EDBT 2026 Demo / reviewers in the wild / expert
Julien Pérolat
dblp:154/4892
· DBLP profile ↗
27ranked-venue papers
8as first author
6since 2021 · last 2022
—ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 27 · 8 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 2 since 2021
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
18 papers |
Reinforcement learning · 74% Multi-agent systems · 15% Learning theory · 5% | |
| Theoretical computer science
11 papers |
Algorithmic game theory and mechanism design · 95% Mathematical optimization · 5% |
Topics — the 30 heaviest of 38, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
4.1 | 11 | 2022 | Generalization in Mean Field Games by Learning Master Policies · AAAI 2022 Learning to Play No-Press Diplomacy with Best Response Policy Iteration · NeurIPS 2020 Fast computation of Nash Equilibria in Imperfect Information Games · ICML 2020 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
mean field games |
2.5 | 5 | 2022 | Scalable Deep Reinforcement Learning Algorithms for Mean Field Games · ICML 2022 Generalization in Mean Field Games by Learning Master Policies · AAAI 2022 Mean Field Games Flock! The Reinforcement Learning Way · IJCAI 2021 |
Algorithmic game theory and mechanism design
equilibrium computation |
1.3 | 3 | 2021 | From Poincaré Recurrence to Convergence in Imperfect Information Games: Finding Equilibrium via Regularization · ICML 2021 Learning to Play No-Press Diplomacy with Best Response Policy Iteration · NeurIPS 2020 Computing Approximate Equilibria in Sequential Adversarial Games by Exploitability Descent · IJCAI 2019 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning › equilibrium learning
fictitious play |
1.0 | 2 | 2022 | Scalable Deep Reinforcement Learning Algorithms for Mean Field Games · ICML 2022 Fictitious Play for Mean Field Games: Continuous Time Analysis and Applications · NeurIPS 2020 |
Knowledge, reasoning and agents › Multi-agent systems › game theory
nash equilibrium |
0.6 | 1 | 2022 | Generalization in Mean Field Games by Learning Master Policies · AAAI 2022 |
Machine learning › Reinforcement learning
policy learning |
0.6 | 1 | 2022 | Generalization in Mean Field Games by Learning Master Policies · AAAI 2022 |
Knowledge, reasoning and agents › Multi-agent systems › collective behavior › swarm behavior › collective motion
flocking |
0.5 | 1 | 2021 | Mean Field Games Flock! The Reinforcement Learning Way · IJCAI 2021 |
Machine learning › Learning theory › online learning › no-regret algorithms
follow-the-regularized-leader |
0.5 | 1 | 2021 | From Poincaré Recurrence to Convergence in Imperfect Information Games: Finding Equilibrium via Regularization · ICML 2021 |
Algorithmic game theory and mechanism design
imperfect information games |
0.5 | 1 | 2021 | From Poincaré Recurrence to Convergence in Imperfect Information Games: Finding Equilibrium via Regularization · ICML 2021 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
markov games |
0.5 | 2 | 2016 | Softened Approximate Policy Iteration for Markov Games · ICML 2016 Approximate Dynamic Programming for Two-Player Zero-Sum Markov Games · ICML 2015 |
Machine learning › Optimization for machine learning
convergence analysis |
0.4 | 1 | 2020 | On the Convergence of Model Free Learning in Mean Field Games · AAAI 2020 |
Knowledge, reasoning and agents › Multi-agent systems
imperfect information games |
0.4 | 1 | 2020 | Fast computation of Nash Equilibria in Imperfect Information Games · ICML 2020 |
Knowledge, reasoning and agents › Multi-agent systems
multi-agent learning |
0.4 | 1 | 2020 | A Generalized Training Approach for Multiagent Learning · ICLR 2020 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning › equilibrium learning
nash equilibrium convergence |
0.4 | 1 | 2020 | Fictitious Play for Mean Field Games: Continuous Time Analysis and Applications · NeurIPS 2020 |
Machine learning › Reinforcement learning › dynamic programming
policy iteration |
0.4 | 1 | 2020 | Learning to Play No-Press Diplomacy with Best Response Policy Iteration · NeurIPS 2020 |
Algorithmic game theory and mechanism design › learning in games
fictitious play |
0.4 | 1 | 2020 | Learning to Play No-Press Diplomacy with Best Response Policy Iteration · NeurIPS 2020 |
Algorithmic game theory and mechanism design › equilibrium computation
nash equilibrium computation |
0.4 | 1 | 2020 | Fast computation of Nash Equilibria in Imperfect Information Games · ICML 2020 |
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
nash equilibrium |
0.4 | 2 | 2018 | Re-evaluating evaluation · NeurIPS 2018 Actor-Critic Policy Optimization in Partially Observable Multiagent Environments · NeurIPS 2018 |
Knowledge, reasoning and agents › Multi-agent systems › multi-agent systems engineering
multi-agent evaluation |
0.4 | 1 | 2019 | Multiagent Evaluation under Incomplete Information · NeurIPS 2019 |
Knowledge, reasoning and agents › Knowledge representation and reasoning
open-world learning |
0.4 | 1 | 2019 | Open-ended learning in symmetric zero-sum games · ICML 2019 |
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts › nash equilibrium
approximate nash equilibrium |
0.4 | 1 | 2019 | Computing Approximate Equilibria in Sequential Adversarial Games by Exploitability Descent · IJCAI 2019 |
Algorithmic game theory and mechanism design › non-cooperative game › strategic game
non-transitive games |
0.4 | 1 | 2019 | Open-ended learning in symmetric zero-sum games · ICML 2019 |
Algorithmic game theory and mechanism design
zero-sum game |
0.4 | 1 | 2019 | Open-ended learning in symmetric zero-sum games · ICML 2019 |
Machine learning › Reinforcement learning
partially observable reinforcement learning |
0.3 | 1 | 2018 | Actor-Critic Policy Optimization in Partially Observable Multiagent Environments · NeurIPS 2018 |
Machine learning › Reinforcement learning › policy optimization
policy gradient |
0.3 | 1 | 2018 | Actor-Critic Policy Optimization in Partially Observable Multiagent Environments · NeurIPS 2018 |
Machine learning › Reinforcement learning
regret minimization |
0.3 | 1 | 2018 | Actor-Critic Policy Optimization in Partially Observable Multiagent Environments · NeurIPS 2018 |
Machine learning › Reinforcement learning
deep reinforcement learning |
0.3 | 1 | 2017 | A multi-agent reinforcement learning model of common-pool resource appropriation · NIPS 2017 |
Machine learning › Reinforcement learning › generalization in reinforcement learning
policy generalization |
0.3 | 1 | 2017 | A Unified Game-Theoretic Approach to Multiagent Reinforcement Learning · NIPS 2017 |
Algorithmic game theory and mechanism design › computational game theory
empirical game-theoretic analysis |
0.3 | 1 | 2017 | A Unified Game-Theoretic Approach to Multiagent Reinforcement Learning · NIPS 2017 |
Machine learning › Reinforcement learning › dynamic programming › policy iteration
approximate policy iteration |
0.2 | 1 | 2016 | Softened Approximate Policy Iteration for Markov Games · ICML 2016 |
Methods — techniques the papers use, named apart from their topics
deep reinforcement learning · 2.4fictitious play · 1.8best response · 1.4function approximation · 1.4regularization · 1.0poincaré recurrence · 1.0online mirror descent · 0.6neural network approximation · 0.6neural network · 0.6distillation · 0.6policy gradient · 0.4mirror ascent · 0.4approximate best response operator · 0.4rectified nash response · 0.4game-theoretic niching · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2022 | Generalization in Mean Field Games by Learning Master PoliciesabstractMean Field Games (MFGs) can potentially scale multi-agent systems to extremely large populations of agents. Yet, most of the literature assumes a single initial distribution for the agents, which limits the practical applications of MFGs. Machine Learning has the potential to solve a wider diversity of MFG problems thanks to generalizations capacities. We study how to leverage these generalization properties to learn policies enabling a typical agent to behave optimally against any population distribution. In reference to the Master equation in MFGs, we coin the term “Master policies” to describe them and we prove that a single Master policy provides a Nash equilibrium, whatever the initial distribution. We propose a method to learn such Master policies. Our approach relies on three ingredients: adding the current population distribution as part of the observation, approximating Master policies with neural networks, and training via Reinforcement Learning and Fictitious Play. We illustrate on numerical examples not only the efficiency of the learned Master policy but also its generalization capabilities beyond the distributions used for training. Sarah Perrin, Mathieu Laurière, Julien Pérolat, Romuald Elie, Matthieu Geist, Olivier Pietquin |
AAAI | 3 |
| 2022 | Scalable Deep Reinforcement Learning Algorithms for Mean Field GamesabstractMean Field Games (MFGs) have been introduced to efficiently approximate games with very large populations of strategic agents. Recently, the question of learning equilibria in MFGs has gained momentum, particularly using model-free reinforcement learning (RL) methods. One limiting factor to further scale up using RL is that existing algorithms to solve MFGs require the mixing of approximated quantities such as strategies or $q$-values. This is far from being trivial in the case of non-linear function approximation that enjoy good generalization properties, e.g. neural networks. We propose two methods to address this shortcoming. The first one learns a mixed strategy from distillation of historical data into a neural network and is applied to the Fictitious Play algorithm. The second one is an online mixing method based on regularization that does not require memorizing historical data or previous estimates. It is used to extend Online Mirror Descent. We demonstrate numerically that these methods efficiently enable the use of Deep RL algorithms to solve various MFGs. In addition, we show that these methods outperform SotA baselines from the literature. Mathieu Laurière, Sarah Perrin, Sertan Girgin, Paul Muller, Theophile Cabannes, Georgios Piliouras, Julien Pérolat, Romuald Elie, Olivier Pietquin, Matthieu Geist |
ICML | 8 |
| 2021 | From Poincaré Recurrence to Convergence in Imperfect Information Games: Finding Equilibrium via RegularizationabstractIn this paper we investigate the Follow the Regularized Leader dynamics in sequential imperfect information games (IIG). We generalize existing results of Poincar{é} recurrence from normal-form games to zero-sum two-player imperfect information games and other sequential game settings. We then investigate how adapting the reward (by adding a regularization term) of the game can give strong convergence guarantees in monotone games. We continue by showing how this reward adaptation technique can be leveraged to build algorithms that converge exactly to the Nash equilibrium. Finally, we show how these insights can be directly used to build state-of-the-art model-free algorithms for zero-sum two-player Imperfect Information Games (IIG). Julien Pérolat, Rémi Munos, Jean-Baptiste Lespiau, Shayegan Omidshafiei, Mark Rowland 0001, Pedro A. Ortega, Neil Burch, Thomas W. Anthony 0001, David Balduzzi, Bart De Vylder, Georgios Piliouras, Marc Lanctot, Karl Tuyls |
ICML | 1 |
| 2021 | Mean Field Games Flock! The Reinforcement Learning WayabstractWe present a method enabling a large number of agents to learn how to flock. This problem has drawn a lot of interest but requires many structural assumptions and is tractable only in small dimensions. We phrase this problem as a Mean Field Game (MFG), where each individual chooses its own acceleration depending on the population behavior. Combining Deep Reinforcement Learning (RL) and Normalizing Flows (NF), we obtain a tractable solution requiring only very weak assumptions. Our algorithm finds a Nash Equilibrium and the agents adapt their velocity to match the neighboring flock’s average one. We use Fictitious Play and alternate: (1) computing an approximate best response with Deep RL, and (2) estimating the next population distribution with NF. We show numerically that our algorithm can learn multi-group or high-dimensional flocking with obstacles. Sarah Perrin, Mathieu Laurière, Julien Pérolat, Matthieu Geist, Romuald Elie, Olivier Pietquin |
IJCAI | 3 |
| 2021 | Evaluating Strategic Structures in Multi-Agent Inverse Reinforcement LearningabstractA 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. | 3 |
| 2021 | Game Plan: What AI can do for Football, and What Football can do for AIabstractThe rapid progress in artificial intelligence (AI) and machine learning has opened unprecedented analytics possibilities in various team and individual sports, including baseball, basketball, and tennis. More recently, AI techniques have been applied to football, due to a huge increase in data collection by professional teams, increased computational power, and advances in machine learning, with the goal of better addressing new scientific challenges involved in the analysis of both individual players’ and coordinated teams’ behaviors. The research challenges associated with predictive and prescriptive football analytics require new developments and progress at the intersection of statistical learning, game theory, and computer vision. In this paper, we provide an overarching perspective highlighting how the combination of these fields, in particular, forms a unique microcosm for AI research, while offering mutual benefits for professional teams, spectators, and broadcasters in the years to come. We illustrate that this duality makes football analytics a game changer of tremendous value, in terms of not only changing the game of football itself, but also in terms of what this domain can mean for the field of AI. We review the state-of-the-art and exemplify the types of analysis enabled by combining the aforementioned fields, including illustrative examples of counterfactual analysis using predictive models, and the combination of game-theoretic analysis of penalty kicks with statistical learning of player attributes. We conclude by highlighting envisioned downstream impacts, including possibilities for extensions to other sports (real and virtual). Karl Tuyls, Shayegan Omidshafiei, Paul Muller, Zhe Wang 0055, Jerome T. Connor, Daniel Hennes, Ian Graham, William Spearman, Tim Waskett, Dafydd Steele, Pauline Luc, Adrià Recasens, Alexandre Galashov, Gregory Thornton, Romuald Elie, Pablo Sprechmann, Pol Moreno, Kris Cao, Marta Garnelo, Praneet Dutta, Michal Valko, Nicolas Heess, Alex Bridgland, Julien Pérolat, Bart De Vylder, S. M. Ali Eslami, Mark Rowland 0001, Andrew Jaegle, Rémi Munos, Trevor Back, Razia Ahamed, Simon Bouton, Nathalie Beauguerlange, Jackson Broshear, Thore Graepel, Demis Hassabis |
J. Artif. Intell. Res. | 24 |
| 2020 | On the Convergence of Model Free Learning in Mean Field GamesabstractLearning by experience in Multi-Agent Systems (MAS) is a difficult and exciting task, due to the lack of stationarity of the environment, whose dynamics evolves as the population learns. In order to design scalable algorithms for systems with a large population of interacting agents (e.g., swarms), this paper focuses on Mean Field MAS, where the number of agents is asymptotically infinite. Recently, a very active burgeoning field studies the effects of diverse reinforcement learning algorithms for agents with no prior information on a stationary Mean Field Game (MFG) and learn their policy through repeated experience. We adopt a high perspective on this problem and analyze in full generality the convergence of a fictitious iterative scheme using any single agent learning algorithm at each step. We quantify the quality of the computed approximate Nash equilibrium, in terms of the accumulated errors arising at each learning iteration step. Notably, we show for the first time convergence of model free learning algorithms towards non-stationary MFG equilibria, relying only on classical assumptions on the MFG dynamics. We illustrate our theoretical results with a numerical experiment in a continuous action-space environment, where the approximate best response of the iterative fictitious play scheme is computed with a deep RL algorithm. Romuald Elie, Julien Pérolat, Mathieu Laurière, Matthieu Geist, Olivier Pietquin |
AAAI | 2 |
| 2020 | Foolproof Cooperative LearningabstractThis paper extends the notion of learning algorithms and learning equilibriums from repeated games theory to stochastic games. We introduce Foolproof Cooperative Learning (FCL), an algorithm that converges to an equilibrium strategy that allows cooperative strategies in self-play setting while being not exploitable by selfish learners. By construction, FCL is a learning equilibrium for repeated symmetric games. We illustrate the behavior of FCL on symmetric matrix and grid games, and its robustness to selfish learners. Alexis Jacq, Julien Pérolat, Matthieu Geist, Olivier Pietquin |
ACML | 2 |
| 2020 | A Generalized Training Approach for Multiagent Learning
Paul Muller, Shayegan Omidshafiei, Mark Rowland 0001, Karl Tuyls, Julien Pérolat, Siqi Liu 0002, Daniel Hennes, Luke Marris, Marc Lanctot, Edward Hughes 0001, Zhe Wang 0055, Guy Lever, Nicolas Heess, Thore Graepel, Rémi Munos |
ICLR | 5 |
| 2020 | Fast computation of Nash Equilibria in Imperfect Information GamesabstractWe 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 |
ICML | 2 |
| 2020 | Learning to Play No-Press Diplomacy with Best Response Policy IterationabstractRecent 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 |
NeurIPS | 9 |
| 2020 | Fictitious Play for Mean Field Games: Continuous Time Analysis and ApplicationsabstractIn this paper, we deepen the analysis of continuous time Fictitious Play learning algorithm to the consideration of various finite state Mean Field Game settings (finite horizon, $\gamma$-discounted), allowing in particular for the introduction of an additional common noise. We first present a theoretical convergence analysis of the continuous time Fictitious Play process and prove that the induced exploitability decreases at a rate $O(\frac{1}{t})$. Such analysis emphasizes the use of exploitability as a relevant metric for evaluating the convergence towards a Nash equilibrium in the context of Mean Field Games. These theoretical contributions are supported by numerical experiments provided in either model-based or model-free settings. We provide hereby for the first time converging learning dynamics for Mean Field Games in the presence of common noise. Sarah Perrin, Julien Pérolat, Mathieu Laurière, Matthieu Geist, Romuald Elie, Olivier Pietquin |
NeurIPS | 2 |
| 2020 | Bounds and dynamics for empirical game theoretic analysisabstractAbstract This paper provides several theoretical results for empirical game theory. Specifically, we introduce bounds for empirical game theoretical analysis of complex multi-agent interactions. In doing so we provide insights in the empirical meta game showing that a Nash equilibrium of the estimated meta-game is an approximate Nash equilibrium of the true underlying meta-game. We investigate and show how many data samples are required to obtain a close enough approximation of the underlying game. Additionally, we extend the evolutionary dynamics analysis of meta-games using heuristic payoff tables (HPTs) to asymmetric games. The state-of-the-art has only considered evolutionary dynamics of symmetric HPTs in which agents have access to the same strategy sets and the payoff structure is symmetric, implying that agents are interchangeable. Finally, we carry out an empirical illustration of the generalised method in several domains, illustrating the theory and evolutionary dynamics of several versions of theAlphaGoalgorithm (symmetric), the dynamics of the Colonel Blotto game played by human players on Facebook (symmetric), the dynamics of several teams of players in the capture the flag game (symmetric), and an example of a meta-game in Leduc Poker (asymmetric), generated by the policy-space response oracle multi-agent learning algorithm. Karl Tuyls, Julien Pérolat, Marc Lanctot, Edward Hughes 0001, Richard Everett 0001, Joel Z. Leibo, Csaba Szepesvári, Thore Graepel |
Auton. Agents Multi Agent Syst. | 2 |
| 2019 | Open-ended learning in symmetric zero-sum gamesabstractZero-sum games such as chess and poker are, abstractly, functions that evaluate pairs of agents, for example labeling them ‘winner’ and ‘loser’. If the game is approximately transitive, then self-play generates sequences of agents of increasing strength. However, nontransitive games, such as rock-paper-scissors, can exhibit strategic cycles, and there is no longer a clear objective – we want agents to increase in strength, but against whom is unclear. In this paper, we introduce a geometric framework for formulating agent objectives in zero-sum games, in order to construct adaptive sequences of objectives that yield open-ended learning. The framework allows us to reason about population performance in nontransitive games, and enables the development of a new algorithm (rectified Nash response, PSRO_rN) that uses game-theoretic niching to construct diverse populations of effective agents, producing a stronger set of agents than existing algorithms. We apply PSRO_rN to two highly nontransitive resource allocation games and find that PSRO_rN consistently outperforms the existing alternatives. David Balduzzi, Marta Garnelo, Yoram Bachrach, Wojciech Czarnecki 0001, Julien Pérolat, Max Jaderberg, Thore Graepel |
ICML | 5 |
| 2019 | Computing Approximate Equilibria in Sequential Adversarial Games by Exploitability DescentabstractIn this paper, we present exploitability descent, a new algorithm to compute approximate equilibria in two-player zero-sum extensive-form games with imperfect information, by direct policy optimization against worst-case opponents. We prove that when following this optimization, the exploitability of a player's strategy converges asymptotically to zero, and hence when both players employ this optimization, the joint policies converge to a Nash equilibrium. Unlike fictitious play (XFP) and counterfactual regret minimization (CFR), our convergence result pertains to the policies being optimized rather than the average policies. Our experiments demonstrate convergence rates comparable to XFP and CFR in four benchmark games in the tabular case. Using function approximation, we find that our algorithm outperforms the tabular version in two of the games, which, to the best of our knowledge, is the first such result in imperfect information games among this class of algorithms. Edward Lockhart, Marc Lanctot, Julien Pérolat, Jean-Baptiste Lespiau, Dustin Morrill, Finbarr Timbers, Karl Tuyls |
IJCAI | 3 |
| 2019 | Multiagent Evaluation under Incomplete InformationabstractThis paper investigates the evaluation of learned multiagent strategies in the incomplete information setting, which plays a critical role in ranking and training of agents. Traditionally, researchers have relied on Elo ratings for this purpose, with recent works also using methods based on Nash equilibria. Unfortunately, Elo is unable to handle intransitive agent interactions, and other techniques are restricted to zero-sum, two-player settings or are limited by the fact that the Nash equilibrium is intractable to compute. Recently, a ranking method called $\alpha$-Rank, relying on a new graph-based game-theoretic solution concept, was shown to tractably apply to general games. However, evaluations based on Elo or $\alpha$-Rank typically assume noise-free game outcomes, despite the data often being collected from noisy simulations, making this assumption unrealistic in practice. This paper investigates multiagent evaluation in the incomplete information regime, involving general-sum many-player games with noisy outcomes. We derive sample complexity guarantees required to confidently rank agents in this setting. We propose adaptive algorithms for accurate ranking, provide correctness and sample complexity guarantees, then introduce a means of connecting uncertainties in noisy match outcomes to uncertainties in rankings. We evaluate the performance of these approaches in several domains, including Bernoulli games, a soccer meta-game, and Kuhn poker. Mark Rowland 0001, Shayegan Omidshafiei, Karl Tuyls, Julien Pérolat, Michal Valko, Georgios Piliouras, Rémi Munos |
NeurIPS | 4 |
| 2018 | Actor-Critic Fictitious Play in Simultaneous Move Multistage GamesabstractFictitious play is a game theoretic iterative procedure meant to learn an equilibrium in normal form games. However, this algorithm requires that each player has full knowledge of other players’ strategies. Using an architecture inspired by actor-critic algorithms, we build a stochastic approximation of the fictitious play process. This procedure is on-line, decentralized (an agent has no information of others’ strategies and rewards) and applies to multistage games (a generalization of normal form games). In addition, we prove convergence of our method towards a Nash equilibrium in both the cases of zero-sum two-player multistage games and cooperative multistage games. We also provide empirical evidence of the soundness of our approach on the game of Alesia with and without function approximation. Julien Pérolat, Bilal Piot, Olivier Pietquin |
AISTATS | 1 |
| 2018 | Re-evaluating evaluationabstractProgress in machine learning is measured by careful evaluation on problems of outstanding common interest. However, the proliferation of benchmark suites and environments, adversarial attacks, and other complications has diluted the basic evaluation model by overwhelming researchers with choices. Deliberate or accidental cherry picking is increasingly likely, and designing well-balanced evaluation suites requires increasing effort. In this paper we take a step back and propose Nash averaging. The approach builds on a detailed analysis of the algebraic structure of evaluation in two basic scenarios: agent-vs-agent and agent-vs-task. The key strength of Nash averaging is that it automatically adapts to redundancies in evaluation data, so that results are not biased by the incorporation of easy tasks or weak agents. Nash averaging thus encourages maximally inclusive evaluation -- since there is no harm (computational cost aside) from including all available tasks and agents. David Balduzzi, Karl Tuyls, Julien Pérolat, Thore Graepel |
NeurIPS | 3 |
| 2018 | Actor-Critic Policy Optimization in Partially Observable Multiagent EnvironmentsabstractOptimization of parameterized policies for reinforcement learning (RL) is an important and challenging problem in artificial intelligence. Among the most common approaches are algorithms based on gradient ascent of a score function representing discounted return. In this paper, we examine the role of these policy gradient and actor-critic algorithms in partially-observable multiagent environments. We show several candidate policy update rules and relate them to a foundation of regret minimization and multiagent learning techniques for the one-shot and tabular cases, leading to previously unknown convergence guarantees. We apply our method to model-free multiagent reinforcement learning in adversarial sequential decision problems (zero-sum imperfect information games), using RL-style function approximation. We evaluate on commonly used benchmark Poker domains, showing performance against fixed policies and empirical convergence to approximate Nash equilibria in self-play with rates similar to or better than a baseline model-free algorithm for zero-sum games, without any domain-specific state space reductions. Sriram Srinivasan 0005, Marc Lanctot, Vinícius Flores Zambaldi, Julien Pérolat, Karl Tuyls, Rémi Munos, Michael H. Bowling |
NeurIPS | 4 |
| 2017 | Learning Nash Equilibrium for General-Sum Markov Games from Batch DataabstractThis paper addresses the problem of learning a Nash equilibrium in $γ$-discounted multiplayer general-sum Markov Games (MGs) in a batch setting. As the number of players increases in MG, the agents may either collaborate or team apart to increase their final rewards. One solution to address this problem is to look for a Nash equilibrium. Although, several techniques were found for the subcase of two-player zero-sum MGs, those techniques fail to find a Nash equilibrium in general-sum Markov Games. In this paper, we introduce a new definition of $ε$-Nash equilibrium in MGs which grasps the strategy’s quality for multiplayer games. We prove that minimizing the norm of two Bellman-like residuals implies to learn such an $ε$-Nash equilibrium. Then, we show that minimizing an empirical estimate of the $L_p$ norm of these Bellman-like residuals allows learning for general-sum games within the batch setting. Finally, we introduce a neural network architecture that successfully learns a Nash equilibrium in generic multiplayer general-sum turn-based MGs. Julien Pérolat, Florian Strub, Bilal Piot, Olivier Pietquin |
AISTATS | 1 |
| 2017 | A Unified Game-Theoretic Approach to Multiagent Reinforcement LearningabstractThere 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 |
NIPS | 6 |
| 2017 | A multi-agent reinforcement learning model of common-pool resource appropriationabstractHumanity faces numerous problems of common-pool resource appropriation. This class of multi-agent social dilemma includes the problems of ensuring sustainable use of fresh water, common fisheries, grazing pastures, and irrigation systems. Abstract models of common-pool resource appropriation based on non-cooperative game theory predict that self-interested agents will generally fail to find socially positive equilibria---a phenomenon called the tragedy of the commons. However, in reality, human societies are sometimes able to discover and implement stable cooperative solutions. Decades of behavioral game theory research have sought to uncover aspects of human behavior that make this possible. Most of that work was based on laboratory experiments where participants only make a single choice: how much to appropriate. Recognizing the importance of spatial and temporal resource dynamics, a recent trend has been toward experiments in more complex real-time video game-like environments. However, standard methods of non-cooperative game theory can no longer be used to generate predictions for this case. Here we show that deep reinforcement learning can be used instead. To that end, we study the emergent behavior of groups of independently learning agents in a partially observed Markov game modeling common-pool resource appropriation. Our experiments highlight the importance of trial-and-error learning in common-pool resource appropriation and shed light on the relationship between exclusion, sustainability, and inequality. Julien Pérolat, Joel Z. Leibo, Vinícius Flores Zambaldi, Charlie Beattie, Karl Tuyls, Thore Graepel |
NIPS | 1 |
| 2016 | On the Use of Non-Stationary Strategies for Solving Two-Player Zero-Sum Markov GamesabstractThe main contribution of this paper consists in extending several non-stationary Reinforcement Learning (RL) algorithms and their theoretical guarantees to the case of γ-discounted zero-sum Markov Games (MGs). As in the case of Markov Decision Processes (MDPs), non-stationary algorithms are shown to exhibit better performance bounds compared to their stationary counterparts. The obtained bounds are generically composed of three terms: 1) a dependency on γ(discount factor), 2) a concentrability coefficient and 3) a propagation error term. This error, depending on the algorithm, can be caused by a regression step, a policy evaluation step or a best-response evaluation step. As a second contribution, we empirically demonstrate, on generic MGs (called Garnets), that non-stationary algorithms outperform their stationary counterparts. In addition, it is shown that their performance mostly depends on the nature of the propagation error. Indeed, algorithms where the error is due to the evaluation of a best-response are penalized (even if they exhibit better concentrability coefficients and dependencies on γ) compared to those suffering from a regression error. Julien Pérolat, Bilal Piot, Bruno Scherrer, Olivier Pietquin |
AISTATS | 1 |
| 2016 | Softened Approximate Policy Iteration for Markov GamesabstractThis paper reports theoretical and empirical investigations on the use of quasi-Newton methods to minimize the Optimal Bellman Residual (OBR) of zero-sum two-player Markov Games. First, it reveals that state-of-the-art algorithms can be derived by the direct application of Newton’s method to different norms of the OBR. More precisely, when applied to the norm of the OBR, Newton’s method results in the Bellman Residual Minimization Policy Iteration (BRMPI) and, when applied to the norm of the Projected OBR (POBR), it results into the standard Least Squares Policy Iteration (LSPI) algorithm. Consequently, new algorithms are proposed, making use of quasi-Newton methods to minimize the OBR and the POBR so as to take benefit of enhanced empirical performances at low cost. Indeed, using a quasi-Newton method approach introduces slight modifications in term of coding of LSPI and BRMPI but improves significantly both the stability and the performance of those algorithms. These phenomena are illustrated on an experiment conducted on artificially constructed games called Garnets. Julien Pérolat, Bilal Piot, Matthieu Geist, Bruno Scherrer, Olivier Pietquin |
ICML | 1 |
| 2015 | Approximate Dynamic Programming for Two-Player Zero-Sum Markov GamesabstractThis paper provides an analysis of error propagation in Approximate Dynamic Programming applied to zero-sum two-player Stochastic Games. We provide a novel and unified error propagation analysis in L_p-norm of three well-known algorithms adapted to Stochastic Games (namely Approximate Value Iteration, Approximate Policy Iteration and Approximate Generalized Policy Iteration). We show that we can achieve a stationary policy which is \frac2γ(1 - γ)^2 ε+ \frac1(1 - γ)^2ε’-optimal, where εis the value function approximation error and ε’ is the approximate greedy operator error. In addition, we provide a practical algorithm (AGPI-Q) to solve infinite horizon γ-discounted two-player zero-sum stochastic games in a batch setting. It is an extension of the Fitted-Q algorithm (which solves Markov Decisions Processes in a batch setting) and can be non-parametric. Finally, we demonstrate experimentally the performance of AGPI-Q on a simultaneous two-player game, namely Alesia. Julien Pérolat, Bruno Scherrer, Bilal Piot, Olivier Pietquin |
ICML | 1 |
| 2015 | Human-Machine Dialogue as a Stochastic GameabstractIn this paper, an original framework to model human-machine spoken dialogues is proposed to deal with co-adaptation between users and Spoken Dialogue Systems in non-cooperative tasks.The conversation is modeled as a Stochastic Game: both the user and the system have their own preferences but have to come up with an agreement to solve a non-cooperative task.They are jointly trained so the Dialogue Manager learns the optimal strategy against the best possible user.Results obtained by simulation show that non-trivial strategies are learned and that this framework is suitable for dialogue modeling. Merwan Barlier, Julien Pérolat, Romain Laroche, Olivier Pietquin |
SIGDIAL Conference | 2 |
| 2015 | Generalizing the Wilcoxon rank-sum test for interval data
Julien Pérolat, Inés Couso, Kevin Loquin, Olivier Strauss |
Int. J. Approx. Reason. | 1 |