regression · 0.7hindsight information · 0.7distributional value estimation · 0.7temporal difference learning · 0.3supervised classification · 0.3prioritized replay · 0.3actor-critic · 0.3fictitious play · 0.3double oracle · 0.3deep reinforcement learning · 0.3
YearPublicationVenuePosition
2023 Quantile Credit Assignment
abstract
In reinforcement learning, the credit assignment problem is to distinguish luck from skill, that is, separate the inherent randomness in the environment from the controllable effects of the agent’s actions. This paper proposes two novel algorithms, Quantile Credit Assignment (QCA) and Hindsight QCA (HQCA), which incorporate distributional value estimation to perform credit assignment. QCA uses a network that predicts the quantiles of the return distribution, whereas HQCA additionally incorporates information about the future. Both QCA and HQCA have the appealing interpretation of leveraging an estimate of the quantile level of the return (interpreted as the level of "luck") in order to derive a "luck-dependent" baseline for policy gradient methods. We show theoretically that this approach gives an unbiased policy gradient estimate that can yield significant variance reductions over a standard value estimate baseline. QCA and HQCA significantly outperform prior state-of-the-art methods on a range of extremely difficult credit assignment problems.
Thomas Mesnard, Alaa Saade, Yunhao Tang, Mark Rowland 0001, Theophane Weber, Clare Lyle, Audrunas Gruslys, Michal Valko, Will Dabney, Georg Ostrovski, Eric Moulines, Rémi Munos
ICML8
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
ICML10
2018 Deep Q-learning From Demonstrations
abstract
Deep reinforcement learning (RL) has achieved several high profile successes in difficult decision-making problems. However, these algorithms typically require a huge amount of data before they reach reasonable performance. In fact, their performance during learning can be extremely poor. This may be acceptable for a simulator, but it severely limits the applicability of deep RL to many real-world tasks, where the agent must learn in the real environment. In this paper we study a setting where the agent may access data from previous control of the system. We present an algorithm, Deep Q-learning from Demonstrations (DQfD), that leverages small sets of demonstration data to massively accelerate the learning process even from relatively small amounts of demonstration data and is able to automatically assess the necessary ratio of demonstration data while learning thanks to a prioritized replay mechanism. DQfD works by combining temporal difference updates with supervised classification of the demonstrator’s actions. We show that DQfD has better initial performance than Prioritized Dueling Double Deep Q-Networks (PDD DQN) as it starts with better scores on the first million steps on 41 of 42 games and on average it takes PDD DQN 83 million steps to catch up to DQfD’s performance. DQfD learns to out-perform the best demonstration given in 14 of 42 games. In addition, DQfD leverages human demonstrations to achieve state-of-the-art results for 11 games. Finally, we show that DQfD performs better than three related algorithms for incorporating demonstration data into DQN.
Todd Hester, Matej Vecerík, Olivier Pietquin, Marc Lanctot, Tom Schaul, Bilal Piot, Daniel Horgan, John Quan, Andrew Sendonaris, Ian Osband, Gabriel Dulac-Arnold, John P. Agapiou, Joel Z. Leibo, Audrunas Gruslys
AAAI14
2018 The Reactor: A fast and sample-efficient Actor-Critic agent for Reinforcement Learning
Audrunas Gruslys, Will Dabney, Mohammad Gheshlaghi Azar, Bilal Piot, Marc G. Bellemare, Rémi Munos
ICLR (Poster)1
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
NIPS3
2016 Memory-Efficient Backpropagation Through Time
abstract
We propose a novel approach to reduce memory consumption of the backpropagation through time (BPTT) algorithm when training recurrent neural networks (RNNs). Our approach uses dynamic programming to balance a trade-off between caching of intermediate results and recomputation. The algorithm is capable of tightly fitting within almost any user-set memory budget while finding an optimal execution policy minimizing the computational cost. Computational devices have limited memory capacity and maximizing a computational performance given a fixed memory budget is a practical use-case. We provide asymptotic computational upper bounds for various regimes. The algorithm is particularly effective for long sequences. For sequences of length 1000, our algorithm saves 95\% of memory usage while using only one third more time per iteration than the standard BPTT.
Audrunas Gruslys, Rémi Munos, Ivo Danihelka, Marc Lanctot, Alex Graves
NIPS1
2014 A New Fast Accurate Nonlinear Medical Image Registration Program Including Surface Preserving Regularization
abstract
Recently inexpensive graphical processing units (GPUs) have become established as a viable alternative to traditional CPUs for many medical image processing applications. GPUs offer the potential of very significant improvements in performance at low cost and with low power consumption. One way in which GPU programs differ from traditional CPU programs is that increasingly elaborate calculations per voxel may not impact of the overall processing time because memory accesses can dominate execution time. This paper presents a new GPU based elastic image registration program named Ezys. The Ezys image registration algorithm belongs to the wide class of diffeomorphic demons but uses surface preserving image smoothing and regularization filters designed for a GPU that would be computationally expensive on a CPU. We describe the methods used in Ezys and present results from two important neuroscience applications. Firstly inter-subject registration for transfer of anatomical labels and secondly longitudinal intra-subject registration to quantify atrophy in individual subjects. Both experiments showed that Ezys registration compares favorably with other popular elastic image registration programs. We believe Ezys is a useful tool for neuroscience and other applications, and also demonstrates the value of developing of novel image processing filters specifically designed for GPUs.
Audrunas Gruslys, Julio Acosta-Cabronero, Peter J. Nestor, Guy B. Williams, Richard E. Ansorge
IEEE Trans. Medical Imaging1