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Rob Powers

dblp:23/1046 · DBLP profile ↗
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5ranked-venue papers
4as first author
0since 2021 · last 2007
0000-0001-9161-0303ORCID · corroborated

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

Artificial intelligence and machine learning · 5 · 4 first-authorDatabases, data management, data science and information retrieval · 1 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author

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 · 52% Multi-agent systems · 48%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Performance modeling and evaluation · 100%
Theoretical computer science
2 papers
Algorithmic game theory and mechanism design · 100%

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

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Multi-agent systems
multi-agent learning
0.122007
If multi-agent learning is the answer, what is the question? · Artif. Intell. 2007
New Criteria and a New Algorithm for Learning in Multi-Agent Systems · NIPS 2004
Machine learning › Reinforcement learning
multi-agent reinforcement learning
0.122007
Learning against opponents with bounded memory · IJCAI 2005
If multi-agent learning is the answer, what is the question? · Artif. Intell. 2007
Machine learning › Reinforcement learning › multi-agent reinforcement learning
opponent modeling
0.112005
Learning against opponents with bounded memory · IJCAI 2005
Performance modeling and evaluation
performance prediction
0.112005
Short term performance forecasting in enterprise systems · KDD 2005
Performance modeling and evaluation › performance prediction
resource usage prediction
0.112005
Short term performance forecasting in enterprise systems · KDD 2005
Performance modeling and evaluation
workload characterization
0.112005
Short term performance forecasting in enterprise systems · KDD 2005
Algorithmic game theory and mechanism design
learning in games
0.112005
Learning against opponents with bounded memory · IJCAI 2005
Algorithmic game theory and mechanism design
regret minimization
0.012004
New Criteria and a New Algorithm for Learning in Multi-Agent Systems · NIPS 2004
Algorithmic game theory and mechanism design
repeated games
0.012004
New Criteria and a New Algorithm for Learning in Multi-Agent Systems · NIPS 2004
Knowledge, reasoning and agents › Multi-agent systems
strategic interaction
0.012005
Learning against opponents with bounded memory · IJCAI 2005
Machine learning › Reinforcement learning › multi-agent reinforcement learning
self-play
0.012004
New Criteria and a New Algorithm for Learning in Multi-Agent Systems · NIPS 2004

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

game-theoretic learning · 0.1security-level guarantees · 0.1best response learning · 0.1reinforcement learning · 0.1game theory · 0.1time series · 0.1machine learning · 0.1data mining · 0.1bayesian network · 0.1
YearPublicationVenuePosition
2007 If multi-agent learning is the answer, what is the question?
Yoav Shoham, Rob Powers, Trond Grenager
Artif. Intell.2
2007 A general criterion and an algorithmic framework for learning in multi-agent systems
Rob Powers, Yoav Shoham, Thuc Vu
Mach. Learn.1
2005 Learning against opponents with bounded memory
Rob Powers, Yoav Shoham
IJCAI1
2005 Short term performance forecasting in enterprise systems
abstract
We use data mining and machine learning techniques to predict upcoming periods of high utilization or poor performance in enterprise systems. The abundant data available and complexity of these systems defies human characterization or static models and makes the task suitable for data mining techniques. We formulate the problem as one of classification: given current and past information about the system's behavior, can we forecast whether the system will meet its performance targets over the next hour? Using real data gathered from several enterprise systems in Hewlett-Packard, we compare several approaches ranging from time series to Bayesian networks. Besides establishing the predictive power of these approaches our study analyzes three dimensions that are important for their application as a stand alone tool. First, it quantifies the gain in accuracy of multivariate prediction methods over simple statistical univariate methods. Second, it quantifies the variations in accuracy when using different classes of system and workload features. Third, it establishes that models induced using combined data from various systems generalize well and are applicable to new systems, enabling accurate predictions on systems with insufficient historical data. Together this analysis offers a promising outlook on the development of tools to automate assignment of resources to stabilize performance, (e.g., adding servers to a cluster) and allow opportunistic job scheduling (e.g., backups or virus scans).
Rob Powers, Moisés Goldszmidt, Ira Cohen
KDD1
2004 New Criteria and a New Algorithm for Learning in Multi-Agent Systems
abstract
We propose a new set of criteria for learning algorithms in multi-agent systems, one that is more stringent and (we argue) better justified than previous proposed criteria. Our criteria, which apply most straightfor- wardly in repeated games with average rewards, consist of three require- ments: (a) against a specified class of opponents (this class is a parameter of the criterion) the algorithm yield a payoff that approaches the payoff of the best response, (b) against other opponents the algorithm's payoff at least approach (and possibly exceed) the security level payoff (or max- imin value), and (c) subject to these requirements, the algorithm achieve a close to optimal payoff in self-play. We furthermore require that these average payoffs be achieved quickly. We then present a novel algorithm, and show that it meets these new criteria for a particular parameter class, the class of stationary opponents. Finally, we show that the algorithm is effective not only in theory, but also empirically. Using a recently introduced comprehensive game theoretic test suite, we show that the algorithm almost universally outperforms previous learning algorithms.
Rob Powers, Yoav Shoham
NIPS1