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Bart De Vylder

dblp:48/1675 · DBLP profile ↗
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3ranked-venue papers
0as first author
2since 2021 · last 2021
—ORCID · unresolved

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

Artificial intelligence and machine learning · 3 · 2 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Theoretical computer science
2 papers
Algorithmic game theory and mechanism design · 100%
Artificial intelligence
2 papers
Learning theory · 36% Reinforcement learning · 32% Multi-agent systems · 32%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Learning theory › online learning › no-regret algorithms
follow-the-regularized-leader
0.512021
From Poincaré Recurrence to Convergence in Imperfect Information Games: Finding Equilibrium via Regularization · ICML 2021
Algorithmic game theory and mechanism design
equilibrium computation
0.512021
From Poincaré Recurrence to Convergence in Imperfect Information Games: Finding Equilibrium via Regularization · ICML 2021
Algorithmic game theory and mechanism design
imperfect information games
0.512021
From Poincaré Recurrence to Convergence in Imperfect Information Games: Finding Equilibrium via Regularization · ICML 2021
Knowledge, reasoning and agents › Multi-agent systems
imperfect information games
0.412020
Fast computation of Nash Equilibria in Imperfect Information Games · ICML 2020
Machine learning › Reinforcement learning
multi-agent reinforcement learning
0.412020
Fast computation of Nash Equilibria in Imperfect Information Games · ICML 2020
Algorithmic game theory and mechanism design › equilibrium computation
nash equilibrium computation
0.412020
Fast computation of Nash Equilibria in Imperfect Information Games · ICML 2020

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

regularization · 1.0poincaré recurrence · 1.0policy gradient · 0.9mirror ascent · 0.9best response · 0.9
YearPublicationVenuePosition
2021 From Poincaré Recurrence to Convergence in Imperfect Information Games: Finding Equilibrium via Regularization
abstract
In this paper we investigate the Follow the Regularized Leader dynamics in sequential imperfect information games (IIG). We generalize existing results of Poincar{é} recurrence from normal-form games to zero-sum two-player imperfect information games and other sequential game settings. We then investigate how adapting the reward (by adding a regularization term) of the game can give strong convergence guarantees in monotone games. We continue by showing how this reward adaptation technique can be leveraged to build algorithms that converge exactly to the Nash equilibrium. Finally, we show how these insights can be directly used to build state-of-the-art model-free algorithms for zero-sum two-player Imperfect Information Games (IIG).
Julien Pérolat, Rémi Munos, Jean-Baptiste Lespiau, Shayegan Omidshafiei, Mark Rowland 0001, Pedro A. Ortega, Neil Burch, Thomas W. Anthony 0001, David Balduzzi, Bart De Vylder, Georgios Piliouras, Marc Lanctot, Karl Tuyls
ICML10
2021 Game Plan: What AI can do for Football, and What Football can do for AI
abstract
The rapid progress in artificial intelligence (AI) and machine learning has opened unprecedented analytics possibilities in various team and individual sports, including baseball, basketball, and tennis. More recently, AI techniques have been applied to football, due to a huge increase in data collection by professional teams, increased computational power, and advances in machine learning, with the goal of better addressing new scientific challenges involved in the analysis of both individual players’ and coordinated teams’ behaviors. The research challenges associated with predictive and prescriptive football analytics require new developments and progress at the intersection of statistical learning, game theory, and computer vision. In this paper, we provide an overarching perspective highlighting how the combination of these fields, in particular, forms a unique microcosm for AI research, while offering mutual benefits for professional teams, spectators, and broadcasters in the years to come. We illustrate that this duality makes football analytics a game changer of tremendous value, in terms of not only changing the game of football itself, but also in terms of what this domain can mean for the field of AI. We review the state-of-the-art and exemplify the types of analysis enabled by combining the aforementioned fields, including illustrative examples of counterfactual analysis using predictive models, and the combination of game-theoretic analysis of penalty kicks with statistical learning of player attributes. We conclude by highlighting envisioned downstream impacts, including possibilities for extensions to other sports (real and virtual).
Karl Tuyls, Shayegan Omidshafiei, Paul Muller, Zhe Wang 0055, Jerome T. Connor, Daniel Hennes, Ian Graham, William Spearman, Tim Waskett, Dafydd Steele, Pauline Luc, Adrià Recasens, Alexandre Galashov, Gregory Thornton, Romuald Elie, Pablo Sprechmann, Pol Moreno, Kris Cao, Marta Garnelo, Praneet Dutta, Michal Valko, Nicolas Heess, Alex Bridgland, Julien Pérolat, Bart De Vylder, S. M. Ali Eslami, Mark Rowland 0001, Andrew Jaegle, Rémi Munos, Trevor Back, Razia Ahamed, Simon Bouton, Nathalie Beauguerlange, Jackson Broshear, Thore Graepel, Demis Hassabis
J. Artif. Intell. Res.25
2020 Fast computation of Nash Equilibria in Imperfect Information Games
abstract
We introduce and analyze a class of algorithms, called Mirror Ascent against an Improved Opponent (MAIO), for computing Nash equilibria in two-player zero-sum games, both in normal form and in sequential form with imperfect information. These algorithms update the policy of each player with a mirror-ascent step to maximize the value of playing against an improved opponent. An improved opponent can be a best response, a greedy policy, a policy improved by policy gradient, or by any other reinforcement learning or search techniques. We establish a convergence result of the last iterate to the set of Nash equilibria and show that the speed of convergence depends on the amount of improvement offered by these improved policies. In addition, we show that under some condition, if we use a best response as improved policy, then an exponential convergence rate is achieved.
Rémi Munos, Julien Pérolat, Jean-Baptiste Lespiau, Mark Rowland 0001, Bart De Vylder, Marc Lanctot, Finbarr Timbers, Daniel Hennes, Shayegan Omidshafiei, Audrunas Gruslys, Mohammad Gheshlaghi Azar, Edward Lockhart, Karl Tuyls
ICML5