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Richard Everett 0001

dblp:215/4855 · also Richard M. Everett · DBLP profile ↗
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6ranked-venue papers
0as first author
2since 2021 · last 2022
0000-0002-9404-6338ORCID · verified

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

Artificial intelligence and machine learning · 6 · 2 since 2021Databases, data management, data science and information retrieval · 1

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
4 papers
Reinforcement learning · 55% Multi-agent systems · 38% Probabilistic and Bayesian machine learning · 7%
Theoretical computer science
1 paper
Algorithmic game theory and mechanism design · 100%

Topics — the 11 heaviest of 12, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
multi-agent reinforcement learning
0.922021
Collaborating with Humans without Human Data · NeurIPS 2021
Learning to Play No-Press Diplomacy with Best Response Policy Iteration · NeurIPS 2020
Knowledge, reasoning and agents › Multi-agent systems › multi-agent collaboration
ad hoc teamwork
0.512021
Collaborating with Humans without Human Data · NeurIPS 2021
Machine learning › Reinforcement learning › multi-agent reinforcement learning
human-AI collaboration
0.512021
Collaborating with Humans without Human Data · NeurIPS 2021
Knowledge, reasoning and agents › Multi-agent systems
automated negotiation
0.412020
Negotiating team formation using deep reinforcement learning · Artif. Intell. 2020
Machine learning › Reinforcement learning
deep reinforcement learning
0.412020
Negotiating team formation using deep reinforcement learning · Artif. Intell. 2020
Machine learning › Reinforcement learning › dynamic programming
policy iteration
0.412020
Learning to Play No-Press Diplomacy with Best Response Policy Iteration · NeurIPS 2020
Knowledge, reasoning and agents › Multi-agent systems
team formation
0.412020
Negotiating team formation using deep reinforcement learning · Artif. Intell. 2020
Algorithmic game theory and mechanism design
equilibrium computation
0.412020
Learning to Play No-Press Diplomacy with Best Response Policy Iteration · NeurIPS 2020
Algorithmic game theory and mechanism design › learning in games
fictitious play
0.412020
Learning to Play No-Press Diplomacy with Best Response Policy Iteration · NeurIPS 2020
Knowledge, reasoning and agents › Multi-agent systems
causal feature identification
0.312018
Identifying Sources and Sinks in the Presence of Multiple Agents with Gaussian Process Vector Calculus · KDD 2018
Machine learning › Probabilistic and Bayesian machine learning › stochastic processes
gaussian process
0.312018
Identifying Sources and Sinks in the Presence of Multiple Agents with Gaussian Process Vector Calculus · KDD 2018

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

deep reinforcement learning · 1.3approximate best response operator · 0.9fictitious co-play · 0.5best response · 0.5behavioral cloning · 0.5vector calculus · 0.3gaussian process · 0.3
YearPublicationVenuePosition
2022 Quantifying the effects of environment and population diversity in multi-agent reinforcement learning
abstract
Abstract Generalization is a major challenge for multi-agent reinforcement learning. How well does an agent perform when placed in novel environments and in interactions with new co-players? In this paper, we investigate and quantify the relationship between generalization and diversity in the multi-agent domain. Across the range of multi-agent environments considered here, procedurally generating training levels significantly improves agent performance on held-out levels. However, agent performance on the specific levels used in training sometimes declines as a result. To better understand the effects of co-player variation, our experiments introduce a new environment-agnostic measure of behavioral diversity. Results demonstrate that population size and intrinsic motivation are both effective methods of generating greater population diversity. In turn, training with a diverse set of co-players strengthens agent performance in some (but not all) cases.
Kevin R. McKee, Joel Z. Leibo, Charlie Beattie, Richard Everett 0001
Auton. Agents Multi Agent Syst.4
2021 Collaborating with Humans without Human Data
abstract
Collaborating with humans requires rapidly adapting to their individual strengths, weaknesses, and preferences. Unfortunately, most standard multi-agent reinforcement learning techniques, such as self-play (SP) or population play (PP), produce agents that overfit to their training partners and do not generalize well to humans. Alternatively, researchers can collect human data, train a human model using behavioral cloning, and then use that model to train "human-aware" agents ("behavioral cloning play", or BCP). While such an approach can improve the generalization of agents to new human co-players, it involves the onerous and expensive step of collecting large amounts of human data first. Here, we study the problem of how to train agents that collaborate well with human partners without using human data. We argue that the crux of the problem is to produce a diverse set of training partners. Drawing inspiration from successful multi-agent approaches in competitive domains, we find that a surprisingly simple approach is highly effective. We train our agent partner as the best response to a population of self-play agents and their past checkpoints taken throughout training, a method we call Fictitious Co-Play (FCP). Our experiments focus on a two-player collaborative cooking simulator that has recently been proposed as a challenge problem for coordination with humans. We find that FCP agents score significantly higher than SP, PP, and BCP when paired with novel agent and human partners. Furthermore, humans also report a strong subjective preference to partnering with FCP agents over all baselines.
DJ Strouse, Kevin R. McKee, Matt M. Botvinick, Edward Hughes 0001, Richard Everett 0001
NeurIPS5
2020 Learning to Play No-Press Diplomacy with Best Response Policy Iteration
abstract
Recent 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
NeurIPS10
2020 Bounds and dynamics for empirical game theoretic analysis
abstract
Abstract 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.5
2020 Negotiating team formation using deep reinforcement learning
Yoram Bachrach, Richard Everett 0001, Edward Hughes 0001, Angeliki Lazaridou, Joel Z. Leibo, Marc Lanctot, Michael Johanson, Wojciech Czarnecki 0001, Thore Graepel
Artif. Intell.2
2018 Identifying Sources and Sinks in the Presence of Multiple Agents with Gaussian Process Vector Calculus
abstract
In systems of multiple agents, identifying the cause of observed agent dynamics is challenging. Often, these agents operate in diverse, non-stationary environments, where models rely on hand-crafted environment-specific features to infer influential regions in the system's surroundings. To overcome the limitations of these inflexible models, we present GP-LAPLACE, a technique for locating sources and sinks from trajectories in time-varying fields. Using Gaussian processes, we jointly infer a spatio-temporal vector field, as well as canonical vector calculus operations on that field. Notably, we do this from only agent trajectories without requiring knowledge of the environment, and also obtain a metric for denoting the significance of inferred causal features in the environment by exploiting our probabilistic method. To evaluate our approach, we apply it to both synthetic and real-world GPS data, demonstrating the applicability of our technique in the presence of multiple agents, as well as its superiority over existing methods.
Adam D. Cobb, Richard Everett 0001, Andrew Markham, Stephen J. Roberts
KDD2