Nolan Bard

dblp:82/2543 · DBLP profile ↗
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6ranked-venue papers
2as first author
1since 2021 · last 2022
0009-0007-0048-6636ORCID · corroborated

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

Artificial intelligence and machine learning · 6 · 2 first-author · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 4 · 1 first-author · 1 since 2021

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

Artificial intelligence
5 papers
Reinforcement learning · 55% Multi-agent systems · 29% Knowledge representation and reasoning · 11%
Theoretical computer science
3 papers
Algorithmic game theory and mechanism design · 79% Mathematical optimization · 21%

Topics — the 15 heaviest of 16, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
multi-agent reinforcement learning
1.022022
Approximate Exploitability: Learning a Best Response · IJCAI 2022
The Hanabi challenge: A new frontier for AI research · Artif. Intell. 2020
Machine learning › Reinforcement learning › multi-agent reinforcement learning
best response computation
0.612022
Approximate Exploitability: Learning a Best Response · IJCAI 2022
Machine learning › Reinforcement learning
deep reinforcement learning
0.612022
Approximate Exploitability: Learning a Best Response · IJCAI 2022
Knowledge, reasoning and agents › Multi-agent systems › game theory
cooperative game
0.412020
The Hanabi challenge: A new frontier for AI research · Artif. Intell. 2020
Knowledge, reasoning and agents › Multi-agent systems
multi-agent collaboration
0.412020
The Hanabi challenge: A new frontier for AI research · Artif. Intell. 2020
Knowledge, reasoning and agents › Knowledge representation and reasoning
theory of mind
0.412020
The Hanabi challenge: A new frontier for AI research · Artif. Intell. 2020
Algorithmic game theory and mechanism design
equilibrium computation
0.222012
Finding Optimal Abstract Strategies in Extensive-Form Games · AAAI 2012
Strategy Grafting in Extensive Games · NIPS 2009
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game tree search
0.112012
Finding Optimal Abstract Strategies in Extensive-Form Games · AAAI 2012
Knowledge, reasoning and agents › Multi-agent systems › game theory
extensive-form games
0.112009
Strategy Grafting in Extensive Games · NIPS 2009
Knowledge, reasoning and agents › Multi-agent systems
game solving
0.112009
Strategy Grafting in Extensive Games · NIPS 2009
Knowledge, reasoning and agents › Multi-agent systems › game solving
strategy synthesis
0.112009
Strategy Grafting in Extensive Games · NIPS 2009
Machine learning › Reinforcement learning › multi-agent reinforcement learning
opponent modeling
0.112007
Particle Filtering for Dynamic Agent Modelling in Simplified Poker · AAAI 2007
Machine learning › Probabilistic and Bayesian machine learning › monte carlo methods › sequential monte carlo
particle filtering
0.112007
Particle Filtering for Dynamic Agent Modelling in Simplified Poker · AAAI 2007
Algorithmic game theory and mechanism design
mechanism design
0.112006
Optimal Unbiased Estimators for Evaluating Agent Performance · AAAI 2006
Mathematical optimization › statistical estimation › point estimation
unbiased estimator
0.112006
Optimal Unbiased Estimators for Evaluating Agent Performance · AAAI 2006

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

worst-case performance approximation · 0.6monte carlo tree search · 0.6ISMCTS-BR · 0.6state-space abstraction · 0.3exploitability minimization · 0.3strategy grafting · 0.2game abstraction · 0.2particle filtering · 0.1
YearPublicationVenuePosition
2022 Approximate Exploitability: Learning a Best Response
abstract
Researchers 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
IJCAI2
2020 The Hanabi challenge: A new frontier for AI research
abstract
From 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.1
2012 Finding Optimal Abstract Strategies in Extensive-Form Games
abstract
Extensive-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
AAAI2
2009 Strategy Grafting in Extensive Games
abstract
Extensive 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
NIPS2
2007 Particle Filtering for Dynamic Agent Modelling in Simplified Poker
Nolan Bard, Michael H. Bowling
AAAI1
2006 Optimal Unbiased Estimators for Evaluating Agent Performance
Martin Zinkevich, Michael H. Bowling, Nolan Bard, Morgan Kan, Darse Billings
AAAI3