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Caleb Ho

dblp:245/3601 · DBLP profile ↗
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2ranked-venue papers
0as first author
1since 2021 · last 2021
—ORCID · none

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

Artificial intelligence and machine learning · 2 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 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
2 papers
Multi-agent systems · 50% Reinforcement learning · 28% Planning, search and constraint satisfaction · 22%

Topics — the 5 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search
0.512021
Monte Carlo Tree Search With Iteratively Refining State Abstractions · NeurIPS 2021
Machine learning › Reinforcement learning › function approximation › representation learning for reinforcement learning
state abstraction
0.512021
Monte Carlo Tree Search With Iteratively Refining State Abstractions · NeurIPS 2021
Knowledge, reasoning and agents › Multi-agent systems
equilibrium computation
0.412019
Learning Deviation Payoffs in Simulation-Based Games · AAAI 2019
Knowledge, reasoning and agents › Multi-agent systems › game theory
nash equilibrium
0.412019
Learning Deviation Payoffs in Simulation-Based Games · AAAI 2019
Machine learning › Reinforcement learning › model-based reinforcement learning › model-based planning
decision-time planning
0.112021
Monte Carlo Tree Search With Iteratively Refining State Abstractions · NeurIPS 2021

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

progressive widening · 0.5abstraction refining · 0.5sampling · 0.4neural network · 0.4deviation payoff learning · 0.4
YearPublicationVenuePosition
2021 Monte Carlo Tree Search With Iteratively Refining State Abstractions
abstract
Decision-time planning is the process of constructing a transient, local policy with the intent of using it to make the immediate decision. Monte Carlo tree search (MCTS), which has been leveraged to great success in Go, chess, shogi, Hex, Atari, and other settings, is perhaps the most celebrated decision-time planning algorithm. Unfortunately, in its original form, MCTS can degenerate to one-step search in domains with stochasticity. Progressive widening is one way to ameliorate this issue, but we argue that it possesses undesirable properties for some settings. In this work, we present a method, called abstraction refining, for extending MCTS to stochastic environments which, unlike progressive widening, leverages the geometry of the state space. We argue that leveraging the geometry of the space can offer advantages. To support this claim, we present a series of experimental examples in which abstraction refining outperforms progressive widening, given equal simulation budgets.
Samuel Sokota, Caleb Ho, Zaheen Farraz Ahmad, J. Zico Kolter
NeurIPS2
2019 Learning Deviation Payoffs in Simulation-Based Games
abstract
We present a novel approach for identifying approximate role-symmetric Nash equilibria in large simulation-based games. Our method uses neural networks to learn a mapping from mixed-strategy profiles to deviation payoffs—the expected values of playing pure-strategy deviations from those profiles. This learning can generalize from data about a tiny fraction of a game’s outcomes, permitting tractable analysis of exponentially large normal-form games. We give a procedure for iteratively refining the learned model with new data produced by sampling in the neighborhood of each candidate Nash equilibrium. Relative to the existing state of the art, deviation payoff learning dramatically simplifies the task of computing equilibria and more effectively addresses player asymmetries. We demonstrate empirically that deviation payoff learning identifies better approximate equilibria than previous methods and can handle more difficult settings, including games with many more players, strategies, and roles.
Samuel Sokota, Caleb Ho, Bryce Wiedenbeck
AAAI2