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Paul Muller

dblp:32/2058 · DBLP profile ↗
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9ranked-venue papers
3as first author
4since 2021 · last 2025
—ORCID · none

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

Artificial intelligence and machine learning · 5 · 1 first-author · 4 since 2021Systems, architecture and hardware · 3 · 1 first-authorSoftware engineering, systems software and programming languages · 2 · 2 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 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 · 68% Planning, search and constraint satisfaction · 12% Generative modeling · 12%
Theoretical computer science
1 paper
Algorithmic game theory and mechanism design · 100%

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

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
multi-agent reinforcement learning
1.832025
Combining Deep Reinforcement Learning and Search with Generative Models for Game-Theoretic Opponent Modeling · IJCAI 2025
Multi-Agent Training beyond Zero-Sum with Correlated Equilibrium Meta-Solvers · ICML 2021
A Generalized Training Approach for Multiagent Learning · ICLR 2020
Machine learning › Generative modeling
generative model
0.912025
Combining Deep Reinforcement Learning and Search with Generative Models for Game-Theoretic Opponent Modeling · IJCAI 2025
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search
0.912025
Combining Deep Reinforcement Learning and Search with Generative Models for Game-Theoretic Opponent Modeling · IJCAI 2025
Machine learning › Reinforcement learning › multi-agent reinforcement learning
opponent modeling
0.912025
Combining Deep Reinforcement Learning and Search with Generative Models for Game-Theoretic Opponent Modeling · IJCAI 2025
Machine learning › Reinforcement learning › multi-agent reinforcement learning › equilibrium learning
fictitious play
0.612022
Scalable Deep Reinforcement Learning Algorithms for Mean Field Games · ICML 2022
Machine learning › Reinforcement learning › multi-agent reinforcement learning
mean field games
0.612022
Scalable Deep Reinforcement Learning Algorithms for Mean Field Games · ICML 2022
Machine learning › Reinforcement learning › multi-agent reinforcement learning
general-sum game
0.512021
Multi-Agent Training beyond Zero-Sum with Correlated Equilibrium Meta-Solvers · ICML 2021
Machine learning › Reinforcement learning › multi-agent reinforcement learning › equilibrium learning
policy space response oracle
0.512021
Multi-Agent Training beyond Zero-Sum with Correlated Equilibrium Meta-Solvers · ICML 2021
Algorithmic game theory and mechanism design › equilibrium computation
correlated equilibrium
0.512021
Multi-Agent Training beyond Zero-Sum with Correlated Equilibrium Meta-Solvers · ICML 2021
Algorithmic game theory and mechanism design
equilibrium computation
0.512021
Multi-Agent Training beyond Zero-Sum with Correlated Equilibrium Meta-Solvers · ICML 2021
Knowledge, reasoning and agents › Multi-agent systems
multi-agent learning
0.412020
A Generalized Training Approach for Multiagent Learning · ICLR 2020
Knowledge, reasoning and agents › Multi-agent systems
game theory
0.112020
A Generalized Training Approach for Multiagent Learning · ICLR 2020

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

maximum gini correlated equilibrium · 1.0joint policy-space response oracles · 1.0policy space response oracles · 0.9best response · 0.9bargaining theory · 0.9online mirror descent · 0.6neural network · 0.6distillation · 0.6opponent modeling · 0.4generalized training · 0.4
YearPublicationVenuePosition
2025 Combining Deep Reinforcement Learning and Search with Generative Models for Game-Theoretic Opponent Modeling
abstract
Opponent modeling methods typically involve two crucial steps: building a belief distribution over opponents' strategies, and exploiting this opponent model by playing a best response. However, existing approaches typically require domain-specific heurstics to come up with such a model, and algorithms for approximating best responses are hard to scale in large, imperfect information domains. In this work, we introduce a scalable and generic multiagent training regime for opponent modeling using deep game-theoretic reinforcement learning. We first propose Generative Best Respoonse (GenBR), a best response algorithm based on Monte-Carlo Tree Search (MCTS) with a learned deep generative model that samples world states during planning. This new method scales to large imperfect information domains and can be plug and play in a variety of multiagent algorithms. We use this new method under the framework of Policy Space Response Oracles (PSRO), to automate the generation of an offline opponent model via iterative game-theoretic reasoning and population-based training. We propose using solution concepts based on bargaining theory to build up an opponent mixture, which we find identifying profiles that are near the Pareto frontier. Then GenBR keeps updating an online opponent model and reacts against it during gameplay. We conduct behavioral studies where human participants negotiate with our agents in Deal-or-No-Deal, a class of bilateral bargaining games. Search with generative modeling finds stronger policies during both training time and test time, enables online Bayesian co-player prediction, and can produce agents that achieve comparable social welfare and Nash bargaining score negotiating with humans as humans trading among themselves.
Zun Li 0002, Marc Lanctot, Kevin R. McKee, Luke Marris, Ian Gemp, Daniel Hennes, Paul Muller, Kate Larson, Yoram Bachrach, Michael P. Wellman
IJCAI7
2022 Scalable Deep Reinforcement Learning Algorithms for Mean Field Games
abstract
Mean Field Games (MFGs) have been introduced to efficiently approximate games with very large populations of strategic agents. Recently, the question of learning equilibria in MFGs has gained momentum, particularly using model-free reinforcement learning (RL) methods. One limiting factor to further scale up using RL is that existing algorithms to solve MFGs require the mixing of approximated quantities such as strategies or $q$-values. This is far from being trivial in the case of non-linear function approximation that enjoy good generalization properties, e.g. neural networks. We propose two methods to address this shortcoming. The first one learns a mixed strategy from distillation of historical data into a neural network and is applied to the Fictitious Play algorithm. The second one is an online mixing method based on regularization that does not require memorizing historical data or previous estimates. It is used to extend Online Mirror Descent. We demonstrate numerically that these methods efficiently enable the use of Deep RL algorithms to solve various MFGs. In addition, we show that these methods outperform SotA baselines from the literature.
Mathieu Laurière, Sarah Perrin, Sertan Girgin, Paul Muller, Theophile Cabannes, Georgios Piliouras, Julien Pérolat, Romuald Elie, Olivier Pietquin, Matthieu Geist
ICML4
2021 Multi-Agent Training beyond Zero-Sum with Correlated Equilibrium Meta-Solvers
abstract
Two-player, constant-sum games are well studied in the literature, but there has been limited progress outside of this setting. We propose Joint Policy-Space Response Oracles (JPSRO), an algorithm for training agents in n-player, general-sum extensive form games, which provably converges to an equilibrium. We further suggest correlated equilibria (CE) as promising meta-solvers, and propose a novel solution concept Maximum Gini Correlated Equilibrium (MGCE), a principled and computationally efficient family of solutions for solving the correlated equilibrium selection problem. We conduct several experiments using CE meta-solvers for JPSRO and demonstrate convergence on n-player, general-sum games.
Luke Marris, Paul Muller, Marc Lanctot, Karl Tuyls, Thore Graepel
ICML2
2021 Game Plan: What AI can do for Football, and What Football can do for AI
abstract
The rapid progress in artificial intelligence (AI) and machine learning has opened unprecedented analytics possibilities in various team and individual sports, including baseball, basketball, and tennis. More recently, AI techniques have been applied to football, due to a huge increase in data collection by professional teams, increased computational power, and advances in machine learning, with the goal of better addressing new scientific challenges involved in the analysis of both individual players’ and coordinated teams’ behaviors. The research challenges associated with predictive and prescriptive football analytics require new developments and progress at the intersection of statistical learning, game theory, and computer vision. In this paper, we provide an overarching perspective highlighting how the combination of these fields, in particular, forms a unique microcosm for AI research, while offering mutual benefits for professional teams, spectators, and broadcasters in the years to come. We illustrate that this duality makes football analytics a game changer of tremendous value, in terms of not only changing the game of football itself, but also in terms of what this domain can mean for the field of AI. We review the state-of-the-art and exemplify the types of analysis enabled by combining the aforementioned fields, including illustrative examples of counterfactual analysis using predictive models, and the combination of game-theoretic analysis of penalty kicks with statistical learning of player attributes. We conclude by highlighting envisioned downstream impacts, including possibilities for extensions to other sports (real and virtual).
Karl Tuyls, Shayegan Omidshafiei, Paul Muller, Zhe Wang 0055, Jerome T. Connor, Daniel Hennes, Ian Graham, William Spearman, Tim Waskett, Dafydd Steele, Pauline Luc, Adrià Recasens, Alexandre Galashov, Gregory Thornton, Romuald Elie, Pablo Sprechmann, Pol Moreno, Kris Cao, Marta Garnelo, Praneet Dutta, Michal Valko, Nicolas Heess, Alex Bridgland, Julien Pérolat, Bart De Vylder, S. M. Ali Eslami, Mark Rowland 0001, Andrew Jaegle, Rémi Munos, Trevor Back, Razia Ahamed, Simon Bouton, Nathalie Beauguerlange, Jackson Broshear, Thore Graepel, Demis Hassabis
J. Artif. Intell. Res.3
2020 A Generalized Training Approach for Multiagent Learning
Paul Muller, Shayegan Omidshafiei, Mark Rowland 0001, Karl Tuyls, Julien Pérolat, Siqi Liu 0002, Daniel Hennes, Luke Marris, Marc Lanctot, Edward Hughes 0001, Zhe Wang 0055, Guy Lever, Nicolas Heess, Thore Graepel, Rémi Munos
ICLR1
2006 Analysis and modeling of jitter and frequency tolerance in gated oscillator based CDRs
abstract
This paper presents an approach to analyzing and modeling of gated-oscillator (GO) -based CDRs and predicting their performance aspects such as jitter tolerance (JTOL) and frequency tolerance (FTOL). It is shown that high JTOL of this topology in addition to their acceptable FTOL and flexible topology, have made them very suitable for short-haul multi-rate applications
Armin Tajalli, Paul Muller, Seyed Mojtaba Atarodi, Yusuf Leblebici
ISCAS2
2005 Top-Down Design of a Low-Power Multi-Channel 2.5-Gbit/s/Channel Gated Oscillator Clock-Recovery Circuit
abstract
We present a complete top-down design of a low-power multi-channel clock recovery circuit based on gated current-controlled oscillators. The flow includes several tools and methods used to specify block constraints, to design and verify the topology down to the transistor level, as well as to achieve a power consumption as low as 5 mW/Gbit/s. Statistical simulation is used to estimate the achievable bit error rate in the presence of phase and frequency errors and to prove the feasibility of the concept. VHDL modeling provides extensive verification of the topology. Thermal noise modeling based on well-known concepts delivers design parameters for the device sizing and biasing. We present two practical examples of possible design improvements analyzed and implemented with this methodology.
Paul Muller, Armin Tajalli, Seyed Mojtaba Atarodi, Yusuf Leblebici
DATE1
2005 Jitter Tolerance Analysis of Clock and Data Recovery Circuits
Paul Muller, Yusuf Leblebici
FDL1
2005 A low-power, multichannel gated oscillator-based CDR for short-haul applications
abstract
A gated current-controlled oscillator (GCCO) based topology is used to implement a low-power multi-channel clock and data recovery (CDR) system in a 0.18um digital CMOS technology. A systematic approach is presented to design a reliable and low-power system based on the required specifications. Behavioral simulations are also used to estimate the achievable bit error rate (BER), jitter tolerance (JTOL), and frequency offset tolerance (FTOL) of the proposed CDR. Using a single 1.8V supply voltage, the proposed 20Gbps 8-channel CDR consumes only 70.2mW or 3.51mW/Channel/Gbps while occupies 0.045mm2 silicon area
Armin Tajalli, Paul Muller, Seyed Mojtaba Atarodi, Yusuf Leblebici
ISLPED2