EDBT 2026 Demo / reviewers in the wild / expert
Martin Zinkevich
dblp:47/15 · also Martin A. Zinkevich
· DBLP profile ↗
33ranked-venue papers
11as first author
0since 2021 · last 2020
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 28 · 11 first-authorDatabases, data management, data science and information retrieval · 6Graphics, computer vision, multimedia, augmented reality and games · 5 · 2 first-authorTheory of computation · 2 · 1 first-authorApplied, interdisciplinary, general and emerging computing · 2
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
19 papers |
Reinforcement learning · 53% Learning theory · 14% Optimization for machine learning · 12% | |
| Theoretical computer science
15 papers |
Algorithmic game theory and mechanism design · 83% Approximation and online algorithms · 8% Mathematical optimization · 3% | |
| Databases, data mining, and information retrieval
4 papers |
Machine learning and data management · 80% Data integration and cleaning · 20% | |
| Interdisciplinary, comprehensive, and emerging computing
2 papers |
Computational finance and economics · 70% Computing education · 30% |
Topics — the 30 heaviest of 70, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Data integration and cleaning › data quality
data validation |
0.4 | 1 | 2020 | TensorFlow Data Validation: Data Analysis and Validation in Continuous ML Pipelines · SIGMOD Conference 2020 |
Algorithmic game theory and mechanism design
equilibrium computation |
0.3 | 4 | 2009 | Monte Carlo Sampling for Regret Minimization in Extensive Games · NIPS 2009 Regret Minimization in Games with Incomplete Information · NIPS 2007 A New Algorithm for Generating Equilibria in Massive Zero-Sum Games · AAAI 2007 |
Machine learning and data management
machine learning lifecycle management |
0.3 | 1 | 2017 | TFX: A TensorFlow-Based Production-Scale Machine Learning Platform · KDD 2017 |
Machine learning and data management
machine learning pipeline |
0.3 | 1 | 2017 | Data Management Challenges in Production Machine Learning · SIGMOD Conference 2017 |
Machine learning and data management › machine learning systems
machine learning platform |
0.3 | 1 | 2017 | TFX: A TensorFlow-Based Production-Scale Machine Learning Platform · KDD 2017 |
Machine learning and data management
training data management |
0.3 | 1 | 2017 | Data Management Challenges in Production Machine Learning · SIGMOD Conference 2017 |
Machine learning and data management
training data quality |
0.3 | 1 | 2017 | Data Management Challenges in Production Machine Learning · SIGMOD Conference 2017 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning › equilibrium learning
nash equilibrium learning |
0.2 | 1 | 2016 | Deep Learning Games · NIPS 2016 |
Algorithmic game theory and mechanism design
learning in games |
0.2 | 1 | 2016 | Deep Learning Games · NIPS 2016 |
Algorithmic game theory and mechanism design › regret minimization
regret matching |
0.2 | 1 | 2016 | Deep Learning Games · NIPS 2016 |
Machine learning › Learning theory
online learning |
0.2 | 2 | 2011 | Unbiased online active learning in data streams · KDD 2011 Slow Learners are Fast · NIPS 2009 |
Machine learning › Reinforcement learning
regret minimization |
0.2 | 2 | 2012 | On Local Regret · ICML 2012 Regret Minimization in Games with Incomplete Information · NIPS 2007 |
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
0.2 | 3 | 2009 | Monte Carlo Sampling for Regret Minimization in Extensive Games · NIPS 2009 Cyclic Equilibria in Markov Games · NIPS 2005 Symmetry in Markov Decision Processes and its Implications for Single Agent and Multiagent Learning · ICML 2001 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
opponent modeling |
0.1 | 2 | 2007 | Computing Robust Counter-Strategies · NIPS 2007 Prob-Maxn: Playing N-Player Games with Opponent Models · AAAI 2006 |
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
nash equilibrium |
0.1 | 2 | 2007 | Regret Minimization in Games with Incomplete Information · NIPS 2007 Cyclic Equilibria in Markov Games · NIPS 2005 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
best response computation |
0.1 | 1 | 2011 | Accelerating Best Response Calculation in Large Extensive Games · IJCAI 2011 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game tree search |
0.1 | 1 | 2011 | Accelerating Best Response Calculation in Large Extensive Games · IJCAI 2011 |
Machine learning › Learning theory › computational learning theory › machine teaching
teaching dimension |
0.1 | 1 | 2011 | Models of Cooperative Teaching and Learning · J. Mach. Learn. Res. 2011 |
Machine learning and data management
active learning |
0.1 | 1 | 2011 | Unbiased online active learning in data streams · KDD 2011 |
Machine learning and data management › online learning
online active learning |
0.1 | 1 | 2011 | Unbiased online active learning in data streams · KDD 2011 |
Algorithmic game theory and mechanism design › non-cooperative game
extensive-form games |
0.1 | 1 | 2011 | Accelerating Best Response Calculation in Large Extensive Games · IJCAI 2011 |
Machine learning › Optimization for machine learning › distributed optimization
parallel stochastic gradient descent |
0.1 | 1 | 2010 | Parallelized Stochastic Gradient Descent · NIPS 2010 |
Machine learning › Optimization for machine learning
stochastic gradient descent |
0.1 | 1 | 2010 | Parallelized Stochastic Gradient Descent · NIPS 2010 |
Parallel and multicore computing › parallel computing
parallel machine learning |
0.1 | 1 | 2010 | Parallelized Stochastic Gradient Descent · NIPS 2010 |
Approximation and online algorithms › online algorithms
competitive analysis |
0.1 | 2 | 2006 | Online algorithms for market clearing · J. ACM 2006 Competitive Analysis of the Explore/Exploit Tradeoff · ICML 2002 |
Computational finance and economics › online advertising
display advertising |
0.1 | 1 | 2009 | Adaptive bidding for display advertising · WWW 2009 |
Computational finance and economics › electronic commerce
online marketplace |
0.1 | 1 | 2009 | Adaptive bidding for display advertising · WWW 2009 |
Algorithmic game theory and mechanism design
auction theory |
0.1 | 1 | 2009 | Adaptive bidding for display advertising · WWW 2009 |
Algorithmic game theory and mechanism design › equilibrium computation
counterfactual regret minimization |
0.1 | 1 | 2009 | Monte Carlo Sampling for Regret Minimization in Extensive Games · NIPS 2009 |
Algorithmic game theory and mechanism design
preference elicitation |
0.1 | 2 | 2004 | Preference Elicitation and Query Learning · J. Mach. Learn. Res. 2004 On polynomial-time preference elicitation with value queries · EC 2003 |
Methods — techniques the papers use, named apart from their topics
convex optimization · 0.7regret matching · 0.5distinct sampling · 0.4data profiling · 0.4data validation · 0.3data cleaning · 0.3online learning · 0.3weighted maximum likelihood · 0.2parallel computation · 0.2bayesian linear classification · 0.2convergence analysis · 0.2contractive mappings · 0.2statistics bounds · 0.2monte carlo sampling · 0.2external sampling · 0.2cooperative teaching model · 0.1regret analysis · 0.1outcome sampling · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | TensorFlow Data Validation: Data Analysis and Validation in Continuous ML PipelinesabstractMachine Learning (ML) research has primarily focused on improving the accuracy and efficiency of the training algorithms while paying much less attention to the equally important problem of understanding, validating, and monitoring the data fed to ML. Irrespective of the ML algorithms used, data errors can adversely affect the quality of the generated model. This indicates that we need to adopt a data-centric approach to ML that treats data as a first-class citizen, on par with algorithms and infrastructure which are the typical building blocks of ML pipelines. In this demonstration we showcase TensorFlow Data Validation (TFDV), a scalable data analysis and validation system for ML that we have developed at Google and recently open-sourced. This system is deployed in production as an integral part of TFX - an end-to-end machine learning platform at Google. It is used by hundreds of product teams at Google and has received significant attention from the open-source community as well. Emily Caveness, Paul Suganthan G. C., Zhuo Peng, Neoklis Polyzotis, Sudip Roy 0002, Martin Zinkevich |
SIGMOD Conference | 6 |
| 2017 | TFX: A TensorFlow-Based Production-Scale Machine Learning PlatformabstractCreating and maintaining a platform for reliably producing and deploying machine learning models requires careful orchestration of many components---a learner for generating models based on training data, modules for analyzing and validating both data as well as models, and finally infrastructure for serving models in production. This becomes particularly challenging when data changes over time and fresh models need to be produced continuously. Unfortunately, such orchestration is often done ad hoc using glue code and custom scripts developed by individual teams for specific use cases, leading to duplicated effort and fragile systems with high technical debt. Denis Baylor, Eric Breck, Heng-Tze Cheng, Noah Fiedel, Chuan Yu Foo, Zakaria Haque, Salem Haykal, Mustafa Ispir, Vihan Jain, Levent Koc 0001, Chiu Yuen Koo, Lukasz Lew, Clemens Mewald, Akshay Naresh Modi, Neoklis Polyzotis, Sukriti Ramesh, Sudip Roy 0002, Steven Euijong Whang, Martin Wicke, Jarek Wilkiewicz, Martin Zinkevich |
KDD | 22 |
| 2017 | Data Management Challenges in Production Machine LearningabstractThe tutorial discusses data-management issues that arise in the context of machine learning pipelines deployed in production. Informed by our own experience with such largescale pipelines, we focus on issues related to understanding, validating, cleaning, and enriching training data. The goal of the tutorial is to bring forth these issues, draw connections to prior work in the database literature, and outline the open research questions that are not addressed by prior art. Neoklis Polyzotis, Sudip Roy 0002, Steven Euijong Whang, Martin Zinkevich |
SIGMOD Conference | 4 |
| 2017 | Holographic Feature Representations of Deep Networks
Martin Zinkevich, Alex Davies, Dale Schuurmans |
UAI | 1 |
| 2016 | Deep Learning GamesabstractWe investigate a reduction of supervised learning to game playing that reveals new connections and learning methods. For convex one-layer problems, we demonstrate an equivalence between global minimizers of the training problem and Nash equilibria in a simple game. We then show how the game can be extended to general acyclic neural networks with differentiable convex gates, establishing a bijection between the Nash equilibria and critical (or KKT) points of the deep learning problem. Based on these connections we investigate alternative learning methods, and find that regret matching can achieve competitive training performance while producing sparser models than current deep learning approaches. Dale Schuurmans, Martin Zinkevich |
NIPS | 2 |
| 2012 | On Local Regret
Michael H. Bowling, Martin Zinkevich |
ICML | 2 |
| 2011 | Learning to target: what works for behavioral targetingabstractUnderstanding what interests and delights users is critical to effective behavioral targeting, especially in information-poor contexts. As users interact with content and advertising, their passive behavior can reveal their interests towards advertising. Two issues are critical for building effective targeting methods: what metric to optimize for and how to optimize. More specifically, we first attempt to understand what the learning objective should be for behavioral targeting so as to maximize advertiser's performance. While most popular advertising methods optimize for user clicks, as we will show, maximizing clicks does not necessarily imply maximizing purchase activities or transactions, called conversions, which directly translate to advertiser's revenue. In this work we focus on conversions which makes a more relevant metric but also the more challenging one. Second is the issue of how to represent and combine the plethora of user activities such as search queries, page views, ad clicks to perform the targeting. We investigate several sources of user activities as well as methods for inferring conversion likelihood given the activities. We also explore the role played by the temporal aspect of user activities for targeting, e.g., how recent activities compare to the old ones. Based on a rigorous offline empirical evaluation over 200 individual advertising campaigns, we arrive at what we believe are best practices for behavioral targeting. We deploy our approach over live user traffic to demonstrate its superiority over existing state-of-the-art targeting methods. Sandeep Pandey, Mohamed Aly 0002, Abraham Bagherjeiran, Andrew O. Hatch, Peter Ciccolo, Adwait Ratnaparkhi, Martin Zinkevich |
CIKM | 7 |
| 2011 | Accelerating Best Response Calculation in Large Extensive GamesabstractOne fundamental evaluation criteria of an AI technique is its performance in the worst-case. For static strategies in extensive games, this can be computed using a best response computation. Conventionally, this requires a full game tree traversal. For very large games, such as poker, that traversal is infeasible to perform on modern hardware. In this paper, we detail a general technique for best response computations that can often avoid a full game tree traversal. Additionally, our method is specifically well-suited for parallel environments. We apply this approach to computing the worst-case performance of a number of strategies in heads-up limit Texas hold’em, which, prior to this work, was not possible. We explore these results thoroughly as they provide insight into the effects of abstraction on worst-case performance in large imperfect information games. This is a topic that has received much attention, but could not previously be examined outside of toy domains. 1 Michael Johanson, Kevin Waugh, Michael H. Bowling, Martin Zinkevich |
IJCAI | 4 |
| 2011 | Unbiased online active learning in data streamsabstractUnlabeled samples can be intelligently selected for labeling to minimize classification error. In many real-world applications, a large number of unlabeled samples arrive in a streaming manner, making it impossible to maintain all the data in a candidate pool. In this work, we focus on binary classification problems and study selective labeling in data streams where a decision is required on each sample sequentially. We consider the unbiasedness property in the sampling process, and design optimal instrumental distributions to minimize the variance in the stochastic process. Meanwhile, Bayesian linear classifiers with weighted maximum likelihood are optimized online to estimate parameters. In empirical evaluation, we collect a data stream of user-generated comments on a commercial news portal in 30 consecutive days, and carry out offline evaluation to compare various sampling strategies, including unbiased active learning, biased variants, and random sampling. Experimental results verify the usefulness of online active learning, especially in the non-stationary situation with concept drift. Martin Zinkevich, Lihong Li 0001, Achint Oommen Thomas, Belle L. Tseng |
KDD | 2 |
| 2011 | Models of Cooperative Teaching and Learning
Sandra Zilles, Steffen Lange, Robert C. Holte, Martin Zinkevich |
J. Mach. Learn. Res. | 4 |
| 2010 | Parallelized Stochastic Gradient DescentabstractWith the increase in available data parallel machine learning has become an increasingly pressing problem. In this paper we present the first parallel stochastic gradient descent algorithm including a detailed analysis and experimental evidence. Unlike prior work on parallel optimization algorithms our variant comes with parallel acceleration guarantees and it poses no overly tight latency constraints, which might only be available in the multicore setting. Our analysis introduces a novel proof technique --- contractive mappings to quantify the speed of convergence of parameter distributions to their asymptotic limits. As a side effect this answers the question of how quickly stochastic gradient descent algorithms reach the asymptotically normal regime. Martin Zinkevich, Markus Weimer, Alexander J. Smola, Lihong Li 0001 |
NIPS | 1 |
| 2009 | Monte Carlo Sampling for Regret Minimization in Extensive GamesabstractSequential decision-making with multiple agents and imperfect information is commonly modeled as an extensive game. One efficient method for computing Nash equilibria in large, zero-sum, imperfect information games is counterfactual regret minimization (CFR). In the domain of poker, CFR has proven effective, particularly when using a domain-specific augmentation involving chance outcome sampling. In this paper, we describe a general family of domain independent CFR sample-based algorithms called Monte Carlo counterfactual regret minimization (MCCFR) of which the original and poker-specific versions are special cases. We start by showing that MCCFR performs the same regret updates as CFR on expectation. Then, we introduce two sampling schemes: {\it outcome sampling} and {\it external sampling}, showing that both have bounded overall regret with high probability. Thus, they can compute an approximate equilibrium using self-play. Finally, we prove a new tighter bound on the regret for the original CFR algorithm and relate this new bound to MCCFRs bounds. We show empirically that, although the sample-based algorithms require more iterations, their lower cost per iteration can lead to dramatically faster convergence in various games. Marc Lanctot, Kevin Waugh, Martin Zinkevich, Michael H. Bowling |
NIPS | 3 |
| 2009 | Slow Learners are FastabstractOnline learning algorithms have impressive convergence properties when it comes to risk minimization and convex games on very large problems. However, they are inherently sequential in their design which prevents them from taking advantage of modern multi-core architectures. In this paper we prove that online learning with delayed updates converges well, thereby facilitating parallel online learning. Martin Zinkevich, Alexander J. Smola, John Langford 0001 |
NIPS | 1 |
| 2009 | Adaptive bidding for display advertisingabstractMotivated by the emergence of auction-based marketplaces for display ads such as the Right Media Exchange, we study the design of a bidding agent that implements a display advertising campaign by bidding in such a marketplace. The bidding agent must acquire a given number of impressions with a given target spend, when the highest external bid in the marketplace is drawn from an unknown distribution P. The quantity and spend constraints arise from the fact that display ads are usually sold on a CPM basis. We consider both the full information setting, where the winning price in each auction is announced publicly, and the partially observable setting where only the winner obtains information about the distribution; these differ in the penalty incurred by the agent while attempting to learn the distribution. We provide algorithms for both settings, and prove performance guarantees using bounds on uniform closeness from statistics, and techniques from online learning. We experimentally evaluate these algorithms: both algorithms perform very well with respect to both target quantity and spend; further, our algorithm for the partially observable case performs nearly as well as that for the fully observable setting despite the higher penalty incurred during learning. Arpita Ghosh, Benjamin I. P. Rubinstein, Sergei Vassilvitskii, Martin Zinkevich |
WWW | 4 |
| 2008 | Teaching Dimensions based on Cooperative Learning
Sandra Zilles, Steffen Lange, Robert C. Holte, Martin Zinkevich |
COLT | 4 |
| 2007 | A New Algorithm for Generating Equilibria in Massive Zero-Sum Games
Martin Zinkevich, Michael H. Bowling, Neil Burch |
AAAI | 1 |
| 2007 | Computing Robust Counter-StrategiesabstractAdaptation to other initially unknown agents often requires computing an effective counter-strategy. In the Bayesian paradigm, one must find a good counter-strategy to the inferred posterior of the other agents' behavior. In the experts paradigm, one may want to choose experts that are good counter-strategies to the other agents' expected behavior. In this paper we introduce a technique for computing robust counter-strategies for adaptation in multiagent scenarios under a variety of paradigms. The strategies can take advantage of a suspected tendency in the decisions of the other agents, while bounding the worst-case performance when the tendency is not observed. The technique involves solving a modified game, and therefore can make use of recently developed algorithms for solving very large extensive games. We demonstrate the effectiveness of the technique in two-player Texas Hold'em. We show that the computed poker strategies are substantially more robust than best response counter-strategies, while still exploiting a suspected tendency. We also compose the generated strategies in an experts algorithm showing a dramatic improvement in performance over using simple best responses. Michael Johanson, Martin Zinkevich, Michael H. Bowling |
NIPS | 2 |
| 2007 | Regret Minimization in Games with Incomplete InformationabstractExtensive games are a powerful model of multiagent decision-making scenarios with incomplete information. Finding a Nash equilibrium for very large instances of these games has received a great deal of recent attention. In this paper, we describe a new technique for solving large games based on regret minimization. In particular, we introduce the notion of counterfactual regret, which exploits the degree of incomplete information in an extensive game. We show how minimizing counterfactual regret minimizes overall regret, and therefore in self-play can be used to compute a Nash equilibrium. We demonstrate this technique in the domain of poker, showing we can solve abstractions of limit Texas Hold’em with as many as 1012 states, two orders of magnitude larger than previous methods. Martin Zinkevich, Michael Johanson, Michael H. Bowling, Carmelo Piccione |
NIPS | 1 |
| 2007 | A hierarchy of prescriptive goals for multiagent learning
Martin Zinkevich, Amy Greenwald, Michael L. Littman |
Artif. Intell. | 1 |
| 2006 | Boosting Expert Ensembles for Rapid Concept Recall
Achim Rettinger, Martin Zinkevich, Michael H. Bowling |
AAAI | 2 |
| 2006 | Prob-Maxn: Playing N-Player Games with Opponent Models
Nathan R. Sturtevant, Martin Zinkevich, Michael H. Bowling |
AAAI | 2 |
| 2006 | Optimal Unbiased Estimators for Evaluating Agent Performance
Martin Zinkevich, Michael H. Bowling, Nolan Bard, Morgan Kan, Darse Billings |
AAAI | 1 |
| 2006 | Maximum margin planningabstractImitation learning of sequential, goal-directed behavior by standard supervised techniques is often difficult. We frame learning such behaviors as a maximum margin structured prediction problem over a space of policies. In this approach, we learn mappings from features to cost so an optimal policy in an MDP with these cost mimics the expert's behavior. Further, we demonstrate a simple, provably efficient approach to structured maximum margin learning, based on the subgradient method, that leverages existing fast algorithms for inference. Although the technique is general, it is particularly relevant in problems where A* and dynamic programming approaches make learning policies tractable in problems beyond the limitations of a QP formulation. We demonstrate our approach applied to route planning for outdoor mobile robots, where the behavior a designer wishes a planner to execute is often clear, while specifying cost functions that engender this behavior is a much more difficult task. Nathan D. Ratliff, J. Andrew Bagnell, Martin Zinkevich |
ICML | 3 |
| 2006 | iLSTD: Eligibility Traces and Convergence AnalysisabstractWe present new theoretical and empirical results with the iLSTD algorithm for policy evaluation in reinforcement learning with linear function approximation. iLSTD is an incremental method for achieving results similar to LSTD, the dataefficient, least-squares version of temporal difference learning, without incurring the full cost of the LSTD computation. LSTD is O(n2 ), where n is the number of parameters in the linear function approximator, while iLSTD is O(n). In this paper, we generalize the previous iLSTD algorithm and present three new results: (1) the first convergence proof for an iLSTD algorithm; (2) an extension to incorporate eligibility traces without changing the asymptotic computational complexity; and (3) the first empirical results with an iLSTD algorithm for a problem (mountain car) with feature vectors large enough (n = 10, 000) to show substantial computational advantages over LSTD. Alborz Geramifard, Michael H. Bowling, Martin Zinkevich, Richard S. Sutton |
NIPS | 3 |
| 2006 | An Efficient Optimal-Equilibrium Algorithm for Two-player Game Trees
Michael L. Littman, Nishkam Ravi, Arjun Talwar, Martin Zinkevich |
UAI | 4 |
| 2006 | Online algorithms for market clearingabstractIn this article, we study the problem of online market clearing where there is one commodity in the market being bought and sold by multiple buyers and sellers whose bids arrive and expire at different times. The auctioneer is faced with an online clearing problem of deciding which buy and sell bids to match without knowing what bids will arrive in the future. For maximizing profit , we present a (randomized) online algorithm with a competitive ratio of ln( p max − p min ) + 1, when bids are in a range [ p min , p max ], which we show is the best possible. A simpler algorithm has a ratio twice this, and can be used even if expiration times are not known. For maximizing the number of trades, we present a simple greedy algorithm that achieves a factor of 2 competitive ratio if no money-losing trades are allowed. We also show that if the online algorithm is allowed to subsidize matches---match money-losing pairs if it has already collected enough money from previous pairs to pay for them---then it can actually be 1-competitive with respect to the optimal offline algorithm that is not allowed subsidy. That is, for maximizing the number of trades, the ability to subsidize is at least as valuable as knowing the future. We also consider objectives of maximizing buy or sell volume and social welfare. We present all of these results as corollaries of theorems on online matching in an incomplete interval graph.We also consider the issue of incentive compatibility, and develop a nearly optimal incentive-compatible algorithm for maximizing social welfare. For maximizing profit , we show that no incentive-compatible algorithm can achieve a sublinear competitive ratio, even if only one buy bid and one sell bid are alive at a time. However, we provide an algorithm that, under certain mild assumptions on the bids, performs nearly as well as the best fixed pair of buy and sell prices, a weaker but still natural performance measure. This latter result uses online learning methods, and we also show how such methods can be used to improve our “optimal” algorithms to a broader notion of optimality. Finally, we show how some of our results can be generalized to settings in which the buyers and sellers themselves have online bidding strategies, rather than just each having individual bids. Avrim Blum, Tuomas Sandholm, Martin Zinkevich |
J. ACM | 3 |
| 2005 | Cyclic Equilibria in Markov GamesabstractAlthough variants of value iteration have been proposed for finding Nash or correlated equilibria in general-sum Markov games, these variants have not been shown to be effective in general. In this paper, we demon- strate by construction that existing variants of value iteration cannot find stationary equilibrium policies in arbitrary general-sum Markov games. Instead, we propose an alternative interpretation of the output of value it- eration based on a new (non-stationary) equilibrium concept that we call “cyclic equilibria.” We prove that value iteration identifies cyclic equi- libria in a class of games in which it fails to find stationary equilibria. We also demonstrate empirically that value iteration finds cyclic equilibria in nearly all examples drawn from a random distribution of Markov games. Martin Zinkevich, Amy Greenwald, Michael L. Littman |
NIPS | 1 |
| 2004 | Preference Elicitation and Query Learning
Avrim Blum, Jeffrey C. Jackson, Tuomas Sandholm, Martin Zinkevich |
J. Mach. Learn. Res. | 4 |
| 2003 | Online Convex Programming and Generalized Infinitesimal Gradient Ascent
Martin Zinkevich |
ICML | 1 |
| 2003 | On polynomial-time preference elicitation with value queriesabstractPreference elicitation --- the process of asking queries to determine parties' preferences --- is a key part of many problems in electronic commerce. For example, a shopping agent needs to know a user's preferences in order to correctly act on her behalf, and preference elicitation can help an auctioneer in a combinatorial auction determine how to best allocate a given set of items to a given set of bidders. Unfortunately, in the worst case, preference elicitation can require an exponential number of queries even to determine an approximately optimal allocation. In this paper we study natural special cases of preferences for which elicitation can be done in polynomial time via value queries. The cases we consider all have the property that the preferences (or approximations to them) can be described in a polynomial number of bits, but the issue here is whether they can be elicited using the natural (limited) language of value queries. We make a connection to computational learning theory where the similar problem of exact learning with membership queries has a long history. In particular, we consider preferences that can be written as read-once formulas over a set of gates motivated by a shopping application, as well as a class of preferences we call Toolbox DNF, motivated by a type of combinatorial auction. We show that in each case, preference elicitation can be done in polynomial time. We also consider the computational problem of allocating items given the parties' preferences, and show that in certain cases it can be done in polynomial time and in other cases it is NP-complete. Given two bidders with Toolbox-DNF preferences, we show that allocation can be solved via network flow. If parties have read-once formula preferences, then allocation is NP-hard even with ju... Martin Zinkevich, Avrim Blum, Tuomas Sandholm |
EC | 1 |
| 2002 | Competitive Analysis of the Explore/Exploit Tradeoff
John Langford 0001, Martin Zinkevich, Sham M. Kakade |
ICML | 2 |
| 2002 | Online algorithms for market clearing
Avrim Blum, Tuomas Sandholm, Martin Zinkevich |
SODA | 3 |
| 2001 | Symmetry in Markov Decision Processes and its Implications for Single Agent and Multiagent Learning
Martin Zinkevich, Tucker R. Balch |
ICML | 1 |