Demo Data from EDBT 2026 / reviewers in the wild / expert
Joel Veness
dblp:33/7411
· DBLP profile ↗
30ranked-venue papers
9as first author
8since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 28 · 7 first-author · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 10 · 6 first-author · 1 since 2021Databases, data management, data science and information retrieval · 2 · 2 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
25 papers |
Reinforcement learning · 21% Deep learning architectures and training · 17% Transfer learning and domain adaptation · 15% | |
| Theoretical computer science
4 papers |
Coding theory · 41% Approximation and online algorithms · 40% Automata and formal languages · 18% |
Topics — the 30 heaviest of 54, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Deep learning architectures and training › feedforward neural network › piecewise linear network
gated linear networks |
1.5 | 4 | 2021 | Gated Linear Networks · AAAI 2021 Online Learning in Contextual Bandits using Gated Linear Networks · NeurIPS 2020 Gaussian Gated Linear Networks · NeurIPS 2020 |
Machine learning › Transfer learning and domain adaptation
meta-learning |
1.4 | 2 | 2024 | Learning Universal Predictors · ICML 2024 Memory-Based Meta-Learning on Non-Stationary Distributions · ICML 2023 |
Machine learning › Efficient and distributed learning › compression
data compression |
0.9 | 1 | 2025 | Compression via Pre-trained Transformers: A Study on Byte-Level Multimodal Data · ICML 2025 |
Machine learning › Efficient and distributed learning › model compression
transformer compression |
0.9 | 1 | 2025 | Compression via Pre-trained Transformers: A Study on Byte-Level Multimodal Data · ICML 2025 |
Machine learning › Efficient and distributed learning
compression |
0.8 | 1 | 2024 | Language Modeling Is Compression · ICLR 2024 |
Machine learning › Deep learning architectures and training
transformer |
0.8 | 1 | 2024 | Amortized Planning with Large-Scale Transformers: A Case Study on Chess · NeurIPS 2024 |
Machine learning › Learning theory › online learning › sequence prediction
universal prediction |
0.8 | 1 | 2024 | Learning Universal Predictors · ICML 2024 |
Machine learning › Probabilistic and Bayesian machine learning › statistical inference
bayesian inference |
0.7 | 1 | 2023 | Memory-Based Meta-Learning on Non-Stationary Distributions · ICML 2023 |
Machine learning › Probabilistic and Bayesian machine learning › statistical inference › bayesian inference › bayesian prediction
bayes-optimal prediction |
0.7 | 1 | 2023 | Memory-Based Meta-Learning on Non-Stationary Distributions · ICML 2023 |
Machine learning › Transfer learning and domain adaptation › meta-learning
memory-based meta-learning |
0.7 | 1 | 2023 | Memory-Based Meta-Learning on Non-Stationary Distributions · ICML 2023 |
Machine learning › Deep learning architectures and training
neural network expressivity |
0.7 | 1 | 2023 | Neural Networks and the Chomsky Hierarchy · ICLR 2023 |
Machine learning › Reinforcement learning
planning and learning |
0.7 | 1 | 2023 | Self-Predictive Universal AI · NeurIPS 2023 |
Machine learning › Reinforcement learning
generalist agents |
0.5 | 2 | 2018 | Revisiting the Arcade Learning Environment: Evaluation Protocols and Open Problems for General Agents (Extended Abstract) · IJCAI 2018 The Arcade Learning Environment: An Evaluation Platform for General Agents (Extended Abstract) · IJCAI 2015 |
Machine learning › Deep learning architectures and training › neural network training
backpropagation-free training |
0.5 | 1 | 2021 | Gated Linear Networks · AAAI 2021 |
Machine learning › Learning theory
online learning |
0.5 | 1 | 2021 | Gated Linear Networks · AAAI 2021 |
Machine learning › Reinforcement learning › bandit
contextual bandit |
0.4 | 1 | 2020 | Online Learning in Contextual Bandits using Gated Linear Networks · NeurIPS 2020 |
Machine learning › Learning paradigms
continual learning |
0.4 | 1 | 2020 | A Combinatorial Perspective on Transfer Learning · NeurIPS 2020 |
Machine learning › Probabilistic and Bayesian machine learning › statistical inference
density estimation |
0.4 | 1 | 2020 | Gaussian Gated Linear Networks · NeurIPS 2020 |
Machine learning › Transfer learning and domain adaptation › compositional learning
modular learning |
0.4 | 1 | 2020 | A Combinatorial Perspective on Transfer Learning · NeurIPS 2020 |
Machine learning › Reinforcement learning
value function approximation |
0.3 | 2 | 2012 | Sketch-Based Linear Value Function Approximation · NIPS 2012 Investigating Contingency Awareness Using Atari 2600 Games · AAAI 2012 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game tree search |
0.3 | 2 | 2013 | Monte Carlo *-Minimax Search · IJCAI 2013 Bootstrapping from Game Tree Search · NIPS 2009 |
Machine learning › Probabilistic and Bayesian machine learning › statistical inference › bayesian inference
bayesian nonparametric model |
0.2 | 1 | 2016 | The Forget-me-not Process · NIPS 2016 |
Machine learning › Time series and sequential data › temporal sequence modeling
online sequence prediction |
0.2 | 1 | 2016 | The Forget-me-not Process · NIPS 2016 |
Robotics › Robot manipulation
task segmentation |
0.2 | 1 | 2016 | The Forget-me-not Process · NIPS 2016 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
monte carlo tree search |
0.2 | 2 | 2011 | Variance Reduction in Monte-Carlo Tree Search · NIPS 2011 Reinforcement Learning via AIXI Approximation · AAAI 2010 |
Coding theory › source coding
lossless compression |
0.2 | 1 | 2024 | Language Modeling Is Compression · ICLR 2024 |
Approximation and online algorithms
online algorithms |
0.2 | 1 | 2015 | Online Learning of k-CNF Boolean Functions · IJCAI 2015 |
Approximation and online algorithms
online learning |
0.2 | 1 | 2015 | Online Learning of k-CNF Boolean Functions · IJCAI 2015 |
Coding theory › source coding
rate-distortion theory |
0.2 | 1 | 2015 | Compress and Control · AAAI 2015 |
Machine learning › Reinforcement learning
temporal difference learning |
0.2 | 1 | 2023 | Self-Predictive Universal AI · NeurIPS 2023 |
Methods — techniques the papers use, named apart from their topics
pre-trained transformer · 0.9byte-level modeling · 0.9universal turing machine · 0.8supervised learning · 0.8meta-learning · 0.8behavioral cloning · 0.8action-value prediction · 0.8sequence prediction · 0.7q-value estimation · 0.7log loss minimization · 0.7compression · 0.2
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Compression via Pre-trained Transformers: A Study on Byte-Level Multimodal DataabstractFoundation models are strong data compressors, but when accounting for their parameter size, their compression ratios are inferior to standard compression algorithms. Naively reducing the parameter count does not necessarily help as it deteriorates predictions and, accordingly, compression. We conduct a large-scale empirical study to find a sweet spot where pre-trained vanilla transformers can achieve competitive compression ratios. To this end, we train models on 165GB of raw byte sequences of either text, image, or audio data (and all possible combinations of the three) and then compress 1GB of out-of-distribution (OOD) data from each modality. We find that relatively small models (millions of parameters) can outperform standard general-purpose compression algorithms (gzip, LZMA2) and even domain-specific compressors (PNG, JPEG-XL, FLAC) — even when accounting for parameter size. We achieve, e.g., the lowest compression ratio of 0.49 on OOD audio data (vs. 0.54 for FLAC). We conduct extensive ablations and hyperparameter sweeps to study the impact of model- and dataset scale, and we investigate the effect of unimodal versus multimodal training. We find that even small models can be trained to perform well on multiple modalities, but unlike large-scale foundation models, transfer to unseen modalities is generally weak. David Heurtel-Depeiges, Anian Ruoss, Joel Veness, Tim Genewein |
ICML | 3 |
| 2024 | Language Modeling Is CompressionabstractIt has long been established that predictive models can be transformed into lossless compressors and vice versa. Incidentally, in recent years, the machine learning community has focused on training increasingly large and powerful self-supervised (language) models. Since these large language models exhibit impressive predictive capabilities, they are well-positioned to be strong compressors. In this work, we advocate for viewing the prediction problem through the lens of compression and evaluate the compression capabilities of large (foundation) models. We show that large language models are powerful general-purpose predictors and that the compression viewpoint provides novel insights into scaling laws, tokenization, and in-context learning. For example, Chinchilla 70B, while trained primarily on text, compresses ImageNet patches to 43.4% and LibriSpeech samples to 16.4% of their raw size, beating domain-specific compressors like PNG (58.5%) or FLAC (30.3%), respectively. Finally, we show that the prediction-compression equivalence allows us to use any compressor (like gzip) to build a conditional generative model. Grégoire Delétang, Anian Ruoss, Paul-Ambroise Duquenne, Elliot Catt, Tim Genewein, Christopher Mattern, Jordi Grau-Moya, Li Kevin Wenliang, Matthew Aitchison, Laurent Orseau, Marcus Hutter, Joel Veness |
ICLR | 12 |
| 2024 | Learning Universal PredictorsabstractMeta-learning has emerged as a powerful approach to train neural networks to learn new tasks quickly from limited data by pre-training them on a broad set of tasks. But, what are the limits of meta-learning? In this work, we explore the potential of amortizing the most powerful universal predictor, namely Solomonoff Induction (SI), into neural networks via leveraging (memory-based) meta-learning to its limits. We use Universal Turing Machines (UTMs) to generate training data used to expose networks to a broad range of patterns. We provide theoretical analysis of the UTM data generation processes and meta-training protocols. We conduct comprehensive experiments with neural architectures (e.g. LSTMs, Transformers) and algorithmic data generators of varying complexity and universality. Our results suggest that UTM data is a valuable resource for meta-learning, and that it can be used to train neural networks capable of learning universal prediction strategies. Jordi Grau-Moya, Tim Genewein, Marcus Hutter, Laurent Orseau, Grégoire Delétang, Elliot Catt, Anian Ruoss, Li Kevin Wenliang, Christopher Mattern, Matthew Aitchison, Joel Veness |
ICML | 11 |
| 2024 | Amortized Planning with Large-Scale Transformers: A Case Study on ChessabstractThis paper uses chess, a landmark planning problem in AI, to assess transformers’ performance on a planning task where memorization is futile — even at a large scale. To this end, we release ChessBench, a large-scale benchmark dataset of 10 million chess games with legal move and value annotations (15 billion data points) provided by Stockfish 16, the state-of-the-art chess engine. We train transformers with up to 270 million parameters on ChessBench via supervised learning and perform extensive ablations to assess the impact of dataset size, model size, architecture type, and different prediction targets (state-values, action-values, and behavioral cloning). Our largest models learn to predict action-values for novel boards quite accurately, implying highly non-trivial generalization. Despite performing no explicit search, our resulting chess policy solves challenging chess puzzles and achieves a surprisingly strong Lichess blitz Elo of 2895 against humans (grandmaster level). We also compare to Leela Chess Zero and AlphaZero (trained without supervision via self-play) with and without search. We show that, although a remarkably good approximation of Stockfish’s search-based algorithm can be distilled into large-scale transformers via supervised learning, perfect distillation is still beyond reach, thus making ChessBench well-suited for future research. Anian Ruoss, Grégoire Delétang, Sourabh Medapati, Jordi Grau-Moya, Elliot Catt, John Reid, Cannada A. Lewis, Joel Veness, Tim Genewein |
NeurIPS | 9 |
| 2023 | Neural Networks and the Chomsky Hierarchy
Grégoire Delétang, Anian Ruoss, Jordi Grau-Moya, Tim Genewein, Li Kevin Wenliang, Elliot Catt, Chris Cundy, Marcus Hutter, Shane Legg, Joel Veness, Pedro A. Ortega |
ICLR | 10 |
| 2023 | Memory-Based Meta-Learning on Non-Stationary DistributionsabstractMemory-based meta-learning is a technique for approximating Bayes-optimal predictors. Under fairly general conditions, minimizing sequential prediction error, measured by the log loss, leads to implicit meta-learning. The goal of this work is to investigate how far this interpretation can be realized by current sequence prediction models and training regimes. The focus is on piecewise stationary sources with unobserved switching-points, which arguably capture an important characteristic of natural language and action-observation sequences in partially observable environments. We show that various types of memory-based neural models, including Transformers, LSTMs, and RNNs can learn to accurately approximate known Bayes-optimal algorithms and behave as if performing Bayesian inference over the latent switching-points and the latent parameters governing the data distribution within each segment. Tim Genewein, Grégoire Delétang, Anian Ruoss, Li Kevin Wenliang, Elliot Catt, Vincent Dutordoir, Jordi Grau-Moya, Laurent Orseau, Marcus Hutter, Joel Veness |
ICML | 10 |
| 2023 | Self-Predictive Universal AIabstractReinforcement Learning (RL) algorithms typically utilize learning and/or planning techniques to derive effective policies. The integration of both approaches has proven to be highly successful in addressing complex sequential decision-making challenges, as evidenced by algorithms such as AlphaZero and MuZero, which consolidate the planning process into a parametric search-policy. AIXI, the most potent theoretical universal agent, leverages planning through comprehensive search as its primary means to find an optimal policy. Here we define an alternative universal agent, which we call Self-AIXI, that on the contrary to AIXI, maximally exploits learning to obtain good policies. It does so by self-predicting its own stream of action data, which is generated, similarly to other TD(0) agents, by taking an action maximization step over the current on-policy (universal mixture-policy) Q-value estimates. We prove that Self-AIXI converges to AIXI, and inherits a series of properties like maximal Legg-Hutter intelligence and the self-optimizing property. Elliot Catt, Jordi Grau-Moya, Marcus Hutter, Matthew Aitchison, Tim Genewein, Grégoire Delétang, Joel Veness |
NeurIPS | 8 |
| 2021 | Gated Linear NetworksabstractThis paper presents a new family of backpropagation-free neural architectures, Gated Linear Networks (GLNs). What distinguishes GLNs from contemporary neural networks is the distributed and local nature of their credit assignment mechanism; each neuron directly predicts the target, forgoing the ability to learn feature representations in favor of rapid online learning. Individual neurons are able to model nonlinear functions via the use of data-dependent gating in conjunction with online convex optimization. We show that this architecture gives rise to universal learning capabilities in the limit, with effective model capacity increasing as a function of network size in a manner comparable with deep ReLU networks. Furthermore, we demonstrate that the GLN learning mechanism possesses extraordinary resilience to catastrophic forgetting, performing almost on par to an MLP with dropout and Elastic Weight Consolidation on standard benchmarks. Joel Veness, Tor Lattimore, David Budden, Avishkar Bhoopchand, Christopher Mattern, Agnieszka Grabska-Barwinska, Eren Sezener, Peter Toth, Simon Schmitt, Marcus Hutter |
AAAI | 1 |
| 2020 | Gaussian Gated Linear NetworksabstractWe propose the Gaussian Gated Linear Network (G-GLN), an extension to the recently proposed GLN family of deep neural networks. Instead of using backpropagation to learn features, GLNs have a distributed and local credit assignment mechanism based on optimizing a convex objective. This gives rise to many desirable properties including universality, data-efficient online learning, trivial interpretability and robustness to catastrophic forgetting. We extend the GLN framework from classification to multiple regression and density modelling by generalizing geometric mixing to a product of Gaussian densities. The G-GLN achieves competitive or state-of-the-art performance on several univariate and multivariate regression benchmarks, and we demonstrate its applicability to practical tasks including online contextual bandits and density estimation via denoising. David Budden, Adam H. Marblestone, Eren Sezener, Tor Lattimore, Greg Wayne, Joel Veness |
NeurIPS | 6 |
| 2020 | Online Learning in Contextual Bandits using Gated Linear NetworksabstractWe introduce a new and completely online contextual bandit algorithm called Gated Linear Contextual Bandits (GLCB). This algorithm is based on Gated Linear Networks (GLNs), a recently introduced deep learning architecture with properties well-suited to the online setting. Leveraging data-dependent gating properties of the GLN we are able to estimate prediction uncertainty with effectively zero algorithmic overhead. We empirically evaluate GLCB compared to 9 state-of-the-art algorithms that leverage deep neural networks, on a standard benchmark suite of discrete and continuous contextual bandit problems. GLCB obtains mean first-place despite being the only online method, and we further support these results with a theoretical study of its convergence properties. Eren Sezener, Marcus Hutter, David Budden, Joel Veness |
NeurIPS | 5 |
| 2020 | A Combinatorial Perspective on Transfer LearningabstractHuman intelligence is characterized not only by the capacity to learn complex skills, but the ability to rapidly adapt and acquire new skills within an ever-changing environment. In this work we study how the learning of modular solutions can allow for effective generalization to both unseen and potentially differently distributed data. Our main postulate is that the combination of task segmentation, modular learning and memory-based ensembling can give rise to generalization on an exponentially growing number of unseen tasks. We provide a concrete instantiation of this idea using a combination of: (1) the Forget-Me-Not Process, for task segmentation and memory based ensembling; and (2) Gated Linear Networks, which in contrast to contemporary deep learning techniques use a modular and local learning mechanism. We demonstrate that this system exhibits a number of desirable continual learning properties: robustness to catastrophic forgetting, no negative transfer and increasing levels of positive transfer as more tasks are seen. We show competitive performance against both offline and online methods on standard continual learning benchmarks. Eren Sezener, David Budden, Marcus Hutter, Joel Veness |
NeurIPS | 5 |
| 2018 | Revisiting the Arcade Learning Environment: Evaluation Protocols and Open Problems for General Agents (Extended Abstract)abstractThe Arcade Learning Environment (ALE) is an evaluation platform that poses the challenge of building AI agents with general competency across dozens of Atari 2600 games. It supports a variety of different problem settings and it has been receiving increasing attention from the scientific community. In this paper we take a big picture look at how the ALE is being used by the research community. We focus on how diverse the evaluation methodologies in the ALE have become and we highlight some key concerns when evaluating agents in this platform. We use this discussion to present what we consider to be the best practices for future evaluations in the ALE. To further the progress in the field, we also introduce a new version of the ALE that supports multiple game modes and provides a form of stochasticity we call sticky actions. Marlos C. Machado, Marc G. Bellemare, Erin Talvitie, Joel Veness, Matthew J. Hausknecht, Michael H. Bowling |
IJCAI | 4 |
| 2018 | Revisiting the Arcade Learning Environment: Evaluation Protocols and Open Problems for General AgentsabstractThe Arcade Learning Environment (ALE) is an evaluation platform that poses the challenge of building AI agents with general competency across dozens of Atari 2600 games. It supports a variety of different problem settings and it has been receiving increasing attention from the scientific community, leading to some high-profile success stories such as the much publicized Deep Q-Networks (DQN). In this article we take a big picture look at how the ALE is being used by the research community. We show how diverse the evaluation methodologies in the ALE have become with time, and highlight some key concerns when evaluating agents in the ALE. We use this discussion to present some methodological best practices and provide new benchmark results using these best practices. To further the progress in the field, we introduce a new version of the ALE that supports multiple game modes and provides a form of stochasticity we call sticky actions. We conclude this big picture look by revisiting challenges posed when the ALE was introduced, summarizing the state-of-the-art in various problems and highlighting problems that remain open. Marlos C. Machado, Marc G. Bellemare, Erin Talvitie, Joel Veness, Matthew J. Hausknecht, Michael H. Bowling |
J. Artif. Intell. Res. | 4 |
| 2016 | The Forget-me-not ProcessabstractWe introduce the Forget-me-not Process, an efficient, non-parametric meta-algorithm for online probabilistic sequence prediction for piecewise stationary, repeating sources. Our method works by taking a Bayesian approach to partition a stream of data into postulated task-specific segments, while simultaneously building a model for each task. We provide regret guarantees with respect to piecewise stationary data sources under the logarithmic loss, and validate the method empirically across a range of sequence prediction and task identification problems. Kieran Milan, Joel Veness, James Kirkpatrick, Michael H. Bowling, Anna Koop, Demis Hassabis |
NIPS | 2 |
| 2015 | Compress and Control
Joel Veness, Marc G. Bellemare, Marcus Hutter, Alvin Chua, Guillaume Desjardins |
AAAI | 1 |
| 2015 | The Arcade Learning Environment: An Evaluation Platform for General Agents (Extended Abstract)
Marc G. Bellemare, Yavar Naddaf, Joel Veness, Michael H. Bowling |
IJCAI | 3 |
| 2015 | Online Learning of k-CNF Boolean Functions
Joel Veness, Marcus Hutter, Laurent Orseau, Marc G. Bellemare |
IJCAI | 1 |
| 2014 | Skip Context Tree SwitchingabstractContext Tree Weighting (CTW) is a powerful probabilistic sequence prediction technique that efficiently performs Bayesian model averaging over the class of all prediction suffix trees of bounded depth. In this paper we show how to generalize this technique to the class of K-skip prediction suffix trees. Contrary to regular prediction suffix trees, K-skip prediction suffix trees are permitted to ignore up to K contiguous portions of the context. This allows for significant improvements in predictive accuracy when irrelevant variables are present, a case which often occurs within record-aligned data and images. We provide a regret-based analysis of our approach, and empirically evaluate it on the Calgary corpus and a set of Atari 2600 screen prediction tasks. Marc G. Bellemare, Joel Veness, Erin Talvitie |
ICML | 2 |
| 2013 | Partition Tree WeightingabstractThis paper introduces the Partition Tree Weighting technique, an efficient meta-algorithm for piecewise stationary sources. The technique works by performing Bayesian model averaging over a large class of possible partitions of the data into locally stationary segments. It uses a prior, closely related to the Context Tree Weighting technique of Willems, that is well suited to data compression applications. Our technique can be applied to any coding distribution at an additional time and space cost only logarithmic in the sequence length. We provide a competitive analysis of the redundancy of our method, and explore its application in a variety of settings. The order of the redundancy and the complexity of our algorithm matches those of the best competitors available in the literature, and the new algorithm exhibits a superior complexity-performance trade-off in our experiments. Joel Veness, Martha White, Michael H. Bowling, András György 0001 |
DCC | 1 |
| 2013 | Bayesian Learning of Recursively Factored EnvironmentsabstractModel-based reinforcement learning techniques have historically encountered a number of difficulties scaling up to large observation spaces. One promising approach has been to decompose the model learning task into a number of smaller, more manageable sub-problems by factoring the observation space. Typically, many different factorizations are possible, which can make it difficult to select an appropriate factorization without extensive testing. In this paper we introduce the class of recursively decomposable factorizations, and show how exact Bayesian inference can be used to efficiently guarantee predictive performance close to the best factorization in this class. We demonstrate the strength of this approach by presenting a collection of empirical results for 20 different Atari 2600 games. Marc G. Bellemare, Joel Veness, Michael H. Bowling |
ICML (3) | 2 |
| 2013 | Monte Carlo *-Minimax Search
Marc Lanctot, Abdallah Saffidine, Joel Veness, Christopher Archibald, Mark H. M. Winands |
IJCAI | 3 |
| 2013 | The Arcade Learning Environment: An Evaluation Platform for General AgentsabstractIn this article we introduce the Arcade Learning Environment (ALE): both a challenge problem and a platform and methodology for evaluating the development of general, domain-independent AI technology. ALE provides an interface to hundreds of Atari 2600 game environments, each one different, interesting, and designed to be a challenge for human players. ALE presents significant research challenges for reinforcement learning, model learning, model-based planning, imitation learning, transfer learning, and intrinsic motivation. Most importantly, it provides a rigorous testbed for evaluating and comparing approaches to these problems. We illustrate the promise of ALE by developing and benchmarking domain-independent agents designed using well-established AI techniques for both reinforcement learning and planning. In doing so, we also propose an evaluation methodology made possible by ALE, reporting empirical results on over 55 different games. All of the software, including the benchmark agents, is publicly available. Marc G. Bellemare, Yavar Naddaf, Joel Veness, Michael H. Bowling |
J. Artif. Intell. Res. | 3 |
| 2012 | Investigating Contingency Awareness Using Atari 2600 GamesabstractContingency awareness is the recognition that some aspects of a future observation are under an agent's control while others are solely determined by the environment. This paper explores the idea of contingency awareness in reinforcement learning using the platform of Atari 2600 games. We introduce a technique for accurately identifying contingent regions and describe how to exploit this knowledge to generate improved features for value function approximation. We evaluate the performance of our techniques empirically, using 46 unseen, diverse, and challenging games for the Atari 2600 console. Our results suggest that contingency awareness is a generally useful concept for model-free reinforcement learning agents. Marc G. Bellemare, Joel Veness, Michael H. Bowling |
AAAI | 2 |
| 2012 | Context Tree SwitchingabstractThis paper describes the Context Tree Switching technique, a modification of Context Tree Weighting for the prediction of binary, stationary, n-Markov sources. By modifying Context Tree Weighting's recursive weighting scheme, it is possible to mix over a strictly larger class of models without increasing the asymptotic time or space complexity of the original algorithm. We prove that this generalization preserves the desirable theoretical properties of Context Tree Weighting on stationary n-Markov sources, and show empirically that this new technique leads to consistent improvements over Context Tree Weighting as measured on the Calgary Corpus. Joel Veness, Kee Siong Ng, Marcus Hutter, Michael H. Bowling |
DCC | 1 |
| 2012 | Sketch-Based Linear Value Function ApproximationabstractHashing is a common method to reduce large, potentially infinite feature vectors to a fixed-size table. In reinforcement learning, hashing is often used in conjunction with tile coding to represent states in continuous spaces. Hashing is also a promising approach to value function approximation in large discrete domains such as Go and Hearts, where feature vectors can be constructed by exhaustively combining a set of atomic features. Unfortunately, the typical use of hashing in value function approximation results in biased value estimates due to the possibility of collisions. Recent work in data stream summaries has led to the development of the tug-of-war sketch, an unbiased estimator for approximating inner products. Our work investigates the application of this new data structure to linear value function approximation. Although in the reinforcement learning setting the use of the tug-of-war sketch leads to biased value estimates, we show that this bias can be orders of magnitude less than that of standard hashing. We provide empirical results on two RL benchmark domains and fifty-five Atari 2600 games to highlight the superior learning performance of tug-of-war hashing. Marc G. Bellemare, Joel Veness, Michael H. Bowling |
NIPS | 2 |
| 2011 | Variance Reduction in Monte-Carlo Tree SearchabstractMonte-Carlo Tree Search (MCTS) has proven to be a powerful, generic planning technique for decision-making in single-agent and adversarial environments. The stochastic nature of the Monte-Carlo simulations introduces errors in the value estimates, both in terms of bias and variance. Whilst reducing bias (typically through the addition of domain knowledge) has been studied in the MCTS literature, comparatively little effort has focused on reducing variance. This is somewhat surprising, since variance reduction techniques are a well-studied area in classical statistics. In this paper, we examine the application of some standard techniques for variance reduction in MCTS, including common random numbers, antithetic variates and control variates. We demonstrate how these techniques can be applied to MCTS and explore their efficacy on three different stochastic, single-agent settings: Pig, Can't Stop and Dominion. Joel Veness, Marc Lanctot, Michael H. Bowling |
NIPS | 1 |
| 2011 | A Monte-Carlo AIXI ApproximationabstractThis paper introduces a principled approach for the design of a scalable general reinforcement learning agent. Our approach is based on a direct approximation of AIXI, a Bayesian optimality notion for general reinforcement learning agents. Previously, it has been unclear whether the theory of AIXI could motivate the design of practical algorithms. We answer this hitherto open question in the affirmative, by providing the first computationally feasible approximation to the AIXI agent. To develop our approximation, we introduce a new Monte-Carlo Tree Search algorithm along with an agent-specific extension to the Context Tree Weighting algorithm. Empirically, we present a set of encouraging results on a variety of stochastic and partially observable domains. We conclude by proposing a number of directions for future research. Joel Veness, Kee Siong Ng, Marcus Hutter, William T. B. Uther, David Silver 0001 |
J. Artif. Intell. Res. | 1 |
| 2010 | Reinforcement Learning via AIXI ApproximationabstractThis paper introduces a principled approach for the design of a scalable general reinforcement learning agent. This approach is based on a direct approximation of AIXI, a Bayesian optimality notion for general reinforcement learning agents. Previously, it has been unclear whether the theory of AIXI could motivate the design of practical algorithms. We answer this hitherto open question in the affirmative, by providing the first computationally feasible approximation to the AIXI agent. To develop our approximation, we introduce a Monte Carlo Tree Search algorithm along with an agent-specific extension of the Context Tree Weighting algorithm. Empirically, we present a set of encouraging results on a number of stochastic, unknown, and partially observable domains. Joel Veness, Kee Siong Ng, Marcus Hutter, David Silver 0001 |
AAAI | 1 |
| 2010 | Monte-Carlo Planning in Large POMDPsabstractThis paper introduces a Monte-Carlo algorithm for online planning in large POMDPs. The algorithm combines a Monte-Carlo update of the agent's belief state with a Monte-Carlo tree search from the current belief state. The new algorithm, POMCP, has two important properties. First, Monte-Carlo sampling is used to break the curse of dimensionality both during belief state updates and during planning. Second, only a black box simulator of the POMDP is required, rather than explicit probability distributions. These properties enable POMCP to plan effectively in significantly larger POMDPs than has previously been possible. We demonstrate its effectiveness in three large POMDPs. We scale up a well-known benchmark problem, Rocksample, by several orders of magnitude. We also introduce two challenging new POMDPs: 10x10 Battleship and Partially Observable PacMan, with approximately 10^18 and 10^56 states respectively. Our Monte-Carlo planning algorithm achieved a high level of performance with no prior knowledge, and was also able to exploit simple domain knowledge to achieve better results with less search. POMCP is the first general purpose planner to achieve high performance in such large and unfactored POMDPs. David Silver 0001, Joel Veness |
NIPS | 2 |
| 2009 | Bootstrapping from Game Tree SearchabstractIn this paper we introduce a new algorithm for updating the parameters of a heuristic evaluation function, by updating the heuristic towards the values computed by an alpha-beta search. Our algorithm differs from previous approaches to learning from search, such as Samuels checkers player and the TD-Leaf algorithm, in two key ways. First, we update all nodes in the search tree, rather than a single node. Second, we use the outcome of a deep search, instead of the outcome of a subsequent search, as the training signal for the evaluation function. We implemented our algorithm in a chess program Meep, using a linear heuristic function. After initialising its weight vector to small random values, Meep was able to learn high quality weights from self-play alone. When tested online against human opponents, Meep played at a master level, the best performance of any chess program with a heuristic learned entirely from self-play. Joel Veness, David Silver 0001, William T. B. Uther, Alan Blair 0001 |
NIPS | 1 |