Demo Data from EDBT 2026 / reviewers in the wild / expert
Wojciech Czarnecki 0001
dblp:43/8484-1 · also Wojciech M. Czarnecki, Wojciech Marian Czarnecki
· DBLP profile ↗
24ranked-venue papers
10as first author
3since 2021 · last 2023
0000-0002-2641-9542ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 24 · 10 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorDatabases, data management, data science and information retrieval · 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
16 papers |
Reinforcement learning · 46% Deep learning architectures and training · 15% Multi-agent systems · 15% | |
| Theoretical computer science
2 papers |
Algorithmic game theory and mechanism design · 100% |
Topics — the 30 heaviest of 40, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning
multi-task reinforcement learning |
0.9 | 4 | 2022 | Multi-Task Deep Reinforcement Learning with PopArt · AAAI 2019 Distral: Robust multitask reinforcement learning · NIPS 2017 Behavior Priors for Efficient Reinforcement Learning · J. Mach. Learn. Res. 2022 |
Machine learning › Reinforcement learning
deep reinforcement learning |
0.8 | 2 | 2020 | Negotiating team formation using deep reinforcement learning · Artif. Intell. 2020 Multi-Task Deep Reinforcement Learning with PopArt · AAAI 2019 |
Machine learning › Reinforcement learning
value-based reinforcement learning |
0.8 | 2 | 2020 | Discovering Reinforcement Learning Algorithms · NeurIPS 2020 Multi-Task Deep Reinforcement Learning with PopArt · AAAI 2019 |
Machine learning › Reinforcement learning
behavioral prior |
0.6 | 1 | 2022 | Behavior Priors for Efficient Reinforcement Learning · J. Mach. Learn. Res. 2022 |
Machine learning › Deep learning architectures and training › neural network training › local learning
decoupled neural interfaces |
0.6 | 2 | 2017 | Decoupled Neural Interfaces using Synthetic Gradients · ICML 2017 Understanding Synthetic Gradients and Decoupled Neural Interfaces · ICML 2017 |
Machine learning › Reinforcement learning
hierarchical reinforcement learning |
0.6 | 1 | 2022 | Behavior Priors for Efficient Reinforcement Learning · J. Mach. Learn. Res. 2022 |
Knowledge, reasoning and agents › Multi-agent systems
automated negotiation |
0.4 | 1 | 2020 | Negotiating team formation using deep reinforcement learning · Artif. Intell. 2020 |
Knowledge, reasoning and agents › Multi-agent systems
game theory |
0.4 | 1 | 2020 | Real World Games Look Like Spinning Tops · NeurIPS 2020 |
Machine learning › Reinforcement learning › meta-reinforcement learning
learned update rules |
0.4 | 1 | 2020 | Discovering Reinforcement Learning Algorithms · NeurIPS 2020 |
Machine learning › Transfer learning and domain adaptation
meta-learning |
0.4 | 1 | 2020 | Discovering Reinforcement Learning Algorithms · NeurIPS 2020 |
Knowledge, reasoning and agents › Multi-agent systems
multi-agent learning |
0.4 | 1 | 2020 | Smooth markets: A basic mechanism for organizing gradient-based learners · ICLR 2020 |
Machine learning › Deep learning architectures and training › feature interaction
multiplicative interaction |
0.4 | 1 | 2020 | Multiplicative Interactions and Where to Find Them · ICLR 2020 |
Machine learning › Optimization for machine learning › hyperparameter optimization
population-based training |
0.4 | 1 | 2020 | Real World Games Look Like Spinning Tops · NeurIPS 2020 |
Knowledge, reasoning and agents › Multi-agent systems
team formation |
0.4 | 1 | 2020 | Negotiating team formation using deep reinforcement learning · Artif. Intell. 2020 |
Algorithmic game theory and mechanism design › market design
market mechanism |
0.4 | 1 | 2020 | Smooth markets: A basic mechanism for organizing gradient-based learners · ICLR 2020 |
Knowledge, reasoning and agents › Multi-agent systems
information asymmetry |
0.4 | 1 | 2019 | Information asymmetry in KL-regularized RL · ICLR (Poster) 2019 |
Machine learning › Reinforcement learning › policy optimization
KL-regularized RL |
0.4 | 1 | 2019 | Information asymmetry in KL-regularized RL · ICLR (Poster) 2019 |
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
0.4 | 1 | 2019 | Open-ended learning in symmetric zero-sum games · ICML 2019 |
Knowledge, reasoning and agents › Knowledge representation and reasoning
open-world learning |
0.4 | 1 | 2019 | Open-ended learning in symmetric zero-sum games · ICML 2019 |
Algorithmic game theory and mechanism design › non-cooperative game › strategic game
non-transitive games |
0.4 | 1 | 2019 | Open-ended learning in symmetric zero-sum games · ICML 2019 |
Algorithmic game theory and mechanism design
zero-sum game |
0.4 | 1 | 2019 | Open-ended learning in symmetric zero-sum games · ICML 2019 |
Machine learning › Learning paradigms
continual learning |
0.3 | 1 | 2018 | Progress & Compress: A scalable framework for continual learning · ICML 2018 |
Machine learning › Learning paradigms
curriculum learning |
0.3 | 1 | 2018 | Mix & Match Agent Curricula for Reinforcement Learning · ICML 2018 |
Machine learning › Efficient and distributed learning › model compression
knowledge distillation |
0.3 | 1 | 2018 | Progress & Compress: A scalable framework for continual learning · ICML 2018 |
Machine learning › Reinforcement learning › function approximation › representation learning for reinforcement learning
policy representation |
0.3 | 1 | 2018 | Mix & Match Agent Curricula for Reinforcement Learning · ICML 2018 |
Machine learning › Learning paradigms › incremental learning
scalable continual learning |
0.3 | 1 | 2018 | Progress & Compress: A scalable framework for continual learning · ICML 2018 |
Machine learning › Reinforcement learning › function approximation › representation learning for reinforcement learning
auxiliary tasks |
0.3 | 1 | 2017 | Reinforcement Learning with Unsupervised Auxiliary Tasks · ICLR 2017 |
Machine learning › Deep learning architectures and training
backpropagation |
0.3 | 1 | 2017 | Decoupled Neural Interfaces using Synthetic Gradients · ICML 2017 |
Machine learning › Optimization for machine learning
convergence analysis |
0.3 | 1 | 2017 | Understanding Synthetic Gradients and Decoupled Neural Interfaces · ICML 2017 |
Machine learning › Reinforcement learning
function approximation |
0.3 | 1 | 2017 | Sobolev Training for Neural Networks · NIPS 2017 |
Methods — techniques the papers use, named apart from their topics
gradient-based learning · 0.9game theory · 0.9bootstrapping · 0.8knowledge distillation · 0.6variational inference · 0.6probabilistic modeling · 0.6mutual information objective · 0.6nash clustering · 0.4multiplicative interactions · 0.4empirical game analysis · 0.4rectified nash response · 0.4game-theoretic niching · 0.4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2023 | On the Limitations of the Elo, Real-World Games are Transitive, not AdditiveabstractThe Elo score has been extensively used to rank players by their skill or strength in competitive games such as chess, go, or StarCraft II. The Elo score implicitly assumes games have a strong additive—hence transitive—component. In this paper, we investigate the challenge of identifying transitive components in games. As a starting point, we show that the Elo score provably fails to extract the transitive component of some elementary transitive games. Based on this observation, we propose an alternative ranking system which properly extracts the transitive components in these games. Finally, we conduct an in-depth empirical validation on real-world game payoff matrices: it shows significant prediction performance improvements compared to the Elo score. Quentin Bertrand, Wojciech Czarnecki 0001, Gauthier Gidel |
AISTATS | 2 |
| 2022 | Behavior Priors for Efficient Reinforcement LearningabstractAs we deploy reinforcement learning agents to solve increasingly challenging problems, methods that allow us to inject prior knowledge about the structure of the world and effective solution strategies becomes increasingly important. In this work we consider how information and architectural constraints can be combined with ideas from the probabilistic modeling literature to learn behavior priors that capture the common movement and interaction patterns that are shared across a set of related tasks or contexts. For example the day-to day behavior of humans comprises distinctive locomotion and manipulation patterns that recur across many different situations and goals. We discuss how such behavior patterns can be captured using probabilistic trajectory models and how these can be integrated effectively into reinforcement learning schemes, e.g. to facilitate multi-task and transfer learning. We then extend these ideas to latent variable models and consider a formulation to learn hierarchical priors that capture different aspects of the behavior in reusable modules. We discuss how such latent variable formulations connect to related work on hierarchical reinforcement learning (HRL) and mutual information and curiosity based objectives, thereby offering an alternative perspective on existing ideas. We demonstrate the effectiveness of our framework by applying it to a range of simulated continuous control domains, videos of which can be found at the following url: https://sites.google.com/view/behavior-priors. Dhruva Tirumala, Alexandre Galashov, Hyeonwoo Noh, Leonard Hasenclever, Razvan Pascanu, Jonathan Schwarz, Guillaume Desjardins, Wojciech Czarnecki 0001, Arun Ahuja, Yee Whye Teh, Nicolas Heess |
J. Mach. Learn. Res. | 8 |
| 2021 | A Limited-Capacity Minimax Theorem for Non-Convex Games or: How I Learned to Stop Worrying about Mixed-Nash and Love Neural NetsabstractAdversarial training, a special case of multi-objective optimization, is an increasingly prevalent machine learning technique: some of its most notable applications include GAN-based generative modeling and self-play techniques in reinforcement learning which have been applied to complex games such as Go or Poker. In practice, a \emph{single} pair of networks is typically trained in order to find an approximate equilibrium of a highly nonconcave-nonconvex adversarial problem. However, while a classic result in game theory states such an equilibrium exists in concave-convex games, there is no analogous guarantee if the payoff is nonconcave-nonconvex. Our main contribution is to provide an approximate minimax theorem for a large class of games where the players pick neural networks including WGAN, StarCraft II and Blotto Game. Our findings rely on the fact that despite being nonconcave-nonconvex with respect to the neural networks parameters, these games are concave-convex with respect to the actual models (e.g., functions or distributions) represented by these neural networks. Gauthier Gidel, David Balduzzi, Wojciech Czarnecki 0001, Marta Garnelo, Yoram Bachrach |
AISTATS | 3 |
| 2020 | Smooth markets: A basic mechanism for organizing gradient-based learners
David Balduzzi, Wojciech Czarnecki 0001, Thomas W. Anthony 0001, Ian Gemp, Edward Hughes 0001, Joel Z. Leibo, Georgios Piliouras, Thore Graepel |
ICLR | 2 |
| 2020 | Multiplicative Interactions and Where to Find Them
Siddhant M. Jayakumar, Wojciech Czarnecki 0001, Jacob Menick, Jonathan Schwarz, Jack W. Rae, Simon Osindero, Yee Whye Teh, Tim Harley, Razvan Pascanu |
ICLR | 2 |
| 2020 | Real World Games Look Like Spinning TopsabstractThis paper investigates the geometrical properties of real world games (e.g. Tic-Tac-Toe, Go, StarCraft II). We hypothesise that their geometrical structure resembles a spinning top, with the upright axis representing transitive strength, and the radial axis representing the non-transitive dimension, which corresponds to the number of cycles that exist at a particular transitive strength. We prove the existence of this geometry for a wide class of real world games by exposing their temporal nature. Additionally, we show that this unique structure also has consequences for learning - it clarifies why populations of strategies are necessary for training of agents, and how population size relates to the structure of the game. Finally, we empirically validate these claims by using a selection of nine real world two-player zero-sum symmetric games, showing 1) the spinning top structure is revealed and can be easily reconstructed by using a new method of Nash clustering to measure the interaction between transitive and cyclical strategy behaviour, and 2) the effect that population size has on the convergence of learning in these games. Wojciech Czarnecki 0001, Gauthier Gidel, Brendan D. Tracey, Karl Tuyls, Shayegan Omidshafiei, David Balduzzi, Max Jaderberg |
NeurIPS | 1 |
| 2020 | Discovering Reinforcement Learning AlgorithmsabstractReinforcement learning (RL) algorithms update an agent’s parameters according to one of several possible rules, discovered manually through years of research. Automating the discovery of update rules from data could lead to more efficient algorithms, or algorithms that are better adapted to specific environments. Although there have been prior attempts at addressing this significant scientific challenge, it remains an open question whether it is feasible to discover alternatives to fundamental concepts of RL such as value functions and temporal-difference learning. This paper introduces a new meta-learning approach that discovers an entire update rule which includes both what to predict' (e.g. value functions) andhow to learn from it' (e.g. bootstrapping) by interacting with a set of environments. The output of this method is an RL algorithm that we call Learned Policy Gradient (LPG). Empirical results show that our method discovers its own alternative to the concept of value functions. Furthermore it discovers a bootstrapping mechanism to maintain and use its predictions. Surprisingly, when trained solely on toy environments, LPG generalises effectively to complex Atari games and achieves non-trivial performance. This shows the potential to discover general RL algorithms from data. Junhyuk Oh, Matteo Hessel, Wojciech Czarnecki 0001, Zhongwen Xu, Hado van Hasselt, Satinder Singh 0001, David Silver 0001 |
NeurIPS | 3 |
| 2020 | Negotiating team formation using deep reinforcement learning
Yoram Bachrach, Richard Everett 0001, Edward Hughes 0001, Angeliki Lazaridou, Joel Z. Leibo, Marc Lanctot, Michael Johanson, Wojciech Czarnecki 0001, Thore Graepel |
Artif. Intell. | 8 |
| 2019 | Multi-Task Deep Reinforcement Learning with PopArtabstractThe reinforcement learning (RL) community has made great strides in designing algorithms capable of exceeding human performance on specific tasks. These algorithms are mostly trained one task at the time, each new task requiring to train a brand new agent instance. This means the learning algorithm is general, but each solution is not; each agent can only solve the one task it was trained on. In this work, we study the problem of learning to master not one but multiple sequentialdecision tasks at once. A general issue in multi-task learning is that a balance must be found between the needs of multiple tasks competing for the limited resources of a single learning system. Many learning algorithms can get distracted by certain tasks in the set of tasks to solve. Such tasks appear more salient to the learning process, for instance because of the density or magnitude of the in-task rewards. This causes the algorithm to focus on those salient tasks at the expense of generality. We propose to automatically adapt the contribution of each task to the agent’s updates, so that all tasks have a similar impact on the learning dynamics. This resulted in state of the art performance on learning to play all games in a set of 57 diverse Atari games. Excitingly, our method learned a single trained policy - with a single set of weights - that exceeds median human performance. To our knowledge, this was the first time a single agent surpassed human-level performance on this multi-task domain. The same approach also demonstrated state of the art performance on a set of 30 tasks in the 3D reinforcement learning platform DeepMind Lab. Matteo Hessel, Hubert Soyer, Lasse Espeholt, Wojciech Czarnecki 0001, Simon Schmitt, Hado van Hasselt |
AAAI | 4 |
| 2019 | Distilling Policy DistillationabstractThe transfer of knowledge from one policy to another is an important tool in Deep Reinforcement Learning. This process, referred to as distillation, has been used to great success, for example, by enhancing the optimisation of agents, leading to stronger performance faster, on harder domains. Despite the widespread use and conceptual simplicity of distillation, many different formulations are used in practice, and the subtle variations between them can often drastically change the performance and the resulting objective that is being optimised. In this work, we rigorously explore the entire landscape of policy distillation, comparing the motivations and strengths of each variant through theoretical and empirical analysis. Our results point to three distillation techniques, that are preferred depending on specifics of the task. Specifically a newly proposed expected entropy regularised distillation allows for quicker learning in a wide range of situations, while still guaranteeing convergence. Wojciech Czarnecki 0001, Razvan Pascanu, Simon Osindero, Siddhant M. Jayakumar, Grzegorz Swirszcz, Max Jaderberg |
AISTATS | 1 |
| 2019 | Information asymmetry in KL-regularized RL
Alexandre Galashov, Siddhant M. Jayakumar, Leonard Hasenclever, Dhruva Tirumala, Jonathan Schwarz, Guillaume Desjardins, Wojciech Czarnecki 0001, Yee Whye Teh, Razvan Pascanu, Nicolas Heess |
ICLR (Poster) | 7 |
| 2019 | Open-ended learning in symmetric zero-sum gamesabstractZero-sum games such as chess and poker are, abstractly, functions that evaluate pairs of agents, for example labeling them ‘winner’ and ‘loser’. If the game is approximately transitive, then self-play generates sequences of agents of increasing strength. However, nontransitive games, such as rock-paper-scissors, can exhibit strategic cycles, and there is no longer a clear objective – we want agents to increase in strength, but against whom is unclear. In this paper, we introduce a geometric framework for formulating agent objectives in zero-sum games, in order to construct adaptive sequences of objectives that yield open-ended learning. The framework allows us to reason about population performance in nontransitive games, and enables the development of a new algorithm (rectified Nash response, PSRO_rN) that uses game-theoretic niching to construct diverse populations of effective agents, producing a stronger set of agents than existing algorithms. We apply PSRO_rN to two highly nontransitive resource allocation games and find that PSRO_rN consistently outperforms the existing alternatives. David Balduzzi, Marta Garnelo, Yoram Bachrach, Wojciech Czarnecki 0001, Julien Pérolat, Max Jaderberg, Thore Graepel |
ICML | 4 |
| 2018 | Mix & Match Agent Curricula for Reinforcement LearningabstractWe introduce Mix and match (M&M) – a training framework designed to facilitate rapid and effective learning in RL agents that would be too slow or too challenging to train otherwise.The key innovation is a procedure that allows us to automatically form a curriculum over agents. Through such a curriculum we can progressively train more complex agents by, effectively, bootstrapping from solutions found by simpler agents.In contradistinction to typical curriculum learning approaches, we do not gradually modify the tasks or environments presented, but instead use a process to gradually alter how the policy is represented internally.We show the broad applicability of our method by demonstrating significant performance gains in three different experimental setups: (1) We train an agent able to control more than 700 actions in a challenging 3D first-person task; using our method to progress through an action-space curriculum we achieve both faster training and better final performance than one obtains using traditional methods.(2) We further show that M&M can be used successfully to progress through a curriculum of architectural variants defining an agents internal state. (3) Finally, we illustrate how a variant of our method can be used to improve agent performance in a multitask setting. Wojciech Czarnecki 0001, Siddhant M. Jayakumar, Max Jaderberg, Leonard Hasenclever, Yee Whye Teh, Nicolas Heess, Simon Osindero, Razvan Pascanu |
ICML | 1 |
| 2018 | Progress & Compress: A scalable framework for continual learningabstractWe introduce a conceptually simple and scalable framework for continual learning domains where tasks are learned sequentially. Our method is constant in the number of parameters and is designed to preserve performance on previously encountered tasks while accelerating learning progress on subsequent problems. This is achieved by training a network with two components: A knowledge base, capable of solving previously encountered problems, which is connected to an active column that is employed to efficiently learn the current task. After learning a new task, the active column is distilled into the knowledge base, taking care to protect any previously acquired skills. This cycle of active learning (progression) followed by consolidation (compression) requires no architecture growth, no access to or storing of previous data or tasks, and no task-specific parameters. We demonstrate the progress & compress approach on sequential classification of handwritten alphabets as well as two reinforcement learning domains: Atari games and 3D maze navigation. Jonathan Schwarz, Wojciech Czarnecki 0001, Jelena Luketina, Agnieszka Grabska-Barwinska, Yee Whye Teh, Razvan Pascanu, Raia Hadsell |
ICML | 2 |
| 2017 | Reinforcement Learning with Unsupervised Auxiliary Tasks
Max Jaderberg, Volodymyr Mnih, Wojciech Czarnecki 0001, Tom Schaul, Joel Z. Leibo, David Silver 0001, Koray Kavukcuoglu |
ICLR | 3 |
| 2017 | Understanding Synthetic Gradients and Decoupled Neural InterfacesabstractWhen training neural networks, the use of Synthetic Gradients (SG) allows layers or modules to be trained without update locking – without waiting for a true error gradient to be backpropagated – resulting in Decoupled Neural Interfaces (DNIs). This unlocked ability of being able to update parts of a neural network asynchronously and with only local information was demonstrated to work empirically in Jaderberg et al (2016). However, there has been very little demonstration of what changes DNIs and SGs impose from a functional, representational, and learning dynamics point of view. In this paper, we study DNIs through the use of synthetic gradients on feed-forward networks to better understand their behaviour and elucidate their effect on optimisation. We show that the incorporation of SGs does not affect the representational strength of the learning system for a neural network, and prove the convergence of the learning system for linear and deep linear models. On practical problems we investigate the mechanism by which synthetic gradient estimators approximate the true loss, and, surprisingly, how that leads to drastically different layer-wise representations. Finally, we also expose the relationship of using synthetic gradients to other error approximation techniques and find a unifying language for discussion and comparison. Wojciech Czarnecki 0001, Grzegorz Swirszcz, Max Jaderberg, Simon Osindero, Oriol Vinyals, Koray Kavukcuoglu |
ICML | 1 |
| 2017 | Decoupled Neural Interfaces using Synthetic GradientsabstractTraining directed neural networks typically requires forward-propagating data through a computation graph, followed by backpropagating error signal, to produce weight updates. All layers, or more generally, modules, of the network are therefore locked, in the sense that they must wait for the remainder of the network to execute forwards and propagate error backwards before they can be updated. In this work we break this constraint by decoupling modules by introducing a model of the future computation of the network graph. These models predict what the result of the modelled subgraph will produce using only local information. In particular we focus on modelling error gradients: by using the modelled synthetic gradient in place of true backpropagated error gradients we decouple subgraphs, and can update them independently and asynchronously i.e. we realise decoupled neural interfaces. We show results for feed-forward models, where every layer is trained asynchronously, recurrent neural networks (RNNs) where predicting one’s future gradient extends the time over which the RNN can effectively model, and also a hierarchical RNN system with ticking at different timescales. Finally, we demonstrate that in addition to predicting gradients, the same framework can be used to predict inputs, resulting in models which are decoupled in both the forward and backwards pass – amounting to independent networks which co-learn such that they can be composed into a single functioning corporation. Max Jaderberg, Wojciech Czarnecki 0001, Simon Osindero, Oriol Vinyals, Alex Graves, David Silver 0001, Koray Kavukcuoglu |
ICML | 2 |
| 2017 | Sobolev Training for Neural NetworksabstractAt the heart of deep learning we aim to use neural networks as function approximators - training them to produce outputs from inputs in emulation of a ground truth function or data creation process. In many cases we only have access to input-output pairs from the ground truth, however it is becoming more common to have access to derivatives of the target output with respect to the input -- for example when the ground truth function is itself a neural network such as in network compression or distillation. Generally these target derivatives are not computed, or are ignored. This paper introduces Sobolev Training for neural networks, which is a method for incorporating these target derivatives in addition the to target values while training. By optimising neural networks to not only approximate the function’s outputs but also the function’s derivatives we encode additional information about the target function within the parameters of the neural network. Thereby we can improve the quality of our predictors, as well as the data-efficiency and generalization capabilities of our learned function approximation. We provide theoretical justifications for such an approach as well as examples of empirical evidence on three distinct domains: regression on classical optimisation datasets, distilling policies of an agent playing Atari, and on large-scale applications of synthetic gradients. In all three domains the use of Sobolev Training, employing target derivatives in addition to target values, results in models with higher accuracy and stronger generalisation. Wojciech Czarnecki 0001, Simon Osindero, Max Jaderberg, Grzegorz Swirszcz, Razvan Pascanu |
NIPS | 1 |
| 2017 | Distral: Robust multitask reinforcement learningabstractMost deep reinforcement learning algorithms are data inefficient in complex and rich environments, limiting their applicability to many scenarios. One direction for improving data efficiency is multitask learning with shared neural network parameters, where efficiency may be improved through transfer across related tasks. In practice, however, this is not usually observed, because gradients from different tasks can interfere negatively, making learning unstable and sometimes even less data efficient. Another issue is the different reward schemes between tasks, which can easily lead to one task dominating the learning of a shared model. We propose a new approach for joint training of multiple tasks, which we refer to as Distral (DIStill & TRAnsfer Learning). Instead of sharing parameters between the different workers, we propose to share a distilled policy that captures common behaviour across tasks. Each worker is trained to solve its own task while constrained to stay close to the shared policy, while the shared policy is trained by distillation to be the centroid of all task policies. Both aspects of the learning process are derived by optimizing a joint objective function. We show that our approach supports efficient transfer on complex 3D environments, outperforming several related methods. Moreover, the proposed learning process is more robust and more stable---attributes that are critical in deep reinforcement learning. Yee Whye Teh, Victor Bapst, Wojciech Czarnecki 0001, John Quan, James Kirkpatrick, Raia Hadsell, Nicolas Heess, Razvan Pascanu |
NIPS | 3 |
| 2017 | Extreme entropy machines: robust information theoretic classificationabstractMost existing classification methods are aimed at minimization of empirical risk (through some simple point-based error measured with loss function) with added regularization. We propose to approach the classification problem by applying entropy measures as a model objective function. We focus on quadratic Renyi’s entropy and connected Cauchy–Schwarz Divergence which leads to the construction of extreme entropy machines (EEM). The main contribution of this paper is proposing a model based on the information theoretic concepts which on the one hand shows new, entropic perspective on known linear classifiers and on the other leads to a construction of very robust method competitive with the state of the art non-information theoretic ones (including Support Vector Machines and Extreme Learning Machines). Evaluation on numerous problems spanning from small, simple ones from UCI repository to the large (hundreds of thousands of samples) extremely unbalanced (up to 100:1 classes’ ratios) datasets shows wide applicability of the EEM in real-life problems. Furthermore, it scales better than all considered competitive methods. Wojciech Czarnecki 0001, Jacek Tabor |
Pattern Anal. Appl. | 1 |
| 2015 | Maximum Entropy Linear Manifold for Learning Discriminative Low-Dimensional Representation
Wojciech Czarnecki 0001, Rafal Józefowicz, Jacek Tabor |
ECML/PKDD (1) | 1 |
| 2015 | Multithreshold Entropy Linear Classifier: Theory and applications
Wojciech Czarnecki 0001, Jacek Tabor |
Expert Syst. Appl. | 1 |
| 2014 | Adaptive Active Learning as a Multi-armed Bandit ProblemabstractIn this paper, we present a new active learning strategy whose main focus is to have the ability to adapt to the unknown (or changing) learning scenario. We introduce the learners' ensemble based approach and model it as the multi-armed bandit problem. Presented application of simple exploration-exploitation trade-off algorithms from the UCB and EXP3 families show an improvement over using the classical strategies. Evaluation on data from UCI database compare three different selection algorithms. In our tests, presented method shows promising results. Wojciech Czarnecki 0001, Igor T. Podolak |
ECAI | 1 |
| 2014 | Two ellipsoid Support Vector Machines
Wojciech Czarnecki 0001, Jacek Tabor |
Expert Syst. Appl. | 1 |