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Liam MacDermed

dblp:85/9922 · also Liam Mac Dermed · DBLP profile ↗
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6ranked-venue papers
4as first author
0since 2021 · last 2013
—ORCID · none

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

Artificial intelligence and machine learning · 6 · 4 first-authorGraphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author

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
3 papers
Reinforcement learning · 59% Planning, search and constraint satisfaction · 36% Motion planning and robot control · 5%
Theoretical computer science
4 papers
Algorithmic game theory and mechanism design · 89% Approximation and online algorithms · 11%

Topics — the 11 heaviest of 11, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Algorithmic game theory and mechanism design
stochastic games
0.432012
Computing Optimal Strategies to Commit to in Stochastic Games · AAAI 2012
Quick Polytope Approximation of All Correlated Equilibria in Stochastic Games · AAAI 2011
Scaling Up Game Theory: Achievable Set Methods for Efficiently Solving Stochastic Games of Complete and Incomplete Information · AAAI 2011
Machine learning › Reinforcement learning › multi-agent reinforcement learning
markov games
0.222012
Computing Optimal Strategies to Commit to in Stochastic Games · AAAI 2012
Solving Stochastic Games · NIPS 2009
Machine learning › Reinforcement learning › multi-agent reinforcement learning › markov games
decentralized partially observable markov decision process
0.212013
Point Based Value Iteration with Optimal Belief Compression for Dec-POMDPs · NIPS 2013
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › constraint optimization
integer programming
0.212013
Point Based Value Iteration with Optimal Belief Compression for Dec-POMDPs · NIPS 2013
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › planning under uncertainty
point-based value iteration
0.212013
Point Based Value Iteration with Optimal Belief Compression for Dec-POMDPs · NIPS 2013
Machine learning › Reinforcement learning › multi-agent reinforcement learning › equilibrium learning
correlated equilibrium
0.112012
Computing Optimal Strategies to Commit to in Stochastic Games · AAAI 2012
Algorithmic game theory and mechanism design › stackelberg game
stackelberg strategies
0.112012
Computing Optimal Strategies to Commit to in Stochastic Games · AAAI 2012
Algorithmic game theory and mechanism design › equilibrium computation
correlated equilibrium
0.112011
Quick Polytope Approximation of All Correlated Equilibria in Stochastic Games · AAAI 2011
Algorithmic game theory and mechanism design
equilibrium computation
0.112011
Scaling Up Game Theory: Achievable Set Methods for Efficiently Solving Stochastic Games of Complete and Incomplete Information · AAAI 2011
Approximation and online algorithms
approximation algorithms
0.112009
Solving Stochastic Games · NIPS 2009
Robotics › Motion planning and robot control › multi-robot control
decentralized control
0.012013
Point Based Value Iteration with Optimal Belief Compression for Dec-POMDPs · NIPS 2013

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

QPACE · 0.3modified bellman equation · 0.2game-theoretic solution · 0.2point-based value iteration · 0.2integer programming · 0.2belief compression · 0.2polytope approximation · 0.1
YearPublicationVenuePosition
2013 Point Based Value Iteration with Optimal Belief Compression for Dec-POMDPs
abstract
This paper presents four major results towards solving decentralized partially observable Markov decision problems (DecPOMDPs) culminating in an algorithm that outperforms all existing algorithms on all but one standard infinite-horizon benchmark problems. (1) We give an integer program that solves collaborative Bayesian games (CBGs). The program is notable because its linear relaxation is very often integral. (2) We show that a DecPOMDP with bounded belief can be converted to a POMDP (albeit with actions exponential in the number of beliefs). These actions correspond to strategies of a CBG. (3) We present a method to transform any DecPOMDP into a DecPOMDP with bounded beliefs (the number of beliefs is a free parameter) using optimal (not lossless) belief compression. (4) We show that the combination of these results opens the door for new classes of DecPOMDP algorithms based on previous POMDP algorithms. We choose one such algorithm, point-based valued iteration, and modify it to produce the first tractable value iteration method for DecPOMDPs which outperforms existing algorithms.
Liam MacDermed, Charles L. Isbell Jr.
NIPS1
2012 Computing Optimal Strategies to Commit to in Stochastic Games
abstract
Significant progress has been made recently in the following two lines of research in the intersection of AI and game theory: (1) the computation of optimal strategies to commit to (Stackelberg strategies), and (2) the computation of correlated equilibria of stochastic games. In this paper, we unite these two lines of research by studying the computation of Stackelberg strategies in stochastic games. We provide theoretical results on the value of being able to commit and the value of being able to correlate, as well as complexity results about computing Stackelberg strategies in stochastic games. We then modify the QPACE algorithm (MacDermed et al. 2011) to compute Stackelberg strategies, and provide experimental results.
Joshua Letchford, Liam MacDermed, Vincent Conitzer, Ronald Parr, Charles L. Isbell Jr.
AAAI2
2011 Scaling Up Game Theory: Achievable Set Methods for Efficiently Solving Stochastic Games of Complete and Incomplete Information
Liam MacDermed
AAAI1
2011 Quick Polytope Approximation of All Correlated Equilibria in Stochastic Games
abstract
Stochastic or Markov games serve as reasonable models for a variety of domains from biology to computer security, and are appealing due to their versatility. In this paper we address the problem of finding the complete set of correlated equilibria for general-sum stochastic games with perfect information. We present QPACE — an algorithm orders of magnitude more efficient than previous approaches while maintaining a guarantee of convergence and bounded error. Finally, we validate our claims and demonstrate the limits of our algorithm with extensive empirical tests.
Liam MacDermed, Karthik S. Narayan, Charles L. Isbell Jr., Lora Weiss
AAAI1
2009 Solving Stochastic Games
abstract
Solving multi-agent reinforcement learning problems has proven difficult because of the lack of tractable algorithms. We provide the first approximation algorithm which solves stochastic games to within $\epsilon$ relative error of the optimal game-theoretic solution, in time polynomial in $1/\epsilon$. Our algorithm extends Murrays and Gordon’s (2007) modified Bellman equation which determines the \emph{set} of all possible achievable utilities; this provides us a truly general framework for multi-agent learning. Further, we empirically validate our algorithm and find the computational cost to be orders of magnitude less than what the theory predicts.
Liam MacDermed, Charles L. Isbell Jr.
NIPS1
2008 A (Somewhat) New Solution to the Variable Binding Problem
abstract
To perform automatic, unconscious inference, the human brain must solve the binding problem by correctly grouping properties with objects. Temporal binding models like SHRUTI already suggest much of how this might be done in a connectionist and localist way by using temporal synchrony. We propose a set of alternatives to temporal synchrony mechanisms that instead use short signatures. This serves two functions: it allows us to explore an additional biologically plausible alternative, and it allows us to extend and improve the capabilities of these models. These extensions model the human ability to both perform unification and handle multiple instantiations of logical terms. To verify our model's feasibility, we simulate it with a computer system modeling simple, neuron-like computations.
Leon Barrett, Jerome A. Feldman, Liam MacDermed
Neural Comput.3