EDBT 2026 Demo / reviewers in the wild / expert
Ian Gemp
dblp:66/10996 · also Ian M. Gemp
· DBLP profile ↗
25ranked-venue papers
7as first author
18since 2021 · last 2025
0000-0002-7774-3246ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 22 · 6 first-author · 17 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 3 since 2021Applied, interdisciplinary, general and emerging computing · 2 · 1 first-authorComputer networks · 1 · 1 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 | 2 |
| 2025 | Convex Markov Games: A New Frontier for Multi-Agent Reinforcement LearningabstractBehavioral diversity, expert imitation, fairness, safety goals and others give rise to preferences in sequential decision making domains that do not decompose additively across time. We introduce the class of convex Markov games that allow general convex preferences over occupancy measures. Despite infinite time horizon and strictly higher generality than Markov games, pure strategy Nash equilibria exist. Furthermore, equilibria can be approximated empirically by performing gradient descent on an upper bound of exploitability. Our experiments reveal novel solutions to classic repeated normal-form games, find fair solutions in a repeated asymmetric coordination game, and prioritize safe long-term behavior in a robot warehouse environment. In the prisoner’s dilemma, our algorithm leverages transient imitation to find a policy profile that deviates from observed human play only slightly, yet achieves higher per-player utility while also being three orders of magnitude less exploitable. Ian Gemp, Andreas Alexander Haupt, Luke Marris, Siqi Liu 0002, Georgios Piliouras |
ICML | 1 |
| 2025 | Solving Zero-Sum Convex Markov GamesabstractWe contribute the first provable guarantees of global convergence to Nash equilibria (NE) in two-player zero-sum convex Markov games (cMGs) by using independent policy gradient methods. Convex Markov games, recently defined by Gemp et al.(2024), extend Markov decision processes to multi-agent settings with preferences that are convex over occupancy measures, offering a broad framework for modeling generic strategic interactions. However, even the fundamental min-max case of cMGs presents significant challenges, including inherent nonconvexity, the absence of Bellman consistency, and the complexity of the infinite horizon. Our results follow a two-step approach. First, leveraging properties of hidden-convex–hidden-concave functions, we show that a simple nonconvex regularization transforms the min-max optimization problem into a nonconvex–proximal Polyak-{Ł}ojasiewicz (NC-pPL) objective. Crucially, this regularization can stabilize the iterates of independent policy gradient methods and ultimately lead them to converge to equilibria. Second, building on this reduction, we address the general constrained min-max problems under NC-pPL and two-sided pPL conditions, providing the first global convergence guarantees for stochastic nested and alternating gradient descent-ascent methods, which we believe may be of independent interest. Fivos Kalogiannis, Emmanouil V. Vlatakis-Gkaragkounis, Ian Gemp, Georgios Piliouras |
ICML | 3 |
| 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 | 2 |
| 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 | 5 |
| 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 | 5 |
| 2024 | NfgTransformer: Equivariant Representation Learning for Normal-form GamesabstractNormal-form games (NFGs) are the fundamental model of *strategic interaction*. We study their representation using neural networks. We describe the inherent equivariance of NFGs --- any permutation of strategies describes an equivalent game --- as well as the challenges this poses for representation learning. We then propose the NfgTransformer architecture that leverages this equivariance, leading to state-of-the-art performance in a range of game-theoretic tasks including equilibrium-solving, deviation gain estimation and ranking, with a common approach to NFG representation. We show that the resulting model is interpretable and versatile, paving the way towards deep learning systems capable of game-theoretic reasoning when interacting with humans and with each other. Siqi Liu 0002, Luke Marris, Georgios Piliouras, Ian Gemp, Nicolas Heess |
ICLR | 4 |
| 2024 | Approximating Nash Equilibria in Normal-Form Games via Stochastic OptimizationabstractWe propose the first loss function for approximate Nash equilibria of normal-form games that is amenable to unbiased Monte Carlo estimation. This construction allows us to deploy standard non-convex stochastic optimization techniques for approximating Nash equilibria, resulting in novel algorithms with provable guarantees. We complement our theoretical analysis with experiments demonstrating that stochastic gradient descent can outperform previous state-of-the-art approaches. Ian Gemp, Luke Marris, Georgios Piliouras |
ICLR | 1 |
| 2024 | Generative Adversarial Equilibrium SolversabstractWe introduce the use of generative adversarial learning to compute equilibria in general game-theoretic settings, specifically the generalized Nash equilibrium (GNE) in pseudo-games, and its specific instantiation as the competitive equilibrium (CE) in Arrow-Debreu competitive economies. Pseudo-games are a generalization of games in which players' actions affect not only the payoffs of other players but also their feasible action spaces. Although the computation of GNE and CE is intractable in the worst-case, i.e., PPAD-hard, in practice, many applications only require solutions with high accuracy in expectation over a distribution of problem instances. We introduce Generative Adversarial Equilibrium Solvers (GAES): a family of generative adversarial neural networks that can learn GNE and CE from only a sample of problem instances. We provide computational and sample complexity bounds for Lipschitz-smooth function approximators in a large class of concave pseudo-games, and apply the framework to finding Nash equilibria in normal-form games, CE in Arrow-Debreu competitive economies, and GNE in an environmental economic model of the Kyoto mechanism. Denizalp Goktas, David C. Parkes, Ian Gemp, Luke Marris, Georgios Piliouras, Romuald Elie, Guy Lever, Andrea Tacchetti |
ICLR | 3 |
| 2024 | Teamwork Reinforcement Learning With Concave UtilitiesabstractComplex reinforcement learning (RL) tasks often require a divide-and-conquer approach, where a large task is divided into pieces and solved by individual agents. In this paper, we study a teamwork RL setting where individual agents make decisions on disjoint subsets (blocks) of the state space and have private interests (reward functions), while the entire team aims to maximize a general long-term team utility function and may be subject to constraints. This team utility, which is not necessarily a cumulative sum of rewards, is modeled as a nonlinear function of the team's joint state-action occupancy distribution. By leveraging the inherent duality of policy optimization, we propose a min-max multi-block policy optimization framework to decompose the overall problem into individual local tasks. This enables a federated teamwork mechanism where a team lead coordinates individual agents via reward shaping, and each agent solves its local task defined only on its local state subset. We analyze the convergence of this teamwork policy optimization mechanism and establish an$O(1/T)$convergence rate to the team's joint optimum. This mechanism allows team members to jointly find the global socially optimal policy while keeping their local privacy. Junyu Zhang 0002, Andrea Tacchetti, Mengdi Wang 0001, Ian Gemp |
IEEE Trans. Mob. Comput. | 6 |
| 2023 | AlphaSnake: Policy Iteration on a Nondeterministic NP-Hard Markov Decision Process (Student Abstract)abstractReinforcement learning has been used to approach well-known NP-hard combinatorial problems in graph theory. Among these, Hamiltonian cycle problems are exceptionally difficult to analyze, even when restricted to individual instances of structurally complex graphs. In this paper, we use Monte Carlo Tree Search (MCTS), the search algorithm behind many state-of-the-art reinforcement learning algorithms such as AlphaZero, to create autonomous agents that learn to play the game of Snake, a game centered on properties of Hamiltonian cycles on grid graphs. The game of Snake can be formulated as a single-player discounted Markov Decision Process (MDP), where the agent must behave optimally in a stochastic environment. Determining the optimal policy for Snake, defined as the policy that maximizes the probability of winning -- or win rate -- with higher priority and minimizes the expected number of time steps to win with lower priority, is conjectured to be NP-hard. Performance-wise, compared to prior work in the Snake game, our algorithm is the first to achieve a win rate over 0.5 (a uniform random policy achieves a win rate < 2.57 x 10^{-15}), demonstrating the versatility of AlphaZero in tackling NP-hard problems. Kevin Du, Ian Gemp, Yi Wu 0013 |
AAAI | 2 |
| 2023 | The Symmetric Generalized Eigenvalue Problem as a Nash Equilibrium
Ian Gemp, Charlie Chen, Brian McWilliams |
ICLR | 1 |
| 2023 | Feature Likelihood Score: Evaluating the Generalization of Generative Models Using Samples
Marco Jiralerspong, Joey Bose, Ian Gemp, Chongli Qin, Yoram Bachrach, Gauthier Gidel |
NeurIPS | 3 |
| 2022 | EigenGame Unloaded: When playing games is better than optimizing
Ian Gemp, Brian McWilliams, Claire Vernade, Thore Graepel |
ICLR | 1 |
| 2022 | Turbocharging Solution Concepts: Solving NEs, CEs and CCEs with Neural Equilibrium SolversabstractSolution concepts such as Nash Equilibria, Correlated Equilibria, and Coarse Correlated Equilibria are useful components for many multiagent machine learning algorithms. Unfortunately, solving a normal-form game could take prohibitive or non-deterministic time to converge, and could fail. We introduce the Neural Equilibrium Solver which utilizes a special equivariant neural network architecture to approximately solve the space of all games of fixed shape, buying speed and determinism. We define a flexible equilibrium selection framework, that is capable of uniquely selecting an equilibrium that minimizes relative entropy, or maximizes welfare. The network is trained without needing to generate any supervised training data. We show remarkable zero-shot generalization to larger games. We argue that such a network is a powerful component for many possible multiagent algorithms. Luke Marris, Ian Gemp, Thomas W. Anthony 0001, Andrea Tacchetti, Siqi Liu 0002, Karl Tuyls |
NeurIPS | 2 |
| 2021 | EigenGame: PCA as a Nash Equilibrium
Ian Gemp, Brian McWilliams, Claire Vernade, Thore Graepel |
ICLR | 1 |
| 2021 | A Neural Network Auction For Group Decision Making Over a Continuous SpaceabstractWe propose a system for conducting an auction over locations in a continuous space. It enables participants to express their preferences over possible choices of location in the space, selecting the location that maximizes the total utility of all agents. We prevent agents from tricking the system into selecting a location that improves their individual utility at the expense of others by using a pricing rule that gives agents no incentive to misreport their true preferences. The system queries participants for their utility in many random locations, then trains a neural network to approximate the preference function of each participant. The parameters of these neural network models are transmitted and processed by the auction mechanism, which composes these into differentiable models that are optimized through gradient ascent to compute the final chosen location and charged prices. Yoram Bachrach, Ian Gemp, Marta Garnelo, János Kramár, Tom Eccles, Dan Rosenbaum, Thore Graepel |
IJCAI | 2 |
| 2021 | Game-theoretic Vocabulary Selection via the Shapley Value and Banzhaf IndexabstractRoma Patel, Marta Garnelo, Ian Gemp, Chris Dyer, Yoram Bachrach. Proceedings of the 2021 Conference of the North American Chapter of the Association for Computational Linguistics: Human Language Technologies. 2021. Roma Patel, Marta Garnelo, Ian Gemp, Chris Dyer, Yoram Bachrach |
NAACL-HLT | 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 | 4 |
| 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 | 5 |
| 2018 | Proximal Gradient Temporal Difference Learning: Stable Reinforcement Learning with Polynomial Sample Complexity
Bo Liu 0006, Ian Gemp, Mohammad Ghavamzadeh, Ji Liu 0002, Sridhar Mahadevan, Marek Petrik |
J. Artif. Intell. Res. | 2 |
| 2017 | Automated Data Cleansing through Meta-Learning
Ian Gemp, Georgios Theocharous, Mohammad Ghavamzadeh |
AAAI | 1 |
| 2017 | Generative Multi-Adversarial Networks
Ishan Durugkar, Ian Gemp, Sridhar Mahadevan |
ICLR (Poster) | 2 |
| 2017 | Unmixing in the presence of nuisances with deep generative modelsabstractSpectral datasets acquired for unmixing are noisy and largely unlabeled (with unknown abundances). As a result the ability to accurately predict endmember abundances of surface samples is as important as the capacity to generate spectra from hypothetical abundances, e.g. endmembers from abundances sampled from the corner of a simplex. We construct a deep (semi-supervised) generative model to accomplish both these tasks while making use of the readily available unlabeled spectra and being able to encode environmental and instrumental nuisances. Our main technical contribution is that we train our model both forward and in reverse. The algorithm successfully identifies endmember spectra while isolating photometric effects and imaging errors as nuisances in a real dataset of intimately mixed samples. Mario Parente, Ian Gemp, Ishan Durugkar |
IGARSS | 2 |
| 2011 | Cadherin-Dependent Cell Morphology in an Epithelium: Constructing a Quantitative Dynamical ModelabstractCells in the Drosophila retina have well-defined morphologies that are attained during tissue morphogenesis. We present a computer simulation of the epithelial tissue in which the global interfacial energy between cells is minimized. Experimental data for both normal cells and mutant cells either lacking or misexpressing the adhesion protein N-cadherin can be explained by a simple model incorporating salient features of morphogenesis that include the timing of N-cadherin expression in cells and its temporal relationship to the remodeling of cell-cell contacts. The simulations reproduce the geometries of wild-type and mutant cells, distinguish features of cadherin dynamics, and emphasize the importance of adhesion protein biogenesis and its timing with respect to cell remodeling. The simulations also indicate that N-cadherin protein is recycled from inactive interfaces to active interfaces, thereby modulating adhesion strengths between cells. Ian Gemp, Richard W. Carthew, Sascha Hilgenfeldt |
PLoS Comput. Biol. | 1 |