EDBT 2026 Demo / reviewers in the wild / expert
Miljan Martic
dblp:209/4885
· DBLP profile ↗
3ranked-venue papers
0as first author
0since 2021 · last 2020
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 3
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
3 papers |
Reinforcement learning · 65% Transfer learning and domain adaptation · 21% Probabilistic and Bayesian machine learning · 11% |
Topics — the 11 heaviest of 13, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Transfer learning and domain adaptation › meta-learning
memory-based meta-learning |
0.4 | 1 | 2020 | Meta-trained agents implement Bayes-optimal agents · NeurIPS 2020 |
Machine learning › Transfer learning and domain adaptation
meta-learning |
0.4 | 1 | 2020 | Meta-trained agents implement Bayes-optimal agents · NeurIPS 2020 |
Machine learning › Reinforcement learning
reward design |
0.4 | 1 | 2020 | Avoiding Side Effects By Considering Future Tasks · NeurIPS 2020 |
Machine learning › Reinforcement learning › safe reinforcement learning
side effect avoidance |
0.4 | 1 | 2020 | Avoiding Side Effects By Considering Future Tasks · NeurIPS 2020 |
Machine learning › Reinforcement learning
human feedback |
0.3 | 1 | 2017 | Deep Reinforcement Learning from Human Preferences · NIPS 2017 |
Machine learning › Reinforcement learning › preference learning
human preference learning |
0.3 | 1 | 2017 | Deep Reinforcement Learning from Human Preferences · NIPS 2017 |
Machine learning › Reinforcement learning › reinforcement learning from human feedback
preference-based reinforcement learning |
0.3 | 1 | 2017 | Deep Reinforcement Learning from Human Preferences · NIPS 2017 |
Machine learning › Reinforcement learning
reward learning |
0.3 | 1 | 2017 | Deep Reinforcement Learning from Human Preferences · NIPS 2017 |
Machine learning › Reinforcement learning
bandit |
0.1 | 1 | 2020 | Meta-trained agents implement Bayes-optimal agents · NeurIPS 2020 |
Knowledge, reasoning and agents › Multi-agent systems
grid environments |
0.1 | 1 | 2020 | Avoiding Side Effects By Considering Future Tasks · NeurIPS 2020 |
Machine learning › Reinforcement learning
actor-critic methods |
0.1 | 1 | 2017 | Deep Reinforcement Learning from Human Preferences · NIPS 2017 |
Methods — techniques the papers use, named apart from their topics
simulation · 0.4reward shaping · 0.4meta-training · 0.4baseline policy · 0.4trajectory comparison · 0.3human preference query · 0.3
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Avoiding Side Effects By Considering Future TasksabstractDesigning reward functions is difficult: the designer has to specify what to do (what it means to complete the task) as well as what not to do (side effects that should be avoided while completing the task). To alleviate the burden on the reward designer, we propose an algorithm to automatically generate an auxiliary reward function that penalizes side effects. This auxiliary objective rewards the ability to complete possible future tasks, which decreases if the agent causes side effects during the current task. The future task reward can also give the agent an incentive to interfere with events in the environment that make future tasks less achievable, such as irreversible actions by other agents. To avoid this interference incentive, we introduce a baseline policy that represents a default course of action (such as doing nothing), and use it to filter out future tasks that are not achievable by default. We formally define interference incentives and show that the future task approach with a baseline policy avoids these incentives in the deterministic case. Using gridworld environments that test for side effects and interference, we show that our method avoids interference and is more effective for avoiding side effects than the common approach of penalizing irreversible actions. Victoria Krakovna, Laurent Orseau, Richard Ngo, Miljan Martic, Shane Legg |
NeurIPS | 4 |
| 2020 | Meta-trained agents implement Bayes-optimal agentsabstractMemory-based meta-learning is a powerful technique to build agents that adapt fast to any task within a target distribution. A previous theoretical study has argued that this remarkable performance is because the meta-training protocol incentivises agents to behave Bayes-optimally. We empirically investigate this claim on a number of prediction and bandit tasks. Inspired by ideas from theoretical computer science, we show that meta-learned and Bayes-optimal agents not only behave alike, but they even share a similar computational structure, in the sense that one agent system can approximately simulate the other. Furthermore, we show that Bayes-optimal agents are fixed points of the meta-learning dynamics. Our results suggest that memory-based meta-learning is a general technique for numerically approximating Bayes-optimal agents; that is, even for task distributions for which we currently don't possess tractable models. Vladimir Mikulik, Grégoire Delétang, Thomas McGrath 0001, Tim Genewein, Miljan Martic, Shane Legg, Pedro A. Ortega |
NeurIPS | 5 |
| 2017 | Deep Reinforcement Learning from Human PreferencesabstractFor sophisticated reinforcement learning (RL) systems to interact usefully with real-world environments, we need to communicate complex goals to these systems. In this work, we explore goals defined in terms of (non-expert) human preferences between pairs of trajectory segments. Our approach separates learning the goal from learning the behavior to achieve it. We show that this approach can effectively solve complex RL tasks without access to the reward function, including Atari games and simulated robot locomotion, while providing feedback on about 0.1% of our agent's interactions with the environment. This reduces the cost of human oversight far enough that it can be practically applied to state-of-the-art RL systems. To demonstrate the flexibility of our approach, we show that we can successfully train complex novel behaviors with about an hour of human time. These behaviors and environments are considerably more complex than any which have been previously learned from human feedback. Paul F. Christiano, Jan Leike, Tom B. Brown, Miljan Martic, Shane Legg, Dario Amodei |
NIPS | 4 |