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Mikayel Samvelyan

dblp:170/0101 · DBLP profile ↗
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11ranked-venue papers
2as first author
8since 2021 · last 2024
—ORCID · none

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

Artificial intelligence and machine learning · 11 · 2 first-author · 8 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
11 papers
Reinforcement learning · 68% Trustworthy machine learning · 7% Language models and text generation · 7%

Topics — the 23 heaviest of 25, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
multi-agent reinforcement learning
3.162024
JaxMARL: Multi-Agent RL Environments and Algorithms in JAX · NeurIPS 2024
SMACv2: An Improved Benchmark for Cooperative Multi-Agent Reinforcement Learning · NeurIPS 2023
Tesseract: Tensorised Actors for Multi-Agent Reinforcement Learning · ICML 2021
Machine learning › Reinforcement learning › multi-agent reinforcement learning
cooperative multi-agent reinforcement learning
1.532023
SMACv2: An Improved Benchmark for Cooperative Multi-Agent Reinforcement Learning · NeurIPS 2023
Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning · J. Mach. Learn. Res. 2020
MAVEN: Multi-Agent Variational Exploration · NeurIPS 2019
Machine learning › Reinforcement learning › multi-agent reinforcement learning › value-based multi-agent reinforcement learning
value decomposition
1.332021
Tesseract: Tensorised Actors for Multi-Agent Reinforcement Learning · ICML 2021
Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning · J. Mach. Learn. Res. 2020
QMIX: Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning · ICML 2018
Machine learning › Reinforcement learning › reinforcement learning environment
environment design
1.222023
MAESTRO: Open-Ended Environment Design for Multi-Agent Reinforcement Learning · ICLR 2023
Evolving Curricula with Regret-Based Environment Design · ICML 2022
Machine learning › Reinforcement learning
exploration
1.122024
Craftax: A Lightning-Fast Benchmark for Open-Ended Reinforcement Learning · ICML 2024
MAVEN: Multi-Agent Variational Exploration · NeurIPS 2019
Knowledge, reasoning and agents › Knowledge representation and reasoning
open-world learning
1.022024
Craftax: A Lightning-Fast Benchmark for Open-Ended Reinforcement Learning · ICML 2024
MAESTRO: Open-Ended Environment Design for Multi-Agent Reinforcement Learning · ICLR 2023
Machine learning › Reinforcement learning › multi-agent reinforcement learning › decentralized multi-agent reinforcement learning
decentralized policy learning
0.822020
Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning · J. Mach. Learn. Res. 2020
QMIX: Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning · ICML 2018
Natural language and speech › Language models and text generation › prompting
adversarial prompt generation
0.812024
Rainbow Teaming: Open-Ended Generation of Diverse Adversarial Prompts · NeurIPS 2024
Machine learning › Trustworthy machine learning › robustness
adversarial robustness
0.812024
Rainbow Teaming: Open-Ended Generation of Diverse Adversarial Prompts · NeurIPS 2024
Natural language and speech › Language models and text generation
large language model safety
0.812024
Rainbow Teaming: Open-Ended Generation of Diverse Adversarial Prompts · NeurIPS 2024
Knowledge, reasoning and agents › Multi-agent systems
multi-agent environments
0.812024
JaxMARL: Multi-Agent RL Environments and Algorithms in JAX · NeurIPS 2024
Machine learning › Optimization for machine learning › evolutionary computation
quality-diversity
0.812024
Rainbow Teaming: Open-Ended Generation of Diverse Adversarial Prompts · NeurIPS 2024
Machine learning › Trustworthy machine learning › safety evaluation
red teaming
0.812024
Rainbow Teaming: Open-Ended Generation of Diverse Adversarial Prompts · NeurIPS 2024
Machine learning › Reinforcement learning
partial observability
0.712023
SMACv2: An Improved Benchmark for Cooperative Multi-Agent Reinforcement Learning · NeurIPS 2023
Machine learning › Reinforcement learning
value-based reinforcement learning
0.622021
Tesseract: Tensorised Actors for Multi-Agent Reinforcement Learning · ICML 2021
MAVEN: Multi-Agent Variational Exploration · NeurIPS 2019
Machine learning › Learning paradigms
curriculum learning
0.612022
Evolving Curricula with Regret-Based Environment Design · ICML 2022
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
procedural content generation
0.612022
GriddlyJS: A Web IDE for Reinforcement Learning · NeurIPS 2022
Machine learning › Reinforcement learning
reinforcement learning environment
0.612022
GriddlyJS: A Web IDE for Reinforcement Learning · NeurIPS 2022
Machine learning › Reinforcement learning
bellman equation
0.512021
Tesseract: Tensorised Actors for Multi-Agent Reinforcement Learning · ICML 2021
Machine learning › Reinforcement learning › exploration › exploration strategies
temporally-extended exploration
0.412019
MAVEN: Multi-Agent Variational Exploration · NeurIPS 2019
Machine learning › Reinforcement learning
deep reinforcement learning
0.212024
Craftax: A Lightning-Fast Benchmark for Open-Ended Reinforcement Learning · ICML 2024
Machine learning › Reinforcement learning › policy optimization
proximal policy optimization
0.212024
Craftax: A Lightning-Fast Benchmark for Open-Ended Reinforcement Learning · ICML 2024
Machine learning › Learning theory › PAC learning
PAC analysis
0.112021
Tesseract: Tensorised Actors for Multi-Agent Reinforcement Learning · ICML 2021

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

unsupervised environment design · 0.8quality-diversity search · 0.8hardware acceleration · 0.8black-box optimization · 0.8PPO · 0.8JAX · 0.8multi-agent reinforcement learning · 0.7centralised training with decentralised execution · 0.7regret-based objective · 0.6evolutionary algorithm · 0.6
YearPublicationVenuePosition
2024 Craftax: A Lightning-Fast Benchmark for Open-Ended Reinforcement Learning
abstract
Benchmarks play a crucial role in the development and analysis of reinforcement learning (RL) algorithms. We identify that existing benchmarks used for research into open-ended learning fall into one of two categories. Either they are too slow for meaningful research to be performed without enormous computational resources, like Crafter, NetHack and Minecraft, or they are not complex enough to pose a significant challenge, like Minigrid and Procgen. To remedy this, we first present Craftax-Classic: a ground-up rewrite of Crafter in JAX that runs up to 250x faster than the Python-native original. A run of PPO using 1 billion environment interactions finishes in under an hour using only a single GPU and averages 90% of the optimal reward. To provide a more compelling challenge we present the main Craftax benchmark, a significant extension of the Crafter mechanics with elements inspired from NetHack. Solving Craftax requires deep exploration, long term planning and memory, as well as continual adaptation to novel situations as more of the world is discovered. We show that existing methods including global and episodic exploration, as well as unsupervised environment design fail to make material progress on the benchmark. We therefore believe that Craftax can for the first time allow researchers to experiment in a complex, open-ended environment with limited computational resources.
Michael T. Matthews, Michael Beukman, Benjamin Ellis, Mikayel Samvelyan, Matthew Thomas Jackson, Samuel Coward, Jakob N. Foerster
ICML4
2024 JaxMARL: Multi-Agent RL Environments and Algorithms in JAX
abstract
Benchmarks are crucial in the development of machine learning algorithms, significantly influencing reinforcement learning (RL) research through the available environments. Traditionally, RL environments run on the CPU, which limits their scalability with the computational resources typically available in academia. However, recent advancements in JAX have enabled the wider use of hardware acceleration, enabling massively parallel RL training pipelines and environments. While this has been successfully applied to single-agent RL, it has not yet been widely adopted for multi-agent scenarios. In this paper, we present JaxMARL, the first open-source, easy-to-use code base that combines GPU-enabled efficiency with support for a large number of commonly used MARL environments and popular baseline algorithms. Our experiments show that, in terms of wall clock time, our JAX-based training pipeline is up to 12,500 times faster than existing approaches. This enables efficient and thorough evaluations, potentially alleviating the evaluation crisis in the field. We also introduce and benchmark SMAX, a vectorised, simplified version of the popular StarCraft Multi-Agent Challenge, which removes the need to run the StarCraft II game engine. This not only enables GPU acceleration, but also provides a more flexible MARL environment, unlocking the potential for self-play, meta-learning, and other future applications in MARL. The code is available at https://github.com/flairox/jaxmarl.
Alex Rutherford, Benjamin Ellis, Matteo Gallici, Jonathan Cook 0004, Andrei Lupu, Garðar Ingvarsson, Timon Willi, Ravi Hammond, Akbir Khan, Christian Schröder de Witt, Alexandra Souly, Saptarashmi Bandyopadhyay, Mikayel Samvelyan, Minqi Jiang, Robert T. Lange, Shimon Whiteson, Bruno Lacerda, Nick Hawes, Tim Rocktäschel, Chris Lu 0001, Jakob N. Foerster
NeurIPS13
2024 Rainbow Teaming: Open-Ended Generation of Diverse Adversarial Prompts
abstract
As large language models (LLMs) become increasingly prevalent across many real-world applications, understanding and enhancing their robustness to adversarial attacks is of paramount importance. Existing methods for identifying adversarial prompts tend to focus on specific domains, lack diversity, or require extensive human annotations. To address these limitations, we present Rainbow Teaming, a novel black-box approach for producing a diverse collection of adversarial prompts. Rainbow Teaming casts adversarial prompt generation as a quality-diversity problem and uses open-ended search to generate prompts that are both effective and diverse. Focusing on the safety domain, we use Rainbow Teaming to target various state-of-the-art LLMs, including the Llama 2 and Llama 3 models. Our approach reveals hundreds of effective adversarial prompts, with an attack success rate exceeding 90% across all tested models. Furthermore, we demonstrate that prompts generated by Rainbow Teaming are highly transferable and that fine-tuning models with synthetic data generated by our method significantly enhances their safety without sacrificing general performance or helpfulness. We additionally explore the versatility of Rainbow Teaming by applying it to question answering and cybersecurity, showcasing its potential to drive robust open-ended self-improvement in a wide range of applications.
Mikayel Samvelyan, Sharath Chandra, Andrei Lupu, Eric Hambro, Aram H. Markosyan, Manish Bhatt, Yuning Mao, Minqi Jiang, Jack Parker-Holder, Jakob N. Foerster, Tim Rocktäschel, Roberta Raileanu
NeurIPS1
2023 MAESTRO: Open-Ended Environment Design for Multi-Agent Reinforcement Learning
Mikayel Samvelyan, Akbir Khan, Michael Dennis 0001, Minqi Jiang, Jack Parker-Holder, Jakob N. Foerster, Roberta Raileanu, Tim Rocktäschel
ICLR1
2023 SMACv2: An Improved Benchmark for Cooperative Multi-Agent Reinforcement Learning
abstract
The availability of challenging benchmarks has played a key role in the recent progress of machine learning. In cooperative multi-agent reinforcement learning, the StarCraft Multi-Agent Challenge (SMAC) has become a popular testbed for centralised training with decentralised execution. However, after years of sustained improvement on SMAC, algorithms now achieve near-perfect performance. In this work, we conduct new analysis demonstrating that SMAC lacks the stochasticity and partial observability to require complex closed-loop policies. In particular, we show that an open-loop policy conditioned only on the timestep can achieve non-trivial win rates for many SMAC scenarios. To address this limitation, we introduce SMACv2, a new version of the benchmark where scenarios are procedurally generated and require agents to generalise to previously unseen settings (from the same distribution) during evaluation. We also introduce the extended partial observability challenge (EPO), which augments SMACv2 to ensure meaningful partial observability. We show that these changes ensure the benchmarkrequires the use of closed-loop policies. We evaluate state-of-the-art algorithms on SMACv2 and show that it presents significant challenges not present in the original benchmark. Our analysis illustrates that SMACv2 addresses the discovered deficiencies of SMAC and can help benchmark the next generation of MARL methods. Videos of training are available on our website.
Benjamin Ellis, Jonathan Cook 0004, Skander Moalla, Mikayel Samvelyan, Mingfei Sun 0001, Anuj Mahajan, Jakob N. Foerster, Shimon Whiteson
NeurIPS4
2022 Evolving Curricula with Regret-Based Environment Design
abstract
Training generally-capable agents with reinforcement learning (RL) remains a significant challenge. A promising avenue for improving the robustness of RL agents is through the use of curricula. One such class of methods frames environment design as a game between a student and a teacher, using regret-based objectives to produce environment instantiations (or levels) at the frontier of the student agent’s capabilities. These methods benefit from theoretical robustness guarantees at equilibrium, yet they often struggle to find effective levels in challenging design spaces in practice. By contrast, evolutionary approaches incrementally alter environment complexity, resulting in potentially open-ended learning, but often rely on domain-specific heuristics and vast amounts of computational resources. This work proposes harnessing the power of evolution in a principled, regret-based curriculum. Our approach, which we call Adversarially Compounding Complexity by Editing Levels (ACCEL), seeks to constantly produce levels at the frontier of an agent’s capabilities, resulting in curricula that start simple but become increasingly complex. ACCEL maintains the theoretical benefits of prior regret-based methods, while providing significant empirical gains in a diverse set of environments. An interactive version of this paper is available at https://accelagent.github.io.
Jack Parker-Holder, Minqi Jiang, Michael Dennis 0001, Mikayel Samvelyan, Jakob N. Foerster, Edward Grefenstette, Tim Rocktäschel
ICML4
2022 GriddlyJS: A Web IDE for Reinforcement Learning
abstract
Progress in reinforcement learning (RL) research is often driven by the design of new, challenging environments---a costly undertaking requiring skills orthogonal to that of a typical machine learning researcher. The complexity of environment development has only increased with the rise of procedural-content generation (PCG) as the prevailing paradigm for producing varied environments capable of testing the robustness and generalization of RL agents. Moreover, existing environments often require complex build processes, making reproducing results difficult. To address these issues, we introduce GriddlyJS, a web-based Integrated Development Environment (IDE) based on the Griddly engine. GriddlyJS allows researchers to easily design and debug arbitrary, complex PCG grid-world environments, as well as visualize, evaluate, and record the performance of trained agent models. By connecting the RL workflow to the advanced functionality enabled by modern web standards, GriddlyJS allows publishing interactive agent-environment demos that reproduce experimental results directly to the web. To demonstrate the versatility of GriddlyJS, we use it to quickly develop a complex compositional puzzle-solving environment alongside arbitrary human-designed environment configurations and their solutions for use in a automatic curriculum learning and offline RL context. The GriddlyJS IDE is open source and freely available at https://griddly.ai.
Chris Bamford 0001, Minqi Jiang, Mikayel Samvelyan, Tim Rocktäschel
NeurIPS3
2021 Tesseract: Tensorised Actors for Multi-Agent Reinforcement Learning
abstract
Reinforcement Learning in large action spaces is a challenging problem. This is especially true for cooperative multi-agent reinforcement learning (MARL), which often requires tractable learning while respecting various constraints like communication budget and information about other agents. In this work, we focus on the fundamental hurdle affecting both value-based and policy-gradient approaches: an exponential blowup of the action space with the number of agents. For value-based methods, it poses challenges in accurately representing the optimal value function for value-based methods, thus inducing suboptimality. For policy gradient methods, it renders the critic ineffective and exacerbates the problem of the lagging critic. We show that from a learning theory perspective, both problems can be addressed by accurately representing the associated action-value function with a low-complexity hypothesis class. This requires accurately modelling the agent interactions in a sample efficient way. To this end, we propose a novel tensorised formulation of the Bellman equation. This gives rise to our method Tesseract, which utilises the view of Q-function seen as a tensor where the modes correspond to action spaces of different agents. Algorithms derived from Tesseract decompose the Q-tensor across the agents and utilise low-rank tensor approximations to model the agent interactions relevant to the task. We provide PAC analysis for Tesseract based algorithms and highlight their relevance to the class of rich observation MDPs. Empirical results in different domains confirm the gains in sample efficiency using Tesseract as supported by the theory.
Anuj Mahajan, Mikayel Samvelyan, Viktor Makoviychuk, Animesh Garg, Jean Kossaifi, Shimon Whiteson, Yuke Zhu, Anima Anandkumar
ICML2
2020 Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning
abstract
In many real-world settings, a team of agents must coordinate its behaviour while acting in a decentralised fashion. At the same time, it is often possible to train the agents in a centralised fashion where global state information is available and communication constraints are lifted. Learning joint action-values conditioned on extra state information is an attractive way to exploit centralised learning, but the best strategy for then extracting decentralised policies is unclear. Our solution is QMIX, a novel value-based method that can train decentralised policies in a centralised end-to-end fashion. QMIX employs a mixing network that estimates joint action-values as a monotonic combination of per-agent values. We structurally enforce that the joint-action value is monotonic in the per-agent values, through the use of non-negative weights in the mixing network, which guarantees consistency between the centralised and decentralised policies. To evaluate the performance of QMIX, we propose the StarCraft Multi-Agent Challenge (SMAC) as a new benchmark for deep multi-agent reinforcement learning. We evaluate QMIX on a challenging set of SMAC scenarios and show that it significantly outperforms existing multi-agent reinforcement learning methods.
Tabish Rashid, Mikayel Samvelyan, Christian Schröder de Witt, Gregory Farquhar, Jakob N. Foerster, Shimon Whiteson
J. Mach. Learn. Res.2
2019 MAVEN: Multi-Agent Variational Exploration
abstract
Centralised training with decentralised execution is an important setting for cooperative deep multi-agent reinforcement learning due to communication constraints during execution and computational tractability in training. In this paper, we analyse value-based methods that are known to have superior performance in complex environments. We specifically focus on QMIX, the current state-of-the-art in this domain. We show that the representation constraints on the joint action-values introduced by QMIX and similar methods lead to provably poor exploration and suboptimality. Furthermore, we propose a novel approach called MAVEN that hybridises value and policy-based methods by introducing a latent space for hierarchical control. The value-based agents condition their behaviour on the shared latent variable controlled by a hierarchical policy. This allows MAVEN to achieve committed, temporally extended exploration, which is key to solving complex multi-agent tasks. Our experimental results show that MAVEN achieves significant performance improvements on the challenging SMAC domain.
Anuj Mahajan, Tabish Rashid, Mikayel Samvelyan, Shimon Whiteson
NeurIPS3
2018 QMIX: Monotonic Value Function Factorisation for Deep Multi-Agent Reinforcement Learning
abstract
In many real-world settings, a team of agents must coordinate their behaviour while acting in a decentralised way. At the same time, it is often possible to train the agents in a centralised fashion in a simulated or laboratory setting, where global state information is available and communication constraints are lifted. Learning joint action-values conditioned on extra state information is an attractive way to exploit centralised learning, but the best strategy for then extracting decentralised policies is unclear. Our solution is QMIX, a novel value-based method that can train decentralised policies in a centralised end-to-end fashion. QMIX employs a network that estimates joint action-values as a complex non-linear combination of per-agent values that condition only on local observations. We structurally enforce that the joint-action value is monotonic in the per-agent values, which allows tractable maximisation of the joint action-value in off-policy learning, and guarantees consistency between the centralised and decentralised policies. We evaluate QMIX on a challenging set of StarCraft II micromanagement tasks, and show that QMIX significantly outperforms existing value-based multi-agent reinforcement learning methods.
Tabish Rashid, Mikayel Samvelyan, Christian Schröder de Witt, Gregory Farquhar, Jakob N. Foerster, Shimon Whiteson
ICML2