EDBT 2026 Demo / reviewers in the wild / expert
Michael H. Bowling
dblp:71/5161 · also Michael Bowling
· DBLP profile ↗
113ranked-venue papers
20as first author
19since 2021 · last 2025
0000-0003-2960-8418ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 110 · 20 first-author · 19 since 2021Graphics, computer vision, multimedia, augmented reality and games · 50 · 6 first-author · 6 since 2021Systems, architecture and hardware · 2Databases, data management, data science and information retrieval · 2Human-computer interaction and ubiquitous computing · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Model-Based Exploration in Monitored Markov Decision ProcessesabstractA tenet of reinforcement learning is that the agent always observes rewards. However, this is not true in many realistic settings, e.g., a human observer may not always be available to provide rewards, sensors may be limited or malfunctioning, or rewards may be inaccessible during deployment. Monitored Markov decision processes (Mon-MDPs) have recently been proposed to model such settings. However, existing Mon-MDP algorithms have several limitations: they do not fully exploit the problem structure, cannot leverage a known monitor, lack worst-case guarantees for "unsolvable" Mon-MDPs without specific initialization, and offer only asymptotic convergence proofs. This paper makes three contributions. First, we introduce a model-based algorithm for Mon-MDPs that addresses these shortcomings. The algorithm employs two instances of model-based interval estimation: one to ensure that observable rewards are reliably captured, and another to learn the minimax-optimal policy. Second, we empirically demonstrate the advantages. We show faster convergence than prior algorithms in more than four dozen benchmarks, and even more dramatic improvements when the monitoring process is known. Third, we present the first finite-sample bound on performance. We show convergence to a minimax-optimal policy even when some rewards are never observable. Alireza Kazemipour, Matthew E. Taylor, Michael H. Bowling |
ICML | 3 |
| 2025 | Plasticity as the Mirror of EmpowermentabstractAgents are minimally entities that are influenced by their past observations and act to influence future observations. This latter capacity is captured by empowerment, which has served as a vital framing concept across artificial intelligence and cognitive science. This former capacity, however, is equally foundational: In what ways, and to what extent, can an agent be influenced by what it observes? In this paper, we ground this concept in a universal agent-centric measure that we refer to as plasticity, and reveal a fundamental connection to empowerment. Following a set of desiderata on a suitable definition, we define plasticity using a new information-theoretic quantity we call the generalized directed information. We show that this new quantity strictly generalizes the directed information introduced by Massey (1990) while preserving all of its desirable properties. Under this definition, we find that plasticity is well thought of as the mirror of empowerment: The two concepts are defined using the same measure, with only the direction of influence reversed. Our main result establishes a tension between the plasticity and empowerment of an agent, suggesting that agent design needs to be mindful of both characteristics. We explore the implications of these findings, and suggest that plasticity, empowerment, and their relationship are essential to understanding agency. David Abel, Michael H. Bowling, André Barreto 0001, Will Dabney, Steven Hansen 0001, Anna Harutyunyan, Khimya Khetarpal, Clare Lyle, Razvan Pascanu, Georgios Piliouras, Doina Precup, Jonathan Richens, Mark Rowland 0001, Tom Schaul, Satinder Singh 0001 |
NeurIPS | 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 | 4 |
| 2024 | Proper Laplacian Representation LearningabstractThe ability to learn good representations of states is essential for solving large reinforcement learning problems, where exploration, generalization, and transfer are particularly challenging. The _Laplacian representation_ is a promising approach to address these problems by inducing informative state encoding and intrinsic rewards for temporally-extended action discovery and reward shaping. To obtain the Laplacian representation one needs to compute the eigensystem of the graph Laplacian, which is often approximated through optimization objectives compatible with deep learning approaches. These approximations, however, depend on hyperparameters that are impossible to tune efficiently, converge to arbitrary rotations of the desired eigenvectors, and are unable to accurately recover the corresponding eigenvalues. In this paper we introduce a theoretically sound objective and corresponding optimization algorithm for approximating the Laplacian representation. Our approach naturally recovers both the true eigenvectors and eigenvalues while eliminating the hyperparameter dependence of previous approximations. We provide theoretical guarantees for our method and we show that those results translate empirically into robust learning across multiple environments. Michael H. Bowling, Marlos C. Machado |
ICLR | 2 |
| 2024 | A Method for Evaluating Hyperparameter Sensitivity in Reinforcement LearningabstractThe performance of modern reinforcement learning algorithms critically relies
on tuning ever increasing numbers of hyperparameters. Often, small changes in
a hyperparameter can lead to drastic changes in performance, and different environments require very different hyperparameter settings to achieve state-of-the-art
performance reported in the literature. We currently lack a scalable and widely
accepted approach to characterizing these complex interactions. This work proposes a new empirical methodology for studying, comparing, and quantifying the
sensitivity of an algorithm’s performance to hyperparameter tuning for a given set
of environments. We then demonstrate the utility of this methodology by assessing
the hyperparameter sensitivity of several commonly used normalization variants of
PPO. The results suggest that several algorithmic performance improvements may,
in fact, be a result of an increased reliance on hyperparameter tuning. Jacob Adkins, Michael H. Bowling, Adam White 0001 |
NeurIPS | 2 |
| 2024 | Real-Time Recurrent Learning using Trace Units in Reinforcement LearningabstractRecurrent Neural Networks (RNNs) are used to learn representations in partially observable environments. For agents that learn online and continually interact with the environment, it is desirable to train RNNs with real-time recurrent learning (RTRL); unfortunately, RTRL is prohibitively expensive for standard RNNs. A promising direction is to use linear recurrent architectures (LRUs), where dense recurrent weights are replaced with a complex-valued diagonal, making RTRL efficient. In this work, we build on these insights to provide a lightweight but effective approach for training RNNs in online RL. We introduce Recurrent Trace Units (RTUs), a small modification on LRUs that we nonetheless find to have significant performance benefits over LRUs when trained with RTRL. We find RTUs significantly outperform GRUs and Transformers across several partially observable environments while using significantly less computation. Esraa Elelimy, Adam White 0001, Michael H. Bowling, Martha White |
NeurIPS | 3 |
| 2024 | Beyond Optimism: Exploration With Partially Observable RewardsabstractExploration in reinforcement learning (RL) remains an open challenge.
RL algorithms rely on observing rewards to train the agent, and if informative rewards are sparse the agent learns slowly or may not learn at all.
To improve exploration and reward discovery, popular algorithms rely on optimism.
But what if sometimes rewards are unobservable, e.g., situations of partial monitoring in bandits and the recent formalism of monitored Markov decision process?
In this case, optimism can lead to suboptimal behavior that does not explore further to collapse uncertainty.
With this paper, we present a novel exploration strategy that overcomes the limitations of existing methods and guarantees convergence to an optimal policy even when rewards are not always observable.
We further propose a collection of tabular environments for benchmarking exploration in RL (with and without unobservable rewards) and show that our method outperforms existing ones. Simone Parisi, Alireza Kazemipour, Michael H. Bowling |
NeurIPS | 3 |
| 2024 | Mitigating Value Hallucination in Dyna-Style Planning via Multistep Predecessor ModelsabstractDyna-style reinforcement learning (RL) agents improve sample efficiency over model-free RL agents by updating the value function with simulated experience generated by an environment model. However, it is often difficult to learn accurate models of environment dynamics, and even small errors may result in failure of Dyna agents. In this paper, we highlight that one potential cause of that failure is bootstrapping off of the values of simulated states, and introduce a new Dyna algorithm to avoid this failure. We discuss a design space of Dyna algorithms, based on using successor or predecessor models---simulating forwards or backwards---and using one-step or multi-step updates. Three of the variants have been explored, but surprisingly the fourth variant has not: using predecessor models with multi-step updates. We present the \emph{Hallucinated Value Hypothesis} (HVH): updating the values of real states towards values of simulated states can result in misleading action values which adversely affect the control policy. We discuss and evaluate all four variants of Dyna amongst which three update real states toward simulated states --- so potentially toward hallucinated values --- and our proposed approach, which does not. The experimental results provide evidence for the HVH, and suggest that using predecessor models with multi-step updates is a fruitful direction toward developing Dyna algorithms that are more robust to model error. Farzane Aminmansour, Taher Jafferjee, Ehsan Imani, Erin Talvitie, Michael H. Bowling, Martha White |
J. Artif. Intell. Res. | 5 |
| 2023 | Settling the Reward HypothesisabstractThe reward hypothesis posits that, "all of what we mean by goals and purposes can be well thought of as maximization of the expected value of the cumulative sum of a received scalar signal (reward)." We aim to fully settle this hypothesis. This will not conclude with a simple affirmation or refutation, but rather specify completely the implicit requirements on goals and purposes under which the hypothesis holds. Michael H. Bowling, John D. Martin, David Abel, Will Dabney |
ICML | 1 |
| 2023 | Rethinking Formal Models of Partially Observable Multiagent Decision Making (Extended Abstract)abstractMultiagent decision-making in partially observable environments is usually modelled as either an extensive-form game (EFG) in game theory or a partially observable stochastic game (POSG) in multiagent reinforcement learning (MARL). One issue with the current situation is that while most practical problems can be modelled in both formalisms, the relationship of the two models is unclear, which hinders the transfer of ideas between the two communities. A second issue is that while EFGs have recently seen significant algorithmic progress, their classical formalization is unsuitable for efficient presentation of the underlying ideas, such as those around decomposition. To solve the first issue, we introduce factored-observation stochastic games (FOSGs), a minor modification of the POSG formalism which distinguishes between private and public observation and thereby greatly simplifies decomposition. To remedy the second issue, we show that FOSGs and POSGs are naturally connected to EFGs: by "unrolling" a FOSG into its tree form, we obtain an EFG. Conversely, any perfect-recall timeable EFG corresponds to some underlying FOSG in this manner. Moreover, this relationship justifies several minor modifications to the classical EFG formalization that recently appeared as an implicit response to the model's issues with decomposition. Finally, we illustrate the transfer of ideas between EFGs and MARL by presenting three key EFG techniques -- counterfactual regret minimization, sequence form, and decomposition -- in the FOSG framework. Vojtech Kovarík, Neil Burch, Michael H. Bowling, Viliam Lisý |
IJCAI | 4 |
| 2023 | Temporal Abstraction in Reinforcement Learning with the Successor RepresentationabstractReasoning at multiple levels of temporal abstraction is one of the key attributes of intelligence. In reinforcement learning, this is often modeled through temporally extended courses of actions called options. Options allow agents to make predictions and to operate at different levels of abstraction within an environment. Nevertheless, approaches based on the options framework often start with the assumption that a reasonable set of options is known beforehand. When this is not the case, there are no definitive answers for which options one should consider. In this paper, we argue that the successor representation, which encodes states based on the pattern of state visitation that follows them, can be seen as a natural substrate for the discovery and use of temporal abstractions. To support our claim, we take a big picture view of recent results, showing how the successor representation can be used to discover options that facilitate either temporally-extended exploration or planning. We cast these results as instantiations of a general framework for option discovery in which the agent’s representation is used to identify useful options, which are then used to further improve its representation. This results in a virtuous, never-ending, cycle in which both the representation and the options are constantly refined based on each other. Beyond option discovery itself, we also discuss how the successor representation allows us to augment a set of options into a combinatorially large counterpart without additional learning. This is achieved through the combination of previously learned options. Our empirical evaluation focuses on options discovered for temporally-extended exploration and on the use of the successor representation to combine them. Our results shed light on important design decisions involved in the definition of options and demonstrate the synergy of different methods based on the successor representation, such as eigenoptions and the option keyboard. Marlos C. Machado, André Barreto 0001, Doina Precup, Michael H. Bowling |
J. Mach. Learn. Res. | 4 |
| 2022 | Learning Curricula for Humans: An Empirical Study with Puzzles from The WitnessabstractThe combination of tree search and neural networks has achieved super-human performance in challenging domains. We are interested in transferring to humans the knowledge these learning systems generate. We hypothesize the process in which neural-guided tree search algorithms learn how to solve a set of problems can be used to generate curricula for helping human learners. In this paper we show how the Bootstrap learning system can be modified to learn curricula for humans in a puzzle domain. We evaluate our system in two curriculum learning settings. First, given a small set of problem instances, our system orders the instances to ease the learning process of human learners. Second, given a large set of problem instances, our system returns a small ordered subset of the initial set that can be presented to human learners. We evaluate our curricula with a user study where participants learn how to solve a class of puzzles from the game `The Witness.' The user-study results suggest one of the curricula our system generates compares favorably with simple baselines and is competitive with the curriculum from the original `The Witness' game in terms of user retention and effort. Levi Lelis, João Gabriel Gama Vila Nova, Eugene Chen, Nathan R. Sturtevant, Carrie Demmans Epp, Michael H. Bowling |
IJCAI | 6 |
| 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 | 9 |
| 2022 | Rethinking formal models of partially observable multiagent decision making
Vojtech Kovarík, Neil Burch, Michael H. Bowling, Viliam Lisý |
Artif. Intell. | 4 |
| 2022 | Policy invariant explicit shaping: an efficient alternative to reward shapingabstractAbstract Reinforcement learning(RL) is a powerful learning paradigm in which agents can learn to maximize sparse and delayed reward signals. Although RL has had many impressive successes in complex domains, learning can take hours, days, or even years of training data. A major challenge of contemporary RL research is to discover how to learn with less data. Previous work has shown that domain information can be successfully used to shape the reward; by adding additional reward information, the agent can learn with much less data. Furthermore, if the reward is constructed from a potential function, the optimal policy is guaranteed to be unaltered. While suchpotential-based reward shaping(PBRS) holds promise, it is limited by the need for a well-defined potential function. Ideally, we would like to be able to take arbitrary advice from a human or other agent and improve performance without affecting the optimal policy. The recently introduceddynamic potential-based advice(DPBA) was proposed to tackle this challenge by predicting the potential function values as part of the learning process. However, this article demonstrates theoretically and empirically that, while DPBA can facilitate learning with good advice, it does in fact alter the optimal policy. We further show that when adding the correction term to “fix” DPBA it no longer shows effective shaping with good advice. We then present a simple method calledpolicy invariant explicit shaping(PIES) and show theoretically and empirically that PIES can use arbitrary advice, speed-up learning, and leave the optimal policy unchanged. Paniz Behboudian, Yash Satsangi, Matthew E. Taylor, Anna Harutyunyan, Michael H. Bowling |
Neural Comput. Appl. | 5 |
| 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 | 7 |
| 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 | 8 |
| 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 | 5 |
| 2021 | Teaching People by Justifying Tree Search Decisions: An Empirical Study in CurlingabstractIn this research note we show that a simple justification system can be used to teach humans non-trivial strategies of the Olympic sport of curling. This is achieved by justifying the decisions of Kernel Regression UCT (KR-UCT), a tree search algorithm that derives curling strategies by playing the game with itself. Given an action returned by KR-UCT and the expected outcome of that action, we use a decision tree to produce a counterfactual justification of KR-UCT’s decision. The system samples other possible outcomes and selects for presentation the outcomes that are most similar to the expected outcome in terms of visual features and most different in terms of expected end-game value. A user study with 122 people shows that the participants who had access to the justifications produced by our system achieved much higher scores in a curling test than those who only observed the decision made by KR-UCT and those with access to the justifications of a baseline system. This is, to the best of our knowledge, the first work showing that a justification system is able to teach humans non-trivial strategies learned by an algorithm operating in self play. Cleyton R. Silva, Michael H. Bowling, Levi Lelis |
J. Artif. Intell. Res. | 2 |
| 2020 | Count-Based Exploration with the Successor RepresentationabstractIn this paper we introduce a simple approach for exploration in reinforcement learning (RL) that allows us to develop theoretically justified algorithms in the tabular case but that is also extendable to settings where function approximation is required. Our approach is based on the successor representation (SR), which was originally introduced as a representation defining state generalization by the similarity of successor states. Here we show that the norm of the SR, while it is being learned, can be used as a reward bonus to incentivize exploration. In order to better understand this transient behavior of the norm of the SR we introduce the substochastic successor representation (SSR) and we show that it implicitly counts the number of times each state (or feature) has been observed. We use this result to introduce an algorithm that performs as well as some theoretically sample-efficient approaches. Finally, we extend these ideas to a deep RL algorithm and show that it achieves state-of-the-art performance in Atari 2600 games when in a low sample-complexity regime. Marlos C. Machado, Marc G. Bellemare, Michael H. Bowling |
AAAI | 3 |
| 2020 | Low-Variance and Zero-Variance Baselines for Extensive-Form GamesabstractExtensive-form games (EFGs) are a common model of multi-agent interactions with imperfect information. State-of-the-art algorithms for solving these games typically perform full walks of the game tree that can prove prohibitively slow in large games. Alternatively, sampling-based methods such as Monte Carlo Counterfactual Regret Minimization walk one or more trajectories through the tree, touching only a fraction of the nodes on each iteration, at the expense of requiring more iterations to converge due to the variance of sampled values. In this paper, we extend recent work that uses baseline estimates to reduce this variance. We introduce a framework of baseline-corrected values in EFGs that generalizes the previous work. Within our framework, we propose new baseline functions that result in significantly reduced variance compared to existing techniques. We show that one particular choice of such a function — predictive baseline — is provably optimal under certain sampling schemes. This allows for efficient computation of zero-variance value estimates even along sampled trajectories. Trevor Davis 0001, Michael H. Bowling |
ICML | 3 |
| 2020 | Marginal Utility for Planning in Continuous or Large Discrete Action SpacesabstractSample-based planning is a powerful family of algorithms for generating intelligent behavior from a model of the environment. Generating good candidate actions is critical to the success of sample-based planners, particularly in continuous or large action spaces. Typically, candidate action generation exhausts the action space, uses domain knowledge, or more recently, involves learning a stochastic policy to provide such search guidance. In this paper we explore explicitly learning a candidate action generator by optimizing a novel objective, marginal utility. The marginal utility of an action generator measures the increase in value of an action over previously generated actions. We validate our approach in both curling, a challenging stochastic domain with continuous state and action spaces, and a location game with a discrete but large action space. We show that a generator trained with the marginal utility objective outperforms hand-coded schemes built on substantial domain knowledge, trained stochastic policies, and other natural objectives for generating actions for sampled-based planners. Zaheen Farraz Ahmad, Levi Lelis, Michael H. Bowling |
NeurIPS | 3 |
| 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. | 15 |
| 2019 | Solving Large Extensive-Form Games with Strategy ConstraintsabstractExtensive-form games are a common model for multiagent interactions with imperfect information. In two-player zerosum games, the typical solution concept is a Nash equilibrium over the unconstrained strategy set for each player. In many situations, however, we would like to constrain the set of possible strategies. For example, constraints are a natural way to model limited resources, risk mitigation, safety, consistency with past observations of behavior, or other secondary objectives for an agent. In small games, optimal strategies under linear constraints can be found by solving a linear program; however, state-of-the-art algorithms for solving large games cannot handle general constraints. In this work we introduce a generalized form of Counterfactual Regret Minimization that provably finds optimal strategies under any feasible set of convex constraints. We demonstrate the effectiveness of our algorithm for finding strategies that mitigate risk in security games, and for opponent modeling in poker games when given only partial observations of private information. Trevor Davis 0001, Kevin Waugh, Michael H. Bowling |
AAAI | 3 |
| 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 | 6 |
| 2019 | Bayesian Action Decoder for Deep Multi-Agent Reinforcement LearningabstractWhen observing the actions of others, humans make inferences about why they acted as they did, and what this implies about the world; humans also use the fact that their actions will be interpreted in this manner, allowing them to act informatively and thereby communicate efficiently with others. Although learning algorithms have recently achieved superhuman performance in a number of two-player, zero-sum games, scalable multi-agent reinforcement learning algorithms that can discover effective strategies and conventions in complex, partially observable settings have proven elusive. We present the Bayesian action decoder (BAD), a new multi-agent learning method that uses an approximate Bayesian update to obtain a public belief that conditions on the actions taken by all agents in the environment. BAD introduces a new Markov decision process, the public belief MDP, in which the action space consists of all deterministic partial policies, and exploits the fact that an agent acting only on this public belief state can still learn to use its private information if the action space is augmented to be over all partial policies mapping private information into environment actions. The Bayesian update is closely related to the theory of mind reasoning that humans carry out when observing others’ actions. We first validate BAD on a proof-of-principle two-step matrix game, where it outperforms policy gradient methods; we then evaluate BAD on the challenging, cooperative partial-information card game Hanabi, where, in the two-player setting, it surpasses all previously published learning and hand-coded approaches, establishing a new state of the art. Jakob N. Foerster, H. Francis Song, Edward Hughes 0001, Neil Burch, Iain Dunning, Shimon Whiteson, Matt M. Botvinick, Michael H. Bowling |
ICML | 8 |
| 2019 | Ease-of-Teaching and Language Structure from Emergent CommunicationabstractArtificial agents have been shown to learn to communicate when needed to complete a cooperative task. Some level of language structure (e.g., compositionality) has been found in the learned communication protocols. This observed structure is often the result of specific environmental pressures during training. By introducing new agents periodically to replace old ones, sequentially and within a population, we explore such a new pressure — ease of teaching — and show its impact on the structure of the resulting language. Fushan Li, Michael H. Bowling |
NeurIPS | 2 |
| 2018 | AIVAT: A New Variance Reduction Technique for Agent Evaluation in Imperfect Information GamesabstractEvaluating agent performance when outcomes are stochastic and agents use randomized strategies can be challenging when there is limited data available. The variance of sampled outcomes may make the simple approach of Monte Carlo sampling inadequate. This is the case for agents playing heads-up no-limit Texas hold'em poker, whereman-machine competitions typically involve multiple days of consistent play by multiple players, but still can (and sometimes did) result in statistically insignificant conclusions. In this paper, we introduce AIVAT, a low variance, provably unbiased value assessment tool that exploits an arbitrary heuristic estimate of state value, as well as the explicit strategy of a subset of the agents. Unlike existing techniques which reduce the variance from chance events, or only consider game ending actions, AIVAT reduces the variance both from choices by nature and by players with a known strategy. The resulting estimator produces results that significantly outperform previous state of the art techniques. It was able to reduce the standard deviation of a Texas hold'em poker man-machine match by 85\% and consequently requires 44 times fewer games to draw the same statistical conclusion. AIVAT enabled the first statistically significant AI victory against professional poker players in no-limit hold'em.Furthermore, the technique was powerful enough to produce statistically significant results versus individual players, not just an aggregate pool of the players. We also used AIVAT to analyze a short series of AI vs human poker tournaments,producing statistical significant results with as few as 28 matches. Neil Burch, Matej Moravcik, Dustin Morrill, Michael H. Bowling |
AAAI | 5 |
| 2018 | Revisiting the Arcade Learning Environment: Evaluation Protocols and Open Problems for General Agents (Extended Abstract)abstractThe Arcade Learning Environment (ALE) is an evaluation platform that poses the challenge of building AI agents with general competency across dozens of Atari 2600 games. It supports a variety of different problem settings and it has been receiving increasing attention from the scientific community. In this paper we take a big picture look at how the ALE is being used by the research community. We focus on how diverse the evaluation methodologies in the ALE have become and we highlight some key concerns when evaluating agents in this platform. We use this discussion to present what we consider to be the best practices for future evaluations in the ALE. To further the progress in the field, we also introduce a new version of the ALE that supports multiple game modes and provides a form of stochasticity we call sticky actions. Marlos C. Machado, Marc G. Bellemare, Erin Talvitie, Joel Veness, Matthew J. Hausknecht, Michael H. Bowling |
IJCAI | 6 |
| 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 | 7 |
| 2018 | Revisiting the Arcade Learning Environment: Evaluation Protocols and Open Problems for General AgentsabstractThe Arcade Learning Environment (ALE) is an evaluation platform that poses the challenge of building AI agents with general competency across dozens of Atari 2600 games. It supports a variety of different problem settings and it has been receiving increasing attention from the scientific community, leading to some high-profile success stories such as the much publicized Deep Q-Networks (DQN). In this article we take a big picture look at how the ALE is being used by the research community. We show how diverse the evaluation methodologies in the ALE have become with time, and highlight some key concerns when evaluating agents in the ALE. We use this discussion to present some methodological best practices and provide new benchmark results using these best practices. To further the progress in the field, we introduce a new version of the ALE that supports multiple game modes and provides a form of stochasticity we call sticky actions. We conclude this big picture look by revisiting challenges posed when the ALE was introduced, summarizing the state-of-the-art in various problems and highlighting problems that remain open. Marlos C. Machado, Marc G. Bellemare, Erin Talvitie, Joel Veness, Matthew J. Hausknecht, Michael H. Bowling |
J. Artif. Intell. Res. | 6 |
| 2017 | A Laplacian Framework for Option Discovery in Reinforcement LearningabstractRepresentation learning and option discovery are two of the biggest challenges in reinforcement learning (RL). Proto-value functions (PVFs) are a well-known approach for representation learning in MDPs. In this paper we address the option discovery problem by showing how PVFs implicitly define options. We do it by introducing eigenpurposes, intrinsic reward functions derived from the learned representations. The options discovered from eigenpurposes traverse the principal directions of the state space. They are useful for multiple tasks because they are discovered without taking the environment’s rewards into consideration. Moreover, different options act at different time scales, making them helpful for exploration. We demonstrate features of eigenpurposes in traditional tabular domains as well as in Atari 2600 games. Marlos C. Machado, Marc G. Bellemare, Michael H. Bowling |
ICML | 3 |
| 2016 | Counterfactual Regret Minimization in Sequential Security GamesabstractMany real world security problems can be modelled as finite zero-sum games with structured sequential strategies and limited interactions between the players. An abstract class of games unifying these models are the normal-form games with sequential strategies (NFGSS). We show that all games from this class can be modelled as well-formed imperfect-recall extensive-form games and consequently can be solved by counterfactual regret minimization. We propose an adaptation of the CFR+ algorithm for NFGSS and compare its performance to the standard methods based on linear programming and incremental game generation. We validate our approach on two security-inspired domains. We show that with a negligible loss in precision, CFR+ can compute a Nash equilibrium with five times less computation than its competitors. Viliam Lisý, Trevor Davis 0001, Michael H. Bowling |
AAAI | 3 |
| 2016 | Action Selection for Hammer Shots in Curling
Zaheen Farraz Ahmad, Robert C. Holte, Michael H. Bowling |
IJCAI | 3 |
| 2016 | Monte Carlo Tree Search in Continuous Action Spaces with Execution Uncertainty
Timothy Yee, Viliam Lisý, Michael H. Bowling |
IJCAI | 3 |
| 2016 | The Forget-me-not ProcessabstractWe introduce the Forget-me-not Process, an efficient, non-parametric meta-algorithm for online probabilistic sequence prediction for piecewise stationary, repeating sources. Our method works by taking a Bayesian approach to partition a stream of data into postulated task-specific segments, while simultaneously building a model for each task. We provide regret guarantees with respect to piecewise stationary data sources under the logarithmic loss, and validate the method empirically across a range of sequence prediction and task identification problems. Kieran Milan, Joel Veness, James Kirkpatrick, Michael H. Bowling, Anna Koop, Demis Hassabis |
NIPS | 4 |
| 2015 | Policy Tree: Adaptive Representation for Policy GradientabstractMuch of the focus on finding good representations in reinforcement learning has been on learning complex non-linear predictors of value. Policy gradient algorithms, which directly represent the policy, often need fewer parameters to learn good policies. However, they typically employ a fixed parametric representation that may not be sufficient for complex domains. This paper introduces the Policy Tree algorithm, which can learn an adaptive representation of policy in the form of a decision tree over different instantiations of a base policy. Policy gradient is used both to optimize the parameters and to grow the tree by choosing splits that enable the maximum local increase in the expected return of the policy. Experiments show that this algorithm can choose genuinely helpful splits and significantly improve upon the commonly used linear Gibbs softmax policy, which we choose as our base policy. Ujjwal Das Gupta, Erin Talvitie, Michael H. Bowling |
AAAI | 3 |
| 2015 | Approximate Linear Programming for Constrained Partially Observable Markov Decision ProcessesabstractIn many situations, it is desirable to optimize a sequence of decisions by maximizing a primary objective while respecting some constraints with respect to secondary objectives. Such problems can be naturally modeled as constrained partially observable Markov decision processes (CPOMDPs) when the environment is partially observable. In this work, we describe a technique based on approximate linear programming to optimize policies in CPOMDPs. The optimization is performed offline and produces a finite state controller with desirable performance guarantees. The approach outperforms a constrained version of point-based value iteration on a suite of benchmark problems. Pascal Poupart, Aarti Malhotra, Pei Pei, Kee-Eung Kim, Bongseok Goh, Michael H. Bowling |
AAAI | 6 |
| 2015 | Improving Exploration in UCT Using Local ManifoldsabstractMonte-Carlo planning has been proven successful in manysequential decision-making settings, but it suffers from poorexploration when the rewards are sparse. In this paper, weimprove exploration in UCT by generalizing across similarstates using a given distance metric. We show that this algorithm,like UCT, converges asymptotically to the optimalaction. When the state space does not have a natural distancemetric, we show how we can learn a local manifold from thetransition graph of states in the near future. to obtain a distancemetric. On domains inspired by video games, empiricalevidence shows that our algorithm is more sample efficientthan UCT, particularly when rewards are sparse. Sriram Srinivasan 0005, Erin Talvitie, Michael H. Bowling |
AAAI | 3 |
| 2015 | Solving Games with Functional Regret EstimationabstractWe propose a novel online learning method for minimizing regret in large extensive-form games. The approach learns a function approximator online to estimate the regret for choosing a particular action. A no-regret algorithm uses these estimates in place of the true regrets to define a sequence of policies. We prove the approach sound by providing a bound relating the quality of the function approximation and regret of the algorithm. A corollary being that the method is guaranteed to converge to a Nash equilibrium in self-play so long as the regrets are ultimately realizable by the function approximator. Our technique can be understood as a principled generalization of existing work onabstraction in large games; in our work, both the abstraction as well as the equilibrium are learned during self-play. We demonstrate empirically the method achieves higher quality strategies than state-of-the-art abstraction techniques given the same resources. Kevin Waugh, Dustin Morrill, J. Andrew Bagnell, Michael H. Bowling |
AAAI | 4 |
| 2015 | Optimal Estimation of Multivariate ARMA ModelsabstractAutoregressive moving average (ARMA) models are a fundamental tool in timeseries analysis that offer intuitive modeling capability and efficient predictors. Unfortunately, the lack of globally optimal parameter estimation strategies for these models remains a problem:application studies often adopt the simpler autoregressive model that can be easily estimated by maximizing (a posteriori) likelihood. We develop a (regularized, imputed) maximum likelihood criterion that admits efficient global estimation via structured matrix norm optimization methods. An empirical evaluation demonstrates the benefits of globally optimal parameter estimation over local and moment matching approaches. Martha White, Junfeng Wen, Michael H. Bowling, Dale Schuurmans |
AAAI | 3 |
| 2015 | Variance Reduction via Antithetic Markov ChainsabstractWe present a Monte Carlo integration method, antithetic Markov chain sampling (AMCS), that incorporates local Markov transitions in an underlying importance sampler. Like sequential Monte Carlo sampling, the proposed method uses a sequence of Markov transitions to adapt the sampling to favour more influential regions of the integrand (modes). However, AMCS differs in the type of transitions that may be used, the number of Markov chains, and the method of chain termination. In particular, from each point sampled from an initial proposal, AMCS collects a sequence of points by simulating two independent, but antithetic, Markov chains, each terminated by a sample-dependent stopping rule. This approach provides greater flexibility for targeting influential areas while eliminating the need to fix the length of the Markov chain a priori. We show that the resulting estimator is unbiased and can reduce variance on peaked multi-modal integrands that challenge existing methods. James Neufeld, Dale Schuurmans, Michael H. Bowling |
AISTATS | 3 |
| 2015 | The Arcade Learning Environment: An Evaluation Platform for General Agents (Extended Abstract)
Marc G. Bellemare, Yavar Naddaf, Joel Veness, Michael H. Bowling |
IJCAI | 4 |
| 2015 | Solving Heads-Up Limit Texas Hold'em
Oskari Tammelin, Neil Burch, Michael Johanson, Michael H. Bowling |
IJCAI | 4 |
| 2014 | Solving Imperfect Information Games Using DecompositionabstractDecomposition, i.e. independently analyzing possible subgames, has proven to be an essential principle for effective decision-making in perfect information games. However, in imperfect information games, decomposition has proven to be problematic. To date, all proposed techniques for decomposition in imperfect information games have abandoned theoretical guarantees. This work presents the first technique for decomposing an imperfect information game into subgames that can be solved independently, while retaining optimality guarantees on the full-game solution. We can use this technique to construct theoretically justified algorithms that make better use of information available at run-time, overcome memory or disk limitations at run-time, or make a time/space trade-off to overcome memory or disk limitations while solving a game. In particular, we present an algorithm for subgame solving which guarantees performance in the whole game, in contrast to existing methods which may have unbounded error. In addition, we present an offline game solving algorithm, CFR-D, which can produce a Nash equilibrium for a game that is larger than available storage. Neil Burch, Michael Johanson, Michael H. Bowling |
AAAI | 3 |
| 2014 | Using Response Functions to Measure Strategy StrengthabstractExtensive-form games are a powerful tool for representing complex multi-agent interactions. Nash equilibrium strategies are commonly used as a solution concept for extensive-form games, but many games are too large for the computation of Nash equilibria to be tractable. In these large games, exploitability has traditionally been used to measure deviation from Nash equilibrium, and thus strategies are aimed to achieve minimal exploitability. However, while exploitability measures a strategy's worst-case performance, it fails to capture how likely that worst-case is to be observed in practice. In fact, empirical evidence has shown that a less exploitable strategy can perform worse than a more exploitable strategy in one-on-one play against a variety of opponents. In this work, we propose a class of response functions that can be used to measure the strength of a strategy. We prove that standard no-regret algorithms can be used to learn optimal strategies for a scenario where the opponent uses one of these response functions. We demonstrate the effectiveness of this technique in Leduc Hold'em against opponents that use the UCT Monte Carlo tree search algorithm. Trevor Davis 0001, Neil Burch, Michael H. Bowling |
AAAI | 3 |
| 2013 | Automating Collusion Detection in Sequential GamesabstractCollusion is the practice of two or more parties deliberately cooperating to the detriment of others. While such behavior may be desirable in certain circumstances, in many it is considered dishonest and unfair. If agents otherwise hold strictly to the established rules, though, collusion can be challenging to police. In this paper, we introduce an automatic method for collusion detection in sequential games. We achieve this through a novel object, called a collusion table, that captures the effects of collusive behavior, i.e., advantage to the colluding parties, without assuming any particular pattern of behavior. We show the effectiveness of this method in the domain of poker, a popular game where collusion is prohibited. Parisa Mazrooei, Christopher Archibald, Michael H. Bowling |
AAAI | 3 |
| 2013 | Partition Tree WeightingabstractThis paper introduces the Partition Tree Weighting technique, an efficient meta-algorithm for piecewise stationary sources. The technique works by performing Bayesian model averaging over a large class of possible partitions of the data into locally stationary segments. It uses a prior, closely related to the Context Tree Weighting technique of Willems, that is well suited to data compression applications. Our technique can be applied to any coding distribution at an additional time and space cost only logarithmic in the sequence length. We provide a competitive analysis of the redundancy of our method, and explore its application in a variety of settings. The order of the redundancy and the complexity of our algorithm matches those of the best competitors available in the literature, and the new algorithm exhibits a superior complexity-performance trade-off in our experiments. Joel Veness, Martha White, Michael H. Bowling, András György 0001 |
DCC | 3 |
| 2013 | A Randomized Mirror Descent Algorithm for Large Scale Multiple Kernel LearningabstractWe consider the problem of simultaneously learning to linearly combine a very large number of kernels and learn a good predictor based on the learnt kernel. When the number of kernels d to be combined is very large, multiple kernel learning methods whose computational cost scales linearly in d are intractable. We propose a randomized version of the mirror descent algorithm to overcome this issue, under the objective of minimizing the group p-norm penalized empirical risk. The key to achieve the required exponential speed-up is the computationally efficient construction of low-variance estimates of the gradient. We propose importance sampling based estimates, and find that the ideal distribution samples a coordinate with a probability proportional to the magnitude of the corresponding gradient. We show that in the case of learning the coefficients of a polynomial kernel, the combinatorial structure of the base kernels to be combined allows sampling from this distribution in O(\log(d)) time, making the total computational cost of the method to achieve an epsilon-optimal solution to be O(\log(d)/epsilon^2), thereby allowing our method to operate for very large values of d. Experiments with simulated and real data confirm that the new algorithm is computationally more efficient than its state-of-the-art alternatives. Arash Afkanpour, András György 0001, Csaba Szepesvári, Michael H. Bowling |
ICML (1) | 4 |
| 2013 | Bayesian Learning of Recursively Factored EnvironmentsabstractModel-based reinforcement learning techniques have historically encountered a number of difficulties scaling up to large observation spaces. One promising approach has been to decompose the model learning task into a number of smaller, more manageable sub-problems by factoring the observation space. Typically, many different factorizations are possible, which can make it difficult to select an appropriate factorization without extensive testing. In this paper we introduce the class of recursively decomposable factorizations, and show how exact Bayesian inference can be used to efficiently guarantee predictive performance close to the best factorization in this class. We demonstrate the strength of this approach by presenting a collection of empirical results for 20 different Atari 2600 games. Marc G. Bellemare, Joel Veness, Michael H. Bowling |
ICML (3) | 3 |
| 2013 | Subset Selection of Search Heuristics
D. Chris Rayner, Nathan R. Sturtevant, Michael H. Bowling |
IJCAI | 3 |
| 2013 | The Arcade Learning Environment: An Evaluation Platform for General AgentsabstractIn this article we introduce the Arcade Learning Environment (ALE): both a challenge problem and a platform and methodology for evaluating the development of general, domain-independent AI technology. ALE provides an interface to hundreds of Atari 2600 game environments, each one different, interesting, and designed to be a challenge for human players. ALE presents significant research challenges for reinforcement learning, model learning, model-based planning, imitation learning, transfer learning, and intrinsic motivation. Most importantly, it provides a rigorous testbed for evaluating and comparing approaches to these problems. We illustrate the promise of ALE by developing and benchmarking domain-independent agents designed using well-established AI techniques for both reinforcement learning and planning. In doing so, we also propose an evaluation methodology made possible by ALE, reporting empirical results on over 55 different games. All of the software, including the benchmark agents, is publicly available. Marc G. Bellemare, Yavar Naddaf, Joel Veness, Michael H. Bowling |
J. Artif. Intell. Res. | 4 |
| 2013 | Alignment based kernel learning with a continuous set of base kernels
Arash Afkanpour, Csaba Szepesvári, Michael H. Bowling |
Mach. Learn. | 3 |
| 2012 | Investigating Contingency Awareness Using Atari 2600 GamesabstractContingency awareness is the recognition that some aspects of a future observation are under an agent's control while others are solely determined by the environment. This paper explores the idea of contingency awareness in reinforcement learning using the platform of Atari 2600 games. We introduce a technique for accurately identifying contingent regions and describe how to exploit this knowledge to generate improved features for value function approximation. We evaluate the performance of our techniques empirically, using 46 unseen, diverse, and challenging games for the Atari 2600 console. Our results suggest that contingency awareness is a generally useful concept for model-free reinforcement learning agents. Marc G. Bellemare, Joel Veness, Michael H. Bowling |
AAAI | 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 | 5 |
| 2012 | Finding Optimal Abstract Strategies in Extensive-Form GamesabstractExtensive-form games are a powerful model for representing interactions between agents. Nash equilibrium strategies are a common solution concept for extensive-form games and, in two-player zero-sum games, there are efficient algorithms for calculating such strategies. In large games, this computation may require too much memory and time to be tractable. A standard approach in such cases is to apply a lossy state-space abstraction technique to produce a smaller abstract game that can be tractably solved, while hoping that the resulting abstract game equilibrium is close to an equilibrium strategy in the unabstracted game. Recent work has shown that this assumption is unreliable, and an arbitrary Nash equilibrium in the abstract game is unlikely to be even near the least suboptimal strategy that can be represented in that space. In this work, we present for the first time an algorithm which efficiently finds optimal abstract strategies --- strategies with minimal exploitability in the unabstracted game. We use this technique to find the least exploitable strategy ever reported for two-player limit Texas hold'em. Michael Johanson, Nolan Bard, Neil Burch, Michael H. Bowling |
AAAI | 4 |
| 2012 | Context Tree SwitchingabstractThis paper describes the Context Tree Switching technique, a modification of Context Tree Weighting for the prediction of binary, stationary, n-Markov sources. By modifying Context Tree Weighting's recursive weighting scheme, it is possible to mix over a strictly larger class of models without increasing the asymptotic time or space complexity of the original algorithm. We prove that this generalization preserves the desirable theoretical properties of Context Tree Weighting on stationary n-Markov sources, and show empirically that this new technique leads to consistent improvements over Context Tree Weighting as measured on the Calgary Corpus. Joel Veness, Kee Siong Ng, Marcus Hutter, Michael H. Bowling |
DCC | 4 |
| 2012 | On Local Regret
Michael H. Bowling, Martin Zinkevich |
ICML | 1 |
| 2012 | No-Regret Learning in Extensive-Form Games with Imperfect Recall
Marc Lanctot, Richard G. Gibson, Neil Burch, Michael H. Bowling |
ICML | 4 |
| 2012 | Sketch-Based Linear Value Function ApproximationabstractHashing is a common method to reduce large, potentially infinite feature vectors to a fixed-size table. In reinforcement learning, hashing is often used in conjunction with tile coding to represent states in continuous spaces. Hashing is also a promising approach to value function approximation in large discrete domains such as Go and Hearts, where feature vectors can be constructed by exhaustively combining a set of atomic features. Unfortunately, the typical use of hashing in value function approximation results in biased value estimates due to the possibility of collisions. Recent work in data stream summaries has led to the development of the tug-of-war sketch, an unbiased estimator for approximating inner products. Our work investigates the application of this new data structure to linear value function approximation. Although in the reinforcement learning setting the use of the tug-of-war sketch leads to biased value estimates, we show that this bias can be orders of magnitude less than that of standard hashing. We provide empirical results on two RL benchmark domains and fifty-five Atari 2600 games to highlight the superior learning performance of tug-of-war hashing. Marc G. Bellemare, Joel Veness, Michael H. Bowling |
NIPS | 3 |
| 2012 | Tractable Objectives for Robust Policy OptimizationabstractRobust policy optimization acknowledges that risk-aversion plays a vital role in real-world decision-making. When faced with uncertainty about the effects of actions, the policy that maximizes expected utility over the unknown parameters of the system may also carry with it a risk of intolerably poor performance. One might prefer to accept lower utility in expectation in order to avoid, or reduce the likelihood of, unacceptable levels of utility under harmful parameter realizations. In this paper, we take a Bayesian approach to parameter uncertainty, but unlike other methods avoid making any distributional assumptions about the form of this uncertainty. Instead we focus on identifying optimization objectives for which solutions can be efficiently approximated. We introduce percentile measures: a very general class of objectives for robust policy optimization, which encompasses most existing approaches, including ones known to be intractable. We then introduce a broad subclass of this family for which robust policies can be approximated efficiently. Finally, we frame these objectives in the context of a two-player, zero-sum, extensive-form game and employ a no-regret algorithm to approximate an optimal policy, with computation only polynomial in the number of states and actions of the MDP. Katherine Chen, Michael H. Bowling |
NIPS | 2 |
| 2012 | Linear fitted-Q iteration with multiple reward functions
Daniel J. Lizotte, Michael H. Bowling, Susan A. Murphy |
J. Mach. Learn. Res. | 2 |
| 2011 | Euclidean Heuristic OptimizationabstractWe pose the problem of constructing good search heuristics as an optimization problem: minimizing the loss between the true distances and the heuristic estimates subject to admissibility and consistency constraints. For a well-motivated choice of loss function, we show performing this optimization is tractable. In fact, it corresponds to a recently proposed method for dimensionality reduction. We prove this optimization is guaranteed to produce admissible and consistent heuristics, generalizes and gives insight into differential heuristics, and show experimentally that it produces strong heuristics on problems from three distinct search domains. D. Chris Rayner, Michael H. Bowling, Nathan R. Sturtevant |
AAAI | 2 |
| 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 | 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 | 3 |
| 2010 | Efficient Reinforcement Learning with Multiple Reward Functions for Randomized Controlled Trial Analysis
Daniel J. Lizotte, Michael H. Bowling, Susan A. Murphy |
ICML | 2 |
| 2009 | Probabilistic State Translation in Extensive Games with Large Action Sets
David Schnizlein, Michael H. Bowling, Duane Szafron |
IJCAI | 2 |
| 2009 | Learning a Value Analysis Tool for Agent Evaluation
Martha White, Michael H. Bowling |
IJCAI | 2 |
| 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 | 4 |
| 2009 | Strategy Grafting in Extensive GamesabstractExtensive games are often used to model the interactions of multiple agents within an environment. Much recent work has focused on increasing the size of an extensive game that can be feasibly solved. Despite these improvements, many interesting games are still too large for such techniques. A common approach for computing strategies in these large games is to first employ an abstraction technique to reduce the original game to an abstract game that is of a manageable size. This abstract game is then solved and the resulting strategy is used in the original game. Most top programs in recent AAAI Computer Poker Competitions use this approach. The trend in this competition has been that strategies found in larger abstract games tend to beat strategies found in smaller abstract games. These larger abstract games have more expressive strategy spaces and therefore contain better strategies. In this paper we present a new method for computing strategies in large games. This method allows us to compute more expressive strategies without increasing the size of abstract games that we are required to solve. We demonstrate the power of the approach experimentally in both small and large games, while also providing a theoretical justification for the resulting improvement. Kevin Waugh, Nolan Bard, Michael H. Bowling |
NIPS | 3 |
| 2008 | Strategy evaluation in extensive games with importance samplingabstractTypically agent evaluation is done through Monte Carlo estimation. However, stochastic agent decisions and stochastic outcomes can make this approach inefficient, requiring many samples for an accurate estimate. We present a new technique that can be used to simultaneously evaluate many strategies while playing a single strategy in the context of an extensive game. This technique is based on importance sampling, but utilizes two new mechanisms for significantly reducing variance in the estimates. We demonstrate its effectiveness in the domain of poker, where stochasticity makes traditional evaluation problematic. Michael H. Bowling, Michael Johanson, Neil Burch, Duane Szafron |
ICML | 1 |
| 2008 | Apprenticeship learning using linear programmingabstractIn apprenticeship learning, the goal is to learn a policy in a Markov decision process that is at least as good as a policy demonstrated by an expert. The difficulty arises in that the MDP's true reward function is assumed to be unknown. We show how to frame apprenticeship learning as a linear programming problem, and show that using an off-the-shelf LP solver to solve this problem results in a substantial improvement in running time over existing methods---up to two orders of magnitude faster in our experiments. Additionally, our approach produces stationary policies, while all existing methods for apprenticeship learning output policies that are "mixed", i.e. randomized combinations of stationary policies. The technique used is general enough to convert any mixed policy to a stationary policy. Umar Syed, Michael H. Bowling, Robert E. Schapire |
ICML | 2 |
| 2008 | Multidisciplinary students and instructors: a second-year games courseabstractComputer games are a multi-billion dollar industry and have become an important part of our private and social lives. It is only natural, then, that the technology used to create games should become part of a computing science curriculum. However, game development is more than a massive programming endeavor. Today's games are largely about generating content within multidisciplinary teams. CMPUT 250 is a new computing science course at the University of Alberta that emphasizes creating games in multidisciplinary teams. This paper describes our experiences with the course, emphasizing the issues of multidisciplinary interactions: teaching, teamwork, and evaluation. Nathan R. Sturtevant, H. James Hoover, Jonathan Schaeffer 0001, Sean Gouglas, Michael H. Bowling, Finnegan Southey, Matthew Bouchard, Ghassan Zabaneh |
SIGCSE | 5 |
| 2008 | Dyna-Style Planning with Linear Function Approximation and Prioritized Sweeping
Richard S. Sutton, Csaba Szepesvári, Alborz Geramifard, Michael H. Bowling |
UAI | 4 |
| 2007 | Particle Filtering for Dynamic Agent Modelling in Simplified Poker
Nolan Bard, Michael H. Bowling |
AAAI | 2 |
| 2007 | A New Algorithm for Generating Equilibria in Massive Zero-Sum Games
Martin Zinkevich, Michael H. Bowling, Neil Burch |
AAAI | 2 |
| 2007 | Automatic Gait Optimization with Gaussian Process Regression
Daniel J. Lizotte, Michael H. Bowling, Dale Schuurmans |
IJCAI | 3 |
| 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 | 3 |
| 2007 | Stable Dual Dynamic ProgrammingabstractRecently, we have introduced a novel approach to dynamic programming and re- inforcement learning that is based on maintaining explicit representations of sta- tionary distributions instead of value functions. In this paper, we investigate the convergence properties of these dual algorithms both theoretically and empirically, and show how they can be scaled up by incorporating function approximation. Daniel J. Lizotte, Michael H. Bowling, Dale Schuurmans |
NIPS | 3 |
| 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 | 3 |
| 2006 | Subjective Mapping
Michael H. Bowling, Dana F. Wilkinson, Ali Ghodsi 0001 |
AAAI | 1 |
| 2006 | Incremental Least-Squares Temporal Difference Learning
Alborz Geramifard, Michael H. Bowling, Richard S. Sutton |
AAAI | 2 |
| 2006 | Bayesian Calibration for Monte Carlo Localization
Armita Kaboli, Michael H. Bowling, Petr Musilek |
AAAI | 2 |
| 2006 | Boosting Expert Ensembles for Rapid Concept Recall
Achim Rettinger, Martin Zinkevich, Michael H. Bowling |
AAAI | 3 |
| 2006 | Prob-Maxn: Playing N-Player Games with Opponent Models
Nathan R. Sturtevant, Martin Zinkevich, Michael H. Bowling |
AAAI | 3 |
| 2006 | Compact, Convex Upper Bound Iteration for Approximate POMDP Planning
Pascal Poupart, Michael H. Bowling, Dale Schuurmans |
AAAI | 3 |
| 2006 | Optimal Unbiased Estimators for Evaluating Agent Performance
Martin Zinkevich, Michael H. Bowling, Nolan Bard, Morgan Kan, Darse Billings |
AAAI | 2 |
| 2006 | Learning predictive state representations using non-blind policiesabstractPredictive state representations (PSRs) are powerful models of non-Markovian decision processes that differ from traditional models (e.g., HMMs, POMDPs) by representing state using only observable quantities. Because of this, PSRs can be learned solely using data from interaction with the process. The majority of existing techniques, though, explicitly or implicitly require that this data be gathered using a blind policy, where actions are selected independently of preceding observations. This is a severe limitation for practical learning of PSRs. We present two methods for fixing this limitation in most of the existing PSR algorithms: one when the policy is known and one when it is not. We then present an efficient optimization for computing good exploration policies to be used when learning a PSR. The exploration policies, which are not blind, significantly lower the amount of data needed to build an accurate model, thus demonstrating the importance of non-blind policies. 1. Michael H. Bowling, Peter McCracken, Michael R. James 0001, James Neufeld, Dana F. Wilkinson |
ICML | 1 |
| 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 | 2 |
| 2006 | Machine learning and games
Michael H. Bowling, Johannes Fürnkranz, Thore Graepel, Ron Musick |
Mach. Learn. | 1 |
| 2005 | Coordination and Adaptation in Impromptu Teams
Michael H. Bowling, Peter McCracken |
AAAI | 1 |
| 2005 | Action respecting embeddingabstractDimensionality reduction is the problem of finding a low-dimensional representation of high-dimensional input data. This paper examines the case where additional information is known about the data. In particular, we assume the data are given in a sequence with action labels associated with adjacent data points, such as might come from a mobile robot. The goal is a variation on dimensionality reduction, where the output should be a representation of the input data that is both low-dimensional and respects the actions (i.e., actions correspond to simple transformations in the output representation). We show how this variation can be solved with a semidefinite program. We evaluate the technique in a synthetic, robot-inspired domain, demonstrating qualitatively superior representations and quantitative improvements on a data prediction task. Michael H. Bowling, Ali Ghodsi 0001, Dana F. Wilkinson |
ICML | 1 |
| 2005 | Bayesian sparse sampling for on-line reward optimizationabstractWe present an efficient "sparse sampling" technique for approximating Bayes optimal decision making in reinforcement learning, addressing the well known exploration versus exploitation tradeoff. Our approach combines sparse sampling with Bayesian exploration to achieve improved decision making while controlling computational cost. The idea is to grow a sparse lookahead tree, intelligently, by exploiting information in a Bayesian posterior---rather than enumerate action branches (standard sparse sampling) or compensate myopically (value of perfect information). The outcome is a flexible, practical technique for improving action selection in simple reinforcement learning scenarios. Daniel J. Lizotte, Michael H. Bowling, Dale Schuurmans |
ICML | 3 |
| 2005 | Learning Subjective Representations for Planning
Dana F. Wilkinson, Michael H. Bowling, Ali Ghodsi 0001 |
IJCAI | 2 |
| 2005 | Subjective Localization with Action Respecting Embedding
Michael H. Bowling, Dana F. Wilkinson, Ali Ghodsi 0001, Adam Milstein |
ISRR | 1 |
| 2005 | Online Discovery and Learning of Predictive State RepresentationsabstractPredictive state representations (PSRs) are a method of modeling dynamical systems using only observable data, such as actions and observations, to describe their model. PSRs use predictions about the outcome of future tests to summarize the system state. The best existing techniques for discovery and learning of PSRs use a Monte Carlo approach to explicitly estimate these outcome probabilities. In this paper, we present a new algorithm for discovery and learning of PSRs that uses a gradient descent approach to compute the predictions for the current state. The algorithm takes advantage of the large amount of structure inherent in a valid prediction matrix to constrain its predictions. Furthermore, the algorithm can be used online by an agent to constantly improve its prediction quality; something that current state of the art discovery and learning algorithms are unable to do. We give empirical results to show that our constrained gradient algorithm is able to discover core tests using very small amounts of data, and with larger amounts of data can compute accurate predictions of the system dynamics. Peter McCracken, Michael H. Bowling |
NIPS | 2 |
| 2005 | Bayes? Bluff: Opponent Modelling in Poker
Finnegan Southey, Michael H. Bowling, Bryce Larson, Carmelo Piccione, Neil Burch, Darse Billings, D. Chris Rayner |
UAI | 2 |
| 2004 | Convergence and No-Regret in Multiagent LearningabstractLearning in a multiagent system is a challenging problem due to two key factors. First, if other agents are simultaneously learning then the envi- ronment is no longer stationary, thus undermining convergence guaran- tees. Second, learning is often susceptible to deception, where the other agents may be able to exploit a learner's particular dynamics. In the worst case, this could result in poorer performance than if the agent was not learning at all. These challenges are identifiable in the two most com- mon evaluation criteria for multiagent learning algorithms: convergence and regret. Algorithms focusing on convergence or regret in isolation are numerous. In this paper, we seek to address both criteria in a single algorithm by introducing GIGA-WoLF, a learning algorithm for normal- form games. We prove the algorithm guarantees at most zero average regret, while demonstrating the algorithm converges in many situations of self-play. We prove convergence in a limited setting and give empir- ical results in a wider variety of situations. These results also suggest a third new learning criterion combining convergence and regret, which we call negative non-convergence regret (NNR). Michael H. Bowling |
NIPS | 1 |
| 2004 | Existence of Multiagent Equilibria with Limited AgentsabstractMultiagent learning is a necessary yet challenging problem as multiagent systems become more prevalent and environments become more dynamic. Much of the groundbreaking work in this area draws on notable results from game theory, in particular, the concept of Nash equilibria. Learners that directly learn an equilibrium obviously rely on their existence. Learners that instead seek to play optimally with respect to the other players also depend upon equilibria since equilibria are fixed points for learning. From another perspective, agents with limitations are real and common. These may be undesired physical limitations as well as self-imposed rational limitations, such as abstraction and approximation techniques, used to make learning tractable. This article explores the interactions of these two important concepts: equilibria and limitations in learning. We introduce the question of whether equilibria continue to exist when agents have limitations. We look at the general effects limitations can have on agent behavior, and define a natural extension of equilibria that accounts for these limitations. Using this formalization, we make three major contributions: (i) a counterexample for the general existence of equilibria with limitations, (ii) sufficient conditions on limitations that preserve their existence, (iii) three general classes of games and limitations that satisfy these conditions. We then present empirical results from a specific multiagent learning algorithm applied to a specific instance of limited agents. These results demonstrate that learning with limitations is feasible, when the conditions outlined by our theoretical analysis hold. Michael H. Bowling, Manuela M. Veloso |
J. Artif. Intell. Res. | 1 |
| 2003 | Multi-robot team response to a multi-robot opponent teamabstractAdversarial multi-robot problems, where teams of robots compete with one another, require the development of approaches that span all levels of control and integrate algorithms ranging from low-level robot motion control, through to planning, opponent modeling, and multiagent learning. Small-size robot soccer, a league within the RoboCup initiative, is a prime example of this multi-robot team adversarial environment. In this paper, we describe some of the algorithms and approaches of our robot soccer team, CMDragons'02, developed for RoboCup 2002. Our team represents an integration of many components, several of which that are in themselves state-of-the-art, into a framework designed for fast adaptation and response to the changing environment. James Bruce, Michael H. Bowling, Brett Browning, Manuela M. Veloso |
ICRA | 2 |
| 2003 | A Formalization of Equilibria for Multiagent Planning
Michael H. Bowling, Rune Møller Jensen, Manuela M. Veloso |
IJCAI | 1 |
| 2003 | Simultaneous Adversarial Multi-Robot Learning
Michael H. Bowling, Manuela M. Veloso |
IJCAI | 1 |
| 2003 | Plays as Team Plans for Coordination and Adaptation
Michael H. Bowling, Brett Browning, Allen Chang, Manuela M. Veloso |
RoboCup | 1 |
| 2002 | Improbability Filtering for Rejecting False PositivesabstractWe describe an approach, called improbability filtering, to rejecting false-positive observations from degrading the tracking performance of an extended Kalman-Bucy filter. Improbability filtering removes false-positives by rejecting low likelihood observations as determined by the model estimates. It offers a computationally fast and robust method for removing this form of white noise without the need for a more advanced filter. We describe an application of the improbability filter approach to extended Kalman-Bucy filters for tracking ten robots and a ball moving at speeds approaching 5 m s/sup -1/ both accurately and reliably in real-time based on the observations of a single color camera. The environment is highly dynamic and non-linear, as exemplified by the motion of the ball which varies from free rolling under friction, to roiling up 45/spl deg/ inclined walls at the boundary, to being manipulated in unpredictable ways by a mechanical apparatus on each robot. The sensing apparatus, a camera and color blob tracking algorithms, suffers from the usual noise, latency, intermittency, as well as from false-positives caused by the misidentification of an observed object with a nonnegligible likelihood. Brett Browning, Michael H. Bowling, Manuela M. Veloso |
ICRA | 2 |
| 2002 | Multiagent learning using a variable learning rate
Michael H. Bowling, Manuela M. Veloso |
Artif. Intell. | 1 |
| 2001 | Convergence of Gradient Dynamics with a Variable Learning Rate
Michael H. Bowling, Manuela M. Veloso |
ICML | 1 |
| 2001 | Rational and Convergent Learning in Stochastic Games
Michael H. Bowling, Manuela M. Veloso |
IJCAI | 1 |
| 2001 | CM-Dragons'01 - Vision-Based Motion Tracking and Heteregenous Robots
Brett Browning, Michael H. Bowling, James Bruce, Ravi Balasubramanian, Manuela M. Veloso |
RoboCup | 2 |
| 2000 | Convergence Problems of General-Sum Multiagent Reinforcement Learning
Michael H. Bowling |
ICML | 1 |
| 1999 | Bounding the Suboptimality of Reusing Subproblem
Michael H. Bowling, Manuela M. Veloso |
IJCAI | 1 |
| 1999 | Motion Control in Dynamic Multi-Robot Environments
Michael H. Bowling, Manuela M. Veloso |
RoboCup | 1 |
| 1999 | CMUnited-99: Small-Size Robot Team
Manuela M. Veloso, Michael H. Bowling, Sorin Achim |
RoboCup | 2 |
| 1998 | The CMUnited-98 Small-Robot Team
Manuela M. Veloso, Michael H. Bowling, Sorin Achim, Kwun Han, Peter Stone 0001 |
RoboCup | 2 |