EDBT 2026 Demo / reviewers in the wild / expert
Marc Lanctot
dblp:64/10094
· DBLP profile ↗
44ranked-venue papers
5as first author
17since 2021 · last 2025
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 44 · 5 first-author · 17 since 2021Graphics, computer vision, multimedia, augmented reality and games · 11 · 1 first-author · 5 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Re-evaluating Open-ended Evaluation of Large Language ModelsabstractEvaluation has traditionally focused on ranking candidates for a specific skill. Modern generalist models, such as Large Language Models (LLMs), decidedly outpace this paradigm. Open-ended evaluation systems, where candidate models are compared on user-submitted prompts, have emerged as a popular solution. Despite their many advantages, we show that the current Elo-based rating systems can be susceptible to and even reinforce biases in data, intentional or accidental, due to their sensitivity to redundancies. To address this issue, we propose evaluation as a 3-player game, and introduce novel game-theoretic solution concepts to ensure robustness to redundancy. We show that our method leads to intuitive ratings and provide insights into the competitive landscape of LLM development. Siqi Liu 0002, Ian Gemp, Luke Marris, Georgios Piliouras, Nicolas Heess, Marc Lanctot |
ICLR | 6 |
| 2025 | Mastering Board Games by External and Internal Planning with Language ModelsabstractAdvancing planning and reasoning capabilities of Large Language Models (LLMs) is one of the key prerequisites towards unlocking their potential for performing reliably in complex and impactful domains. In this paper, we aim to demonstrate this across board games (Chess, Fischer Random / Chess960, Connect Four, and Hex), and we show that search-based planning can yield significant improvements in LLM game-playing strength. We introduce, compare and contrast two major approaches: In external search, the model guides Monte Carlo Tree Search (MCTS) rollouts and evaluations without calls to an external game engine, and in internal search, the model is trained to generate in-context a linearized tree of search and a resulting final choice. Both build on a language model pre-trained on relevant domain knowledge, reliably capturing the transition and value functions in the respective environments, with minimal hallucinations. We evaluate our LLM search implementations against game-specific state-of-the-art engines, showcasing substantial improvements in strength over the base model, and reaching Grandmaster-level performance in chess while operating closer to the human search budget. Our proposed approach, combining search with domain knowledge, is not specific to board games, hinting at more general future applications. John Schultz, Jakub Adámek, Matej Jusup, Marc Lanctot, Michael Kaisers, Sarah Perrin, Daniel Hennes, Jeremy Shar, Cannada A. Lewis, Anian Ruoss, Tom Zahavy, Petar Velickovic, Laurel Prince, Satinder Singh 0001, Eric Malmi, Nenad Tomasev |
ICML | 4 |
| 2025 | Learning in Games with Progressive Hiding
Benjamin Heymann, Marc Lanctot |
AAMAS | 2 |
| 2025 | Game of Thoughts: Iterative Reasoning in Game-Theoretic Domains with Large Language Models
Benjamin Kempinski, Ian Gemp, Kate Larson, Marc Lanctot, Yoram Bachrach, Tal Kachman |
AAMAS | 4 |
| 2025 | Soft Condorcet Optimization for Ranking of General Agents
Marc Lanctot, Kate Larson, Michael Kaisers, Quentin Berthet, Ian Gemp, Manfred Diaz, Roberto-Rafael Maura-Rivero, Yoram Bachrach, Anna Koop, Doina Precup |
AAMAS | 1 |
| 2025 | Combining Deep Reinforcement Learning and Search with Generative Models for Game-Theoretic Opponent ModelingabstractOpponent modeling methods typically involve two crucial steps: building a belief distribution over opponents' strategies, and exploiting this opponent model by playing a best response. However, existing approaches typically require domain-specific heurstics to come up with such a model, and algorithms for approximating best responses are hard to scale in large, imperfect information domains. In this work, we introduce a scalable and generic multiagent training regime for opponent modeling using deep game-theoretic reinforcement learning. We first propose Generative Best Respoonse (GenBR), a best response algorithm based on Monte-Carlo Tree Search (MCTS) with a learned deep generative model that samples world states during planning. This new method scales to large imperfect information domains and can be plug and play in a variety of multiagent algorithms. We use this new method under the framework of Policy Space Response Oracles (PSRO), to automate the generation of an offline opponent model via iterative game-theoretic reasoning and population-based training. We propose using solution concepts based on bargaining theory to build up an opponent mixture, which we find identifying profiles that are near the Pareto frontier. Then GenBR keeps updating an online opponent model and reacts against it during gameplay. We conduct behavioral studies where human participants negotiate with our agents in Deal-or-No-Deal, a class of bilateral bargaining games. Search with generative modeling finds stronger policies during both training time and test time, enables online Bayesian co-player prediction, and can produce agents that achieve comparable social welfare and Nash bargaining score negotiating with humans as humans trading among themselves. Zun Li 0002, Marc Lanctot, Kevin R. McKee, Luke Marris, Ian Gemp, Daniel Hennes, Paul Muller, Kate Larson, Yoram Bachrach, Michael P. Wellman |
IJCAI | 2 |
| 2024 | Learning Not to RegretabstractThe literature on game-theoretic equilibrium finding predominantly focuses on single games or their repeated play. Nevertheless, numerous real-world scenarios feature playing a game sampled from a distribution of similar, but not identical games, such as playing poker with different public cards or trading correlated assets on the stock market. As these similar games feature similar equilibra, we investigate a way to accelerate equilibrium finding on such a distribution. We present a novel ``learning not to regret'' framework, enabling us to meta-learn a regret minimizer tailored to a specific distribution. Our key contribution, Neural Predictive Regret Matching, is uniquely meta-learned to converge rapidly for the chosen distribution of games, while having regret minimization guarantees on any game. We validated our algorithms' faster convergence on a distribution of river poker games. Our experiments show that the meta-learned algorithms outpace their non-meta-learned counterparts, achieving more than tenfold improvements. David Sychrovsky, Michal Sustr, Elnaz Davoodi, Michael H. Bowling, Marc Lanctot |
AAAI | 5 |
| 2023 | ESCHER: Eschewing Importance Sampling in Games by Computing a History Value Function to Estimate Regret
Stephen McAleer, Gabriele Farina, Marc Lanctot, Tuomas Sandholm |
ICLR | 3 |
| 2023 | A Unified Approach to Reinforcement Learning, Quantal Response Equilibria, and Two-Player Zero-Sum Games
Samuel Sokota, Ryan D'Orazio, J. Zico Kolter, Nicolas Loizou, Marc Lanctot, Ioannis Mitliagkas, Noam Brown, Christian Kroer |
ICLR | 5 |
| 2022 | Simplex Neural Population Learning: Any-Mixture Bayes-Optimality in Symmetric Zero-sum GamesabstractLearning to play optimally against any mixture over a diverse set of strategies is of important practical interests in competitive games. In this paper, we propose simplex-NeuPL that satisfies two desiderata simultaneously: i) learning a population of strategically diverse basis policies, represented by a single conditional network; ii) using the same network, learn best-responses to any mixture over the simplex of basis policies. We show that the resulting conditional policies incorporate prior information about their opponents effectively, enabling near optimal returns against arbitrary mixture policies in a game with tractable best-responses. We verify that such policies behave Bayes-optimally under uncertainty and offer insights in using this flexibility at test time. Finally, we offer evidence that learning best-responses to any mixture policies is an effective auxiliary task for strategic exploration, which, by itself, can lead to more performant populations. Siqi Liu 0002, Marc Lanctot, Luke Marris, Nicolas Heess |
ICML | 2 |
| 2022 | Approximate Exploitability: Learning a Best ResponseabstractResearchers have shown that neural networks are vulnerable to adversarial examples and subtle environment changes. The resulting errors can look like blunders to humans, eroding trust in these agents. In prior games research, agent evaluation often focused on the in-practice game outcomes. Such evaluation typically fails to evaluate robustness to worst-case outcomes. Computer poker research has examined how to assess such worst-case performance. Unfortunately, exact computation is infeasible with larger domains, and existing approximations are poker-specific. We introduce ISMCTS-BR, a scalable search-based deep reinforcement learning algorithm for learning a best response to an agent, approximating worst-case performance. We demonstrate the technique in several games against a variety of agents, including several AlphaZero-based agents. Supplementary material is available at https://arxiv.org/abs/2004.09677. Finbarr Timbers, Nolan Bard, Edward Lockhart, Marc Lanctot, Neil Burch, Julian Schrittwieser, Thomas Hubert, Michael H. Bowling |
IJCAI | 4 |
| 2021 | Hindsight and Sequential Rationality of Correlated PlayabstractDriven by recent successes in two-player, zero-sum game solving and playing, artificial intelligence work on games has increasingly focused on algorithms that produce equilibrium-based strategies. However, this approach has been less effective at producing competent players in general-sum games or those with more than two players than in two-player, zero-sum games. An appealing alternative is to consider adaptive algorithms that ensure strong performance in hindsight relative to what could have been achieved with modified behavior. This approach also leads to a game-theoretic analysis, but in the correlated play that arises from joint learning dynamics rather than factored agent behavior at equilibrium. We develop and advocate for this hindsight rationality framing of learning in general sequential decision-making settings. To this end, we re-examine mediated equilibrium and deviation types in extensive-form games, thereby gaining a more complete understanding and resolving past misconceptions. We present a set of examples illustrating the distinct strengths and weaknesses of each type of equilibrium in the literature, and prove that no tractable concept subsumes all others. This line of inquiry culminates in the definition of the deviation and equilibrium classes that correspond to algorithms in the counterfactual regret minimization (CFR) family, relating them to all others in the literature. Examining CFR in greater detail further leads to a new recursive definition of rationality in correlated play that extends sequential rationality in a way that naturally applies to hindsight evaluation. Dustin Morrill, Ryan D'Orazio, Reca Sarfati, Marc Lanctot, James R. Wright, Amy Greenwald, Michael H. Bowling |
AAAI | 4 |
| 2021 | Solving Common-Payoff Games with Approximate Policy IterationabstractFor artificially intelligent learning systems to have widespread applicability in real-world settings, it is important that they be able to operate decentrally. Unfortunately, decentralized control is difficult---computing even an epsilon-optimal joint policy is a NEXP complete problem. Nevertheless, a recently rediscovered insight---that a team of agents can coordinate via common knowledge---has given rise to algorithms capable of finding optimal joint policies in small common-payoff games. The Bayesian action decoder (BAD) leverages this insight and deep reinforcement learning to scale to games as large as two-player Hanabi. However, the approximations it uses to do so prevent it from discovering optimal joint policies even in games small enough to brute force optimal solutions. This work proposes CAPI, a novel algorithm which, like BAD, combines common knowledge with deep reinforcement learning. However, unlike BAD, CAPI prioritizes the propensity to discover optimal joint policies over scalability. While this choice precludes CAPI from scaling to games as large as Hanabi, empirical results demonstrate that, on the games to which CAPI does scale, it is capable of discovering optimal joint policies even when other modern multi-agent reinforcement learning algorithms are unable to do so. Samuel Sokota, Edward Lockhart, Finbarr Timbers, Elnaz Davoodi, Ryan D'Orazio, Neil Burch, Michael H. Bowling, Marc Lanctot |
AAAI | 9 |
| 2021 | Multi-Agent Training beyond Zero-Sum with Correlated Equilibrium Meta-SolversabstractTwo-player, constant-sum games are well studied in the literature, but there has been limited progress outside of this setting. We propose Joint Policy-Space Response Oracles (JPSRO), an algorithm for training agents in n-player, general-sum extensive form games, which provably converges to an equilibrium. We further suggest correlated equilibria (CE) as promising meta-solvers, and propose a novel solution concept Maximum Gini Correlated Equilibrium (MGCE), a principled and computationally efficient family of solutions for solving the correlated equilibrium selection problem. We conduct several experiments using CE meta-solvers for JPSRO and demonstrate convergence on n-player, general-sum games. Luke Marris, Paul Muller, Marc Lanctot, Karl Tuyls, Thore Graepel |
ICML | 3 |
| 2021 | Efficient Deviation Types and Learning for Hindsight Rationality in Extensive-Form GamesabstractHindsight rationality is an approach to playing general-sum games that prescribes no-regret learning dynamics for individual agents with respect to a set of deviations, and further describes jointly rational behavior among multiple agents with mediated equilibria. To develop hindsight rational learning in sequential decision-making settings, we formalize behavioral deviations as a general class of deviations that respect the structure of extensive-form games. Integrating the idea of time selection into counterfactual regret minimization (CFR), we introduce the extensive-form regret minimization (EFR) algorithm that achieves hindsight rationality for any given set of behavioral deviations with computation that scales closely with the complexity of the set. We identify behavioral deviation subsets, the partial sequence deviation types, that subsume previously studied types and lead to efficient EFR instances in games with moderate lengths. In addition, we present a thorough empirical analysis of EFR instantiated with different deviation types in benchmark games, where we find that stronger types typically induce better performance. Dustin Morrill, Ryan D'Orazio, Marc Lanctot, James R. Wright, Michael H. Bowling, Amy Greenwald |
ICML | 3 |
| 2021 | From Poincaré Recurrence to Convergence in Imperfect Information Games: Finding Equilibrium via RegularizationabstractIn 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 |
ICML | 12 |
| 2021 | Dynamic population-based meta-learning for multi-agent communication with natural languageabstractIn this work, our goal is to train agents that can coordinate with seen, unseen as well as human partners in a multi-agent communication environment involving natural language. Previous work using a single set of agents has shown great progress in generalizing to known partners, however it struggles when coordinating with unfamiliar agents. To mitigate that, recent work explored the use of population-based approaches, where multiple agents interact with each other with the goal of learning more generic protocols. These methods, while able to result in good coordination between unseen partners, still only achieve so in cases of simple languages, thus failing to adapt to human partners using natural language. We attribute this to the use of static populations and instead propose a dynamic population-based meta-learning approach that builds such a population in an iterative manner. We perform a holistic evaluation of our method on two different referential games, and show that our agents outperform all prior work when communicating with seen partners and humans. Furthermore, we analyze the natural language generation skills of our agents, where we find that our agents also outperform strong baselines. Finally, we test the robustness of our agents when communicating with out-of-population agents and carefully test the importance of each component of our method through ablation studies. Abhinav Gupta 0002, Marc Lanctot, Angeliki Lazaridou |
NeurIPS | 2 |
| 2020 | A Generalized Training Approach for Multiagent Learning
Paul Muller, Shayegan Omidshafiei, Mark Rowland 0001, Karl Tuyls, Julien Pérolat, Siqi Liu 0002, Daniel Hennes, Luke Marris, Marc Lanctot, Edward Hughes 0001, Zhe Wang 0055, Guy Lever, Nicolas Heess, Thore Graepel, Rémi Munos |
ICLR | 9 |
| 2020 | Fast computation of Nash Equilibria in Imperfect Information GamesabstractWe 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 |
ICML | 6 |
| 2020 | Learning to Play No-Press Diplomacy with Best Response Policy IterationabstractRecent advances in deep reinforcement learning (RL) have led to considerable progress in many 2-player zero-sum games, such as Go, Poker and Starcraft. The purely adversarial nature of such games allows for conceptually simple and principled application of RL methods. However real-world settings are many-agent, and agent interactions are complex mixtures of common-interest and competitive aspects. We consider Diplomacy, a 7-player board game designed to accentuate dilemmas resulting from many-agent interactions. It also features a large combinatorial action space and simultaneous moves, which are challenging for RL algorithms. We propose a simple yet effective approximate best response operator, designed to handle large combinatorial action spaces and simultaneous moves. We also introduce a family of policy iteration methods that approximate fictitious play. With these methods, we successfully apply RL to Diplomacy: we show that our agents convincingly outperform the previous state-of-the-art, and game theoretic equilibrium analysis shows that the new process yields consistent improvements. Thomas W. Anthony 0001, Tom Eccles, Andrea Tacchetti, János Kramár, Ian Gemp, Thomas C. Hudson, Nicolas Porcel, Marc Lanctot, Julien Pérolat, Richard Everett 0001, Satinder Singh 0001, Thore Graepel, Yoram Bachrach |
NeurIPS | 8 |
| 2020 | Bounds and dynamics for empirical game theoretic analysisabstractAbstract This paper provides several theoretical results for empirical game theory. Specifically, we introduce bounds for empirical game theoretical analysis of complex multi-agent interactions. In doing so we provide insights in the empirical meta game showing that a Nash equilibrium of the estimated meta-game is an approximate Nash equilibrium of the true underlying meta-game. We investigate and show how many data samples are required to obtain a close enough approximation of the underlying game. Additionally, we extend the evolutionary dynamics analysis of meta-games using heuristic payoff tables (HPTs) to asymmetric games. The state-of-the-art has only considered evolutionary dynamics of symmetric HPTs in which agents have access to the same strategy sets and the payoff structure is symmetric, implying that agents are interchangeable. Finally, we carry out an empirical illustration of the generalised method in several domains, illustrating the theory and evolutionary dynamics of several versions of theAlphaGoalgorithm (symmetric), the dynamics of the Colonel Blotto game played by human players on Facebook (symmetric), the dynamics of several teams of players in the capture the flag game (symmetric), and an example of a meta-game in Leduc Poker (asymmetric), generated by the policy-space response oracle multi-agent learning algorithm. Karl Tuyls, Julien Pérolat, Marc Lanctot, Edward Hughes 0001, Richard Everett 0001, Joel Z. Leibo, Csaba Szepesvári, Thore Graepel |
Auton. Agents Multi Agent Syst. | 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. | 6 |
| 2020 | The Hanabi challenge: A new frontier for AI researchabstractFrom the early days of computing, games have been important testbeds for studying how well machines can do sophisticated decision making. In recent years, machine learning has made dramatic advances with artificial agents reaching superhuman performance in challenge domains like Go, Atari, and some variants of poker. As with their predecessors of chess, checkers, and backgammon, these game domains have driven research by providing sophisticated yet well-defined challenges for artificial intelligence practitioners. We continue this tradition by proposing the game of Hanabi as a new challenge domain with novel problems that arise from its combination of purely cooperative gameplay with two to five players and imperfect information. In particular, we argue that Hanabi elevates reasoning about the beliefs and intentions of other agents to the foreground. We believe developing novel techniques for such theory of mind reasoning will not only be crucial for success in Hanabi, but also in broader collaborative efforts, especially those with human partners. To facilitate future research, we introduce the open-source Hanabi Learning Environment, propose an experimental framework for the research community to evaluate algorithmic advances, and assess the performance of current state-of-the-art techniques. Nolan Bard, Jakob N. Foerster, Sarath Chandar, Neil Burch, Marc Lanctot, H. Francis Song, Emilio Parisotto, Vincent Dumoulin, Subhodeep Moitra, Edward Hughes 0001, Iain Dunning, Shibl Mourad, Hugo Larochelle, Marc G. Bellemare, Michael H. Bowling |
Artif. Intell. | 5 |
| 2019 | Variance Reduction in Monte Carlo Counterfactual Regret Minimization (VR-MCCFR) for Extensive Form Games Using BaselinesabstractLearning strategies for imperfect information games from samples of interaction is a challenging problem. A common method for this setting, Monte Carlo Counterfactual Regret Minimization (MCCFR), can have slow long-term convergence rates due to high variance. In this paper, we introduce a variance reduction technique (VR-MCCFR) that applies to any sampling variant of MCCFR. Using this technique, periteration estimated values and updates are reformulated as a function of sampled values and state-action baselines, similar to their use in policy gradient reinforcement learning. The new formulation allows estimates to be bootstrapped from other estimates within the same episode, propagating the benefits of baselines along the sampled trajectory; the estimates remain unbiased even when bootstrapping from other estimates. Finally, we show that given a perfect baseline, the variance of the value estimates can be reduced to zero. Experimental evaluation shows that VR-MCCFR brings an order of magnitude speedup, while the empirical variance decreases by three orders of magnitude. The decreased variance allows for the first time CFR+ to be used with sampling, increasing the speedup to two orders of magnitude. Neil Burch, Marc Lanctot, Matej Moravcik, Rudolf Kadlec, Michael H. Bowling |
AAAI | 3 |
| 2019 | Computing Approximate Equilibria in Sequential Adversarial Games by Exploitability DescentabstractIn this paper, we present exploitability descent, a new algorithm to compute approximate equilibria in two-player zero-sum extensive-form games with imperfect information, by direct policy optimization against worst-case opponents. We prove that when following this optimization, the exploitability of a player's strategy converges asymptotically to zero, and hence when both players employ this optimization, the joint policies converge to a Nash equilibrium. Unlike fictitious play (XFP) and counterfactual regret minimization (CFR), our convergence result pertains to the policies being optimized rather than the average policies. Our experiments demonstrate convergence rates comparable to XFP and CFR in four benchmark games in the tabular case. Using function approximation, we find that our algorithm outperforms the tabular version in two of the games, which, to the best of our knowledge, is the first such result in imperfect information games among this class of algorithms. Edward Lockhart, Marc Lanctot, Julien Pérolat, Jean-Baptiste Lespiau, Dustin Morrill, Finbarr Timbers, Karl Tuyls |
IJCAI | 2 |
| 2018 | Deep Q-learning From DemonstrationsabstractDeep reinforcement learning (RL) has achieved several high profile successes in difficult decision-making problems. However, these algorithms typically require a huge amount of data before they reach reasonable performance. In fact, their performance during learning can be extremely poor. This may be acceptable for a simulator, but it severely limits the applicability of deep RL to many real-world tasks, where the agent must learn in the real environment. In this paper we study a setting where the agent may access data from previous control of the system. We present an algorithm, Deep Q-learning from Demonstrations (DQfD), that leverages small sets of demonstration data to massively accelerate the learning process even from relatively small amounts of demonstration data and is able to automatically assess the necessary ratio of demonstration data while learning thanks to a prioritized replay mechanism. DQfD works by combining temporal difference updates with supervised classification of the demonstrator’s actions. We show that DQfD has better initial performance than Prioritized Dueling Double Deep Q-Networks (PDD DQN) as it starts with better scores on the first million steps on 41 of 42 games and on average it takes PDD DQN 83 million steps to catch up to DQfD’s performance. DQfD learns to out-perform the best demonstration given in 14 of 42 games. In addition, DQfD leverages human demonstrations to achieve state-of-the-art results for 11 games. Finally, we show that DQfD performs better than three related algorithms for incorporating demonstration data into DQN. Todd Hester, Matej Vecerík, Olivier Pietquin, Marc Lanctot, Tom Schaul, Bilal Piot, Daniel Horgan, John Quan, Andrew Sendonaris, Ian Osband, Gabriel Dulac-Arnold, John P. Agapiou, Joel Z. Leibo, Audrunas Gruslys |
AAAI | 4 |
| 2018 | Emergent Communication through Negotiation
Kris Cao, Angeliki Lazaridou, Marc Lanctot, Joel Z. Leibo, Karl Tuyls, Stephen Clark |
ICLR (Poster) | 3 |
| 2018 | Actor-Critic Policy Optimization in Partially Observable Multiagent EnvironmentsabstractOptimization of parameterized policies for reinforcement learning (RL) is an important and challenging problem in artificial intelligence. Among the most common approaches are algorithms based on gradient ascent of a score function representing discounted return. In this paper, we examine the role of these policy gradient and actor-critic algorithms in partially-observable multiagent environments. We show several candidate policy update rules and relate them to a foundation of regret minimization and multiagent learning techniques for the one-shot and tabular cases, leading to previously unknown convergence guarantees. We apply our method to model-free multiagent reinforcement learning in adversarial sequential decision problems (zero-sum imperfect information games), using RL-style function approximation. We evaluate on commonly used benchmark Poker domains, showing performance against fixed policies and empirical convergence to approximate Nash equilibria in self-play with rates similar to or better than a baseline model-free algorithm for zero-sum games, without any domain-specific state space reductions. Sriram Srinivasan 0005, Marc Lanctot, Vinícius Flores Zambaldi, Julien Pérolat, Karl Tuyls, Rémi Munos, Michael H. Bowling |
NeurIPS | 2 |
| 2017 | A Unified Game-Theoretic Approach to Multiagent Reinforcement LearningabstractThere has been a resurgence of interest in multiagent reinforcement learning (MARL), due partly to the recent success of deep neural networks. The simplest form of MARL is independent reinforcement learning (InRL), where each agent treats all of its experience as part of its (non stationary) environment. In this paper, we first observe that policies learned using InRL can overfit to the other agents' policies during training, failing to sufficiently generalize during execution. We introduce a new metric, joint-policy correlation, to quantify this effect. We describe a meta-algorithm for general MARL, based on approximate best responses to mixtures of policies generated using deep reinforcement learning, and empirical game theoretic analysis to compute meta-strategies for policy selection. The meta-algorithm generalizes previous algorithms such as InRL, iterated best response, double oracle, and fictitious play. Then, we propose a scalable implementation which reduces the memory requirement using decoupled meta-solvers. Finally, we demonstrate the generality of the resulting policies in three partially observable settings: gridworld coordination problems, emergent language games, and poker. Marc Lanctot, Vinícius Flores Zambaldi, Audrunas Gruslys, Angeliki Lazaridou, Karl Tuyls, Julien Pérolat, David Silver 0001, Thore Graepel |
NIPS | 1 |
| 2016 | Convolution by Evolution: Differentiable Pattern Producing NetworksabstractIn this work we introduce a differentiable version of the Compositional Pattern Producing Network, called the DPPN. Unlike a standard CPPN, the topology of a DPPN is evolved but the weights are learned. A Lamarckian algorithm, that combines evolution and learning, produces DPPNs to reconstruct an image. Our main result is that DPPNs can be evolved/trained to compress the weights of a denoising autoencoder from 157684 to roughly 200 parameters, while achieving a reconstruction accuracy comparable to a fully connected network with more than two orders of magnitude more parameters. The regularization ability of the DPPN allows it to rediscover (approximate) convolutional network architectures embedded within a fully connected architecture. Such convolutional architectures are the current state of the art for many computer vision applications, so it is satisfying that DPPNs are capable of discovering this structure rather than having to build it in by design. DPPNs exhibit better generalization when tested on the Omniglot dataset after being trained on MNIST, than directly encoded fully connected autoencoders. DPPNs are therefore a new framework for integrating learning and evolution. Chrisantha Fernando, Dylan Banarse, Malcolm Reynolds, Frederic Besse, David Pfau, Max Jaderberg, Marc Lanctot, Daan Wierstra |
GECCO | 7 |
| 2016 | Dueling Network Architectures for Deep Reinforcement LearningabstractIn recent years there have been many successes of using deep representations in reinforcement learning. Still, many of these applications use conventional architectures, such as convolutional networks, LSTMs, or auto-encoders. In this paper, we present a new neural network architecture for model-free reinforcement learning. Our dueling network represents two separate estimators: one for the state value function and one for the state-dependent action advantage function. The main benefit of this factoring is to generalize learning across actions without imposing any change to the underlying reinforcement learning algorithm. Our results show that this architecture leads to better policy evaluation in the presence of many similar-valued actions. Moreover, the dueling architecture enables our RL agent to outperform the state-of-the-art on the Atari 2600 domain. Ziyu Wang 0001, Tom Schaul, Matteo Hessel, Hado van Hasselt, Marc Lanctot, Nando de Freitas |
ICML | 5 |
| 2016 | Memory-Efficient Backpropagation Through TimeabstractWe propose a novel approach to reduce memory consumption of the backpropagation through time (BPTT) algorithm when training recurrent neural networks (RNNs). Our approach uses dynamic programming to balance a trade-off between caching of intermediate results and recomputation. The algorithm is capable of tightly fitting within almost any user-set memory budget while finding an optimal execution policy minimizing the computational cost. Computational devices have limited memory capacity and maximizing a computational performance given a fixed memory budget is a practical use-case. We provide asymptotic computational upper bounds for various regimes. The algorithm is particularly effective for long sequences. For sequences of length 1000, our algorithm saves 95\% of memory usage while using only one third more time per iteration than the standard BPTT. Audrunas Gruslys, Rémi Munos, Ivo Danihelka, Marc Lanctot, Alex Graves |
NIPS | 4 |
| 2016 | Algorithms for computing strategies in two-player simultaneous move games
Branislav Bosanský, Viliam Lisý, Marc Lanctot, Jiri Cermak, Mark H. M. Winands |
Artif. Intell. | 3 |
| 2015 | Fictitious Self-Play in Extensive-Form GamesabstractFictitious play is a popular game-theoretic model of learning in games. However, it has received little attention in practical applications to large problems. This paper introduces two variants of fictitious play that are implemented in behavioural strategies of an extensive-form game. The first variant is a full-width process that is realization equivalent to its normal-form counterpart and therefore inherits its convergence guarantees. However, its computational requirements are linear in time and space rather than exponential. The second variant, Fictitious Self-Play, is a machine learning framework that implements fictitious play in a sample-based fashion. Experiments in imperfect-information poker games compare our approaches and demonstrate their convergence to approximate Nash equilibria. Johannes Heinrich, Marc Lanctot, David Silver 0001 |
ICML | 2 |
| 2014 | Quality-based Rewards for Monte-Carlo Tree Search SimulationsabstractMonte-Carlo Tree Search is a best-first search technique based on simulations to sample the state space of a decision-making problem. In games, positions are evaluated based on estimates obtained from rewards of numerous randomized play-outs. Generally, rewards from play-outs are discrete values representing the outcome of the game (loss, draw, or win), e.g., r∈{−1,0,1}, which are backpropagated from expanded leaf nodes to the root node. However, a play-out may provide additional information. In this paper, we introduce new measures for assessing the a posteriori quality of a simulation. We show that altering the rewards of play-outs based on their assessed quality improves results in six distinct two-player games and in the General Game Playing agent CADIAPLAYER. We propose two specific enhancements, the Relative Bonus and Qualitative Bonus. Both are used as control variates, a variance reduction method for statistical simulation. Relative Bonus is based on the number of moves made during a simulation and Qualitative Bonus relies on a domain-dependent assessment of the game's terminal state. We show that the proposed enhancements, both separate and combined, lead to significant performance increases in the domains discussed. Tom Pepels, Mandy J. W. Tak, Marc Lanctot, Mark H. M. Winands |
ECAI | 3 |
| 2014 | Real-Time Monte Carlo Tree Search in Ms Pac-ManabstractIn this paper, Monte Carlo tree search (MCTS) is introduced for controlling the Pac-Man character in the real-time game Ms Pac-Man. MCTS is used to find an optimal path for an agent at each turn, determining the move to make based on the results of numerous randomized simulations. Several enhancements are introduced in order to adapt MCTS to the real-time domain. Ms Pac-Man is an arcade game, in which the protagonist has several goals but no conclusive terminal state. Unlike games such as Chess or Go there is no state in which the player wins the game. Instead, the game has two subgoals, 1) surviving and 2) scoring as many points as possible. Decisions must be made in a strict time constraint of 40 ms. The Pac-Man agent has to compete with a range of different ghost teams, hence limited assumptions can be made about their behavior. In order to expand the capabilities of existing MCTS agents, four enhancements are discussed: 1) a variable-depth tree; 2) simulation strategies for the ghost team and Pac-Man; 3) including long-term goals in scoring; and 4) reusing the search tree for several moves with a decay factor γ. The agent described in this paper was entered in both the 2012 World Congress on Computational Intelligence (WCCI'12, Brisbane, Qld., Australia) and the 2012 IEEE Conference on Computational Intelligence and Games (CIG'12, Granada, Spain) Pac-Man Versus Ghost Team competitions, where it achieved second and first places, respectively. In the experiments, we show that using MCTS is a viable technique for the Pac-Man agent. Moreover, the enhancements improve overall performance against four different ghost teams. Tom Pepels, Mark H. M. Winands, Marc Lanctot |
IEEE Trans. Comput. Intell. AI Games | 3 |
| 2013 | Monte Carlo *-Minimax Search
Marc Lanctot, Abdallah Saffidine, Joel Veness, Christopher Archibald, Mark H. M. Winands |
IJCAI | 1 |
| 2013 | Convergence of Monte Carlo Tree Search in Simultaneous Move GamesabstractIn this paper, we study Monte Carlo tree search (MCTS) in zero-sum extensive-form games with perfect information and simultaneous moves. We present a general template of MCTS algorithms for these games, which can be instantiated by various selection methods. We formally prove that if a selection method is $\epsilon$-Hannan consistent in a matrix game and satisfies additional requirements on exploration, then the MCTS algorithm eventually converges to an approximate Nash equilibrium (NE) of the extensive-form game. We empirically evaluate this claim using regret matching and Exp3 as the selection methods on randomly generated and worst case games. We confirm the formal result and show that additional MCTS variants also converge to approximate NE on the evaluated games. Viliam Lisý, Vojtech Kovarík, Marc Lanctot, Branislav Bosanský |
NIPS | 3 |
| 2012 | Generalized Sampling and Variance in Counterfactual Regret MinimizationabstractIn large extensive form games with imperfect information, Counterfactual Regret Minimization (CFR) is a popular, iterative algorithm for computing approximate Nash equilibria. While the base algorithm performs a full tree traversal on each iteration, Monte Carlo CFR (MCCFR) reduces the per iteration time cost by traversing just a sampled portion of the tree. On the other hand, MCCFR's sampled values introduce variance, and the effects of this variance were previously unknown. In this paper, we generalize MCCFR by considering any generic estimator of the sought values. We show that any choice of an estimator can be used to probabilistically minimize regret, provided the estimator is bounded and unbiased. In addition, we relate the variance of the estimator to the convergence rate of an algorithm that calculates regret directly from the estimator. We demonstrate the application of our analysis by defining a new bounded, unbiased estimator with empirically lower variance than MCCFR estimates. Finally, we use this estimator in a new sampling algorithm to compute approximate equilibria in Goofspiel, Bluff, and Texas hold'em poker. Under each of our selected sampling schemes, our new algorithm converges faster than MCCFR. Richard G. Gibson, Marc Lanctot, Neil Burch, Duane Szafron, Michael H. Bowling |
AAAI | 2 |
| 2012 | No-Regret Learning in Extensive-Form Games with Imperfect Recall
Marc Lanctot, Richard G. Gibson, Neil Burch, Michael H. Bowling |
ICML | 1 |
| 2012 | Efficient Monte Carlo Counterfactual Regret Minimization in Games with Many Player ActionsabstractCounterfactual Regret Minimization (CFR) is a popular, iterative algorithm for computing strategies in extensive-form games. The Monte Carlo CFR (MCCFR) variants reduce the per iteration time cost of CFR by traversing a sampled portion of the tree. The previous most effective instances of MCCFR can still be very slow in games with many player actions since they sample every action for a given player. In this paper, we present a new MCCFR algorithm, Average Strategy Sampling (AS), that samples a subset of the player's actions according to the player's average strategy. Our new algorithm is inspired by a new, tighter bound on the number of iterations required by CFR to converge to a given solution quality. In addition, we prove a similar, tighter bound for AS and other popular MCCFR variants. Finally, we validate our work by demonstrating that AS converges faster than previous MCCFR algorithms in both no-limit poker and Bluff. Richard G. Gibson, Neil Burch, Marc Lanctot, Duane Szafron |
NIPS | 3 |
| 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 | 2 |
| 2011 | Computing Approximate Nash Equilibria and Robust Best-Responses Using Sampling
Marc J. V. Ponsen, Steven de Jong, Marc Lanctot |
J. Artif. Intell. Res. | 3 |
| 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 | 1 |