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Kevin A. Wang

dblp:315/0812 · also Kevin Wang 0003 · DBLP profile ↗
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4ranked-venue papers
0as first author
4since 2021 · last 2024
0000-0002-4911-4848ORCID · reported

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

Artificial intelligence and machine learning · 4 · 4 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
3 papers
Reinforcement learning · 55% Multi-agent systems · 45%
Theoretical computer science
1 paper
Algorithmic game theory and mechanism design · 100%

Topics — the 10 heaviest of 10, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
multi-agent reinforcement learning
1.322024
Toward Optimal Policy Population Growth in Two-Player Zero-Sum Games · ICLR 2024
XDO: A Double Oracle Algorithm for Extensive-Form Games · NeurIPS 2021
Machine learning › Reinforcement learning › model-based reinforcement learning › model-based planning
decision-time planning
0.812024
The Update-Equivalence Framework for Decision-Time Planning · ICLR 2024
Knowledge, reasoning and agents › Multi-agent systems
imperfect information games
0.812024
The Update-Equivalence Framework for Decision-Time Planning · ICLR 2024
Machine learning › Reinforcement learning › multi-agent reinforcement learning › equilibrium learning
policy space response oracle
0.812024
Toward Optimal Policy Population Growth in Two-Player Zero-Sum Games · ICLR 2024
Algorithmic game theory and mechanism design › equilibrium computation
double oracle algorithm
0.812024
Toward Optimal Policy Population Growth in Two-Player Zero-Sum Games · ICLR 2024
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
nash equilibrium
0.812024
Toward Optimal Policy Population Growth in Two-Player Zero-Sum Games · ICLR 2024
Algorithmic game theory and mechanism design
zero-sum game
0.812024
Toward Optimal Policy Population Growth in Two-Player Zero-Sum Games · ICLR 2024
Knowledge, reasoning and agents › Multi-agent systems
double oracle
0.512021
XDO: A Double Oracle Algorithm for Extensive-Form Games · NeurIPS 2021
Knowledge, reasoning and agents › Multi-agent systems › game theory
extensive-form games
0.512021
XDO: A Double Oracle Algorithm for Extensive-Form Games · NeurIPS 2021
Knowledge, reasoning and agents › Multi-agent systems
game theory
0.512021
XDO: A Double Oracle Algorithm for Extensive-Form Games · NeurIPS 2021

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

self-play · 1.5exploitability reduction · 1.5update equivalence · 0.8mirror descent · 0.8magnetic mirror descent · 0.8double oracle · 0.5deep reinforcement learning · 0.5
YearPublicationVenuePosition
2024 Opponent Modeling in Multiplayer Imperfect-Information Games
abstract
In many real-world settings agents engage in strategic interactions with multiple opposing agents who can employ a wide variety of strategies.The standard approach for designing agents for such settings is to compute or approximate a relevant game-theoretic solution concept such as Nash equilibrium and then follow the prescribed strategy.However, such a strategy ignores any observations of opponents' play, which may indicate shortcomings that can be exploited.We present an approach for opponent modeling in multiplayer imperfect-information games where we collect observations of opponents' play through repeated interactions.We run experiments against a wide variety of real opponents and exact Nash equilibrium strategies in three-player Kuhn poker and show that our algorithm significantly outperforms all of the agents, including the exact Nash equilibrium strategies.
Sam Ganzfried, Kevin A. Wang, Max Chiswick
DAI2
2024 Toward Optimal Policy Population Growth in Two-Player Zero-Sum Games
abstract
In competitive two-agent environments, deep reinforcement learning (RL) methods like Policy Space Response Oracles (PSRO) often increase exploitability between iterations, which is problematic when training in large games. To address this issue, we introduce anytime double oracle (ADO), an algorithm that ensures exploitability does not increase between iterations, and its approximate extensive-form version, anytime PSRO (APSRO). ADO converges to a Nash equilibrium while iteratively reducing exploitability. However, convergence in these algorithms may require adding all of a game's deterministic policies. To improve this, we propose Self-Play PSRO (SP-PSRO), which incorporates an approximately optimal stochastic policy into the population in each iteration. APSRO and SP-PSRO demonstrate lower exploitability and near-monotonic exploitability reduction in games like Leduc poker and Liar's Dice. Empirically, SP-PSRO often converges much faster than APSRO and PSRO, requiring only a few iterations in many games.
Stephen McAleer, JB Lanier, Kevin A. Wang, Pierre Baldi, Tuomas Sandholm, Roy Fox
ICLR3
2024 The Update-Equivalence Framework for Decision-Time Planning
abstract
The process of revising (or constructing) a policy at execution time---known as decision-time planning---has been key to achieving superhuman performance in perfect-information games like chess and Go. A recent line of work has extended decision-time planning to imperfect-information games, leading to superhuman performance in poker. However, these methods involve solving subgames whose sizes grow quickly in the amount of non-public information, making them unhelpful when the amount of non-public information is large. Motivated by this issue, we introduce an alternative framework for decision-time planning that is not based on solving subgames, but rather on update equivalence. In this update-equivalence framework, decision-time planning algorithms replicate the updates of last-iterate algorithms, which need not rely on public information. This facilitates scalability to games with large amounts of non-public information. Using this framework, we derive a provably sound search algorithm for fully cooperative games based on mirror descent and a search algorithm for adversarial games based on magnetic mirror descent. We validate the performance of these algorithms in cooperative and adversarial domains, notably in Hanabi, the standard benchmark for search in fully cooperative imperfect-information games. Here, our mirror descent approach exceeds or matches the performance of public information-based search while using two orders of magnitude less search time. This is the first instance of a non-public-information-based algorithm outperforming public-information-based approaches in a domain they have historically dominated.
Samuel Sokota, Gabriele Farina, David J. Wu 0002, Hengyuan Hu, Kevin A. Wang, J. Zico Kolter, Noam Brown
ICLR5
2021 XDO: A Double Oracle Algorithm for Extensive-Form Games
abstract
Policy Space Response Oracles (PSRO) is a reinforcement learning (RL) algorithm for two-player zero-sum games that has been empirically shown to find approximate Nash equilibria in large games. Although PSRO is guaranteed to converge to an approximate Nash equilibrium and can handle continuous actions, it may take an exponential number of iterations as the number of information states (infostates) grows. We propose Extensive-Form Double Oracle (XDO), an extensive-form double oracle algorithm for two-player zero-sum games that is guaranteed to converge to an approximate Nash equilibrium linearly in the number of infostates. Unlike PSRO, which mixes best responses at the root of the game, XDO mixes best responses at every infostate. We also introduce Neural XDO (NXDO), where the best response is learned through deep RL. In tabular experiments on Leduc poker, we find that XDO achieves an approximate Nash equilibrium in a number of iterations an order of magnitude smaller than PSRO. Experiments on a modified Leduc poker game and Oshi-Zumo show that tabular XDO achieves a lower exploitability than CFR with the same amount of computation. We also find that NXDO outperforms PSRO and NFSP on a sequential multidimensional continuous-action game. NXDO is the first deep RL method that can find an approximate Nash equilibrium in high-dimensional continuous-action sequential games.
Stephen McAleer, John B. Lanier, Kevin A. Wang, Pierre Baldi, Roy Fox
NeurIPS3