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Thomas Hubert

dblp:211/7107 · also Thomas K. Hubert · DBLP profile ↗
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5ranked-venue papers
1as first author
4since 2021 · last 2022
—ORCID · unresolved

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

Artificial intelligence and machine learning · 5 · 1 first-author · 4 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 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
5 papers
Reinforcement learning · 90% Planning, search and constraint satisfaction · 10%

Topics — the 11 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
model-based reinforcement learning
1.632022
Planning in Stochastic Environments with a Learned Model · ICLR 2022
Online and Offline Reinforcement Learning by Planning with a Learned Model · NeurIPS 2021
Learning and Planning in Complex Action Spaces · ICML 2021
Machine learning › Reinforcement learning › model-based reinforcement learning › model-based planning
planning with learned models
1.122022
Planning in Stochastic Environments with a Learned Model · ICLR 2022
Online and Offline Reinforcement Learning by Planning with a Learned Model · NeurIPS 2021
Machine learning › Reinforcement learning › multi-agent reinforcement learning
best response computation
0.612022
Approximate Exploitability: Learning a Best Response · IJCAI 2022
Machine learning › Reinforcement learning
deep reinforcement learning
0.612022
Approximate Exploitability: Learning a Best Response · IJCAI 2022
Machine learning › Reinforcement learning
multi-agent reinforcement learning
0.612022
Approximate Exploitability: Learning a Best Response · IJCAI 2022
Machine learning › Reinforcement learning
planning and learning
0.512021
Learning and Planning in Complex Action Spaces · ICML 2021
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search
0.412020
Monte-Carlo Tree Search as Regularized Policy Optimization · ICML 2020
Machine learning › Reinforcement learning › policy optimization
regularized policy optimization
0.412020
Monte-Carlo Tree Search as Regularized Policy Optimization · ICML 2020
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning under uncertainty
probabilistic planning
0.212022
Planning in Stochastic Environments with a Learned Model · ICLR 2022
Machine learning › Reinforcement learning
offline reinforcement learning
0.112021
Online and Offline Reinforcement Learning by Planning with a Learned Model · NeurIPS 2021
Machine learning › Reinforcement learning
policy optimization
0.112020
Monte-Carlo Tree Search as Regularized Policy Optimization · ICML 2020

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

worst-case performance approximation · 0.6planning · 0.6monte carlo tree search · 0.6learned dynamics model · 0.6ISMCTS-BR · 0.6sampled action subsets · 0.5reanalyse · 0.5policy iteration · 0.5muzero · 0.5alphazero · 0.4
YearPublicationVenuePosition
2022 Planning in Stochastic Environments with a Learned Model
Ioannis Antonoglou, Julian Schrittwieser, Sherjil Ozair, Thomas Hubert, David Silver 0001
ICLR4
2022 Approximate Exploitability: Learning a Best Response
abstract
Researchers have shown that neural networks are vulnerable to adversarial examples and subtle environment changes. The resulting errors can look like blunders to humans, eroding trust in these agents. In prior games research, agent evaluation often focused on the in-practice game outcomes. Such evaluation typically fails to evaluate robustness to worst-case outcomes. Computer poker research has examined how to assess such worst-case performance. Unfortunately, exact computation is infeasible with larger domains, and existing approximations are poker-specific. We introduce ISMCTS-BR, a scalable search-based deep reinforcement learning algorithm for learning a best response to an agent, approximating worst-case performance. We demonstrate the technique in several games against a variety of agents, including several AlphaZero-based agents. Supplementary material is available at https://arxiv.org/abs/2004.09677.
Finbarr Timbers, Nolan Bard, Edward Lockhart, Marc Lanctot, Neil Burch, Julian Schrittwieser, Thomas Hubert, Michael H. Bowling
IJCAI8
2021 Learning and Planning in Complex Action Spaces
abstract
Many important real-world problems have action spaces that are high-dimensional, continuous or both, making full enumeration of all possible actions infeasible. Instead, only small subsets of actions can be sampled for the purpose of policy evaluation and improvement. In this paper, we propose a general framework to reason in a principled way about policy evaluation and improvement over such sampled action subsets. This sample-based policy iteration framework can in principle be applied to any reinforcement learning algorithm based upon policy iteration. Concretely, we propose Sampled MuZero, an extension of the MuZero algorithm that is able to learn in domains with arbitrarily complex action spaces by planning over sampled actions. We demonstrate this approach on the classical board game of Go and on two continuous control benchmark domains: DeepMind Control Suite and Real-World RL Suite.
Thomas Hubert, Julian Schrittwieser, Ioannis Antonoglou, Mohammadamin Barekatain, Simon Schmitt, David Silver 0001
ICML1
2021 Online and Offline Reinforcement Learning by Planning with a Learned Model
abstract
Learning efficiently from small amounts of data has long been the focus of model-based reinforcement learning, both for the online case when interacting with the environment, and the offline case when learning from a fixed dataset. However, to date no single unified algorithm could demonstrate state-of-the-art results for both settings.In this work, we describe the Reanalyse algorithm, which uses model-based policy and value improvement operators to compute improved training targets for existing data points, allowing for efficient learning at data budgets varying by several orders of magnitude. We further show that Reanalyse can also be used to learn completely without environment interactions, as in the case of Offline Reinforcement Learning (Offline RL). Combining Reanalyse with the MuZero algorithm, we introduce MuZero Unplugged, a single unified algorithm for any data budget, including Offline RL. In contrast to previous work, our algorithm requires no special adaptations for the off-policy or Offline RL settings. MuZero Unplugged sets new state-of-the-art results for Atari in the standard 200 million frame online setting as well as in the RL Unplugged Offline RL benchmark.
Julian Schrittwieser, Thomas Hubert, Amol Mandhane, Mohammadamin Barekatain, Ioannis Antonoglou, David Silver 0001
NeurIPS2
2020 Monte-Carlo Tree Search as Regularized Policy Optimization
abstract
The combination of Monte-Carlo tree search (MCTS) with deep reinforcement learning has led to groundbreaking results in artificial intelligence. However, AlphaZero, the current state-of-the-art MCTS algorithm still relies on handcrafted heuristics that are only partially understood. In this paper, we show that AlphaZero’s search heuristic, along with other common ones, can be interpreted as an approximation to the solution of a specific regularized policy optimization problem. With this insight, we propose a variant of AlphaZero which uses the exact solution to this policy optimization problem, and show experimentally that it reliably outperforms the original algorithm in multiple domains.
Jean-Bastien Grill, Florent Altché, Yunhao Tang, Thomas Hubert, Michal Valko, Ioannis Antonoglou, Rémi Munos
ICML4