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Bryce Wiedenbeck

dblp:16/11187 · DBLP profile ↗
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5ranked-venue papers
1as first author
1since 2021 · last 2022
—ORCID · none

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

Artificial intelligence and machine learning · 2 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 2 · 1 first-authorComputer networks · 1Databases, data management, data science and information retrieval · 1Applied, interdisciplinary, general and emerging computing · 1

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
2 papers
Multi-agent systems · 100%
Theoretical computer science
1 paper
Algorithmic game theory and mechanism design · 100%

Topics — the 6 heaviest of 8, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Multi-agent systems
equilibrium computation
0.722019
Learning Deviation Payoffs in Simulation-Based Games · AAAI 2019
A Regression Approach for Modeling Games With Many Symmetric Players · AAAI 2018
Knowledge, reasoning and agents › Multi-agent systems › game theory
nash equilibrium
0.412019
Learning Deviation Payoffs in Simulation-Based Games · AAAI 2019
Knowledge, reasoning and agents › Multi-agent systems
game theory
0.312018
A Regression Approach for Modeling Games With Many Symmetric Players · AAAI 2018
Knowledge, reasoning and agents › Multi-agent systems › equilibrium computation
nash equilibrium approximation
0.312018
A Regression Approach for Modeling Games With Many Symmetric Players · AAAI 2018
Algorithmic game theory and mechanism design › network games
network formation game
0.112012
Strategic formation of credit networks · WWW 2012
Algorithmic game theory and mechanism design
price of anarchy
0.112012
Strategic formation of credit networks · WWW 2012

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

neural network · 0.7sampling · 0.4deviation payoff learning · 0.4radial basis function kernel · 0.3gaussian process regression · 0.3simulation · 0.3potential game · 0.3nash equilibrium analysis · 0.3
YearPublicationVenuePosition
2022 Seriema: RDMA-based Remote Invocation with a Case-Study on Monte-Carlo Tree Search
abstract
We introduce Seriema, a middleware that integrates RDMA-based remote invocation, asynchronous data transfer, NUMA-aware automatic management of registered memory, and message aggregation in idiomatic C++1x, targeted for distributed data structure support for ML applications that benefit both from low-latency communication and message aggregation for high throughput. We evaluate the usability of Seriema by implementing a Monte-Carlo Tree Search (MCTS) application framework, which runs distributed simulations given only a sequential problem specification. Micro-benchmarks show that Seriema provides remote invocations with low overhead, and that our MCTS application framework scales well up to the number of non-hyperthreaded CPU cores while simulating plays of the board game Hex.
Hammurabi Mendes, Bryce Wiedenbeck, Aidan O'Neill
SBAC-PAD2
2019 Learning Deviation Payoffs in Simulation-Based Games
abstract
We present a novel approach for identifying approximate role-symmetric Nash equilibria in large simulation-based games. Our method uses neural networks to learn a mapping from mixed-strategy profiles to deviation payoffs—the expected values of playing pure-strategy deviations from those profiles. This learning can generalize from data about a tiny fraction of a game’s outcomes, permitting tractable analysis of exponentially large normal-form games. We give a procedure for iteratively refining the learned model with new data produced by sampling in the neighborhood of each candidate Nash equilibrium. Relative to the existing state of the art, deviation payoff learning dramatically simplifies the task of computing equilibria and more effectively addresses player asymmetries. We demonstrate empirically that deviation payoff learning identifies better approximate equilibria than previous methods and can handle more difficult settings, including games with many more players, strategies, and roles.
Samuel Sokota, Caleb Ho, Bryce Wiedenbeck
AAAI3
2018 A Regression Approach for Modeling Games With Many Symmetric Players
abstract
We exploit player symmetry to formulate the representation of large normal-form games as a regression task. This formulation allows arbitrary regression methods to be employed in in estimating utility functions from a small subset of the game's outcomes. We demonstrate the applicability both neural networks and Gaussian process regression, but focus on the latter. Once utility functions are learned, computing Nash equilibria requires estimating expected payoffs of pure-strategy deviations from mixed-strategy profiles. Computing these expectations exactly requires an infeasible sum over the full payoff matrix, so we propose and test several approximation methods. Three of these are simple and generic, applicable to any regression method and games with any number of player roles. However, the best performance is achieved by a continuous integral that approximates the summation, which we formulate for the specific case of fully-symmetric games learned by Gaussian process regression with a radial basis function kernel. We demonstrate experimentally that the combination of learned utility functions and expected payoff estimation allows us to efficiently identify approximate equilibria of large games using sparse payoff data.
Bryce Wiedenbeck, Fengjun Yang, Michael P. Wellman
AAAI1
2015 Strategic Formation of Credit Networks
abstract
Credit networks are an abstraction for modeling trust among agents in a network. Agents who do not directly trust each other can transact through exchange of IOUs (obligations) along a chain of trust in the network. Credit networks are robust to intrusion, can enable transactions between strangers in exchange economies, and have the liquidity to support a high rate of transactions. We study the formation of such networks when agents strategically decide how much credit to extend each other. We find strong positive network formation results for the simplest theoretical model. When each agent trusts a fixed set of other agents and transacts directly only with those it trusts, all pure-strategy Nash equilibria are social optima. However, when we allow transactions over longer paths, the price of anarchy may be unbounded. On the positive side, when agents have a shared belief about the trustworthiness of each agent, simple greedy dynamics quickly converge to a star-shaped network, which is a social optimum. Similar star-like structures are found in equilibria of heuristic strategies found via simulation studies. In addition, we simulate environments where agents may have varying information about each others’ trustworthiness based on their distance in a social network. Empirical game analysis of these scenarios suggests that star structures arise only when defaults are relatively rare, and otherwise, credit tends to be issued over short social distances conforming to the locality of information. Overall, we find that networks formed by self-interested agents achieve a high fraction of available value, as long as this potential value is large enough to enable any network to form.
Pranav Dandekar, Ashish Goel, Michael P. Wellman, Bryce Wiedenbeck
ACM Trans. Internet Techn.4
2012 Strategic formation of credit networks
abstract
Credit networks are an abstraction for modeling trust between agents in a network. Agents who do not directly trust each other can transact through exchange of IOUs (obligations) along a chain of trust in the network. Credit networks are robust to intrusion, can enable transactions between strangers in exchange economies, and have the liquidity to support a high rate of transactions. We study the formation of such networks when agents strategically decide how much credit to extend each other. When each agent trusts a fixed set of other agents, and transacts directly only with those it trusts, the formation game is a potential game and all Nash equilibria are social optima. Moreover, the Nash equilibria of this game are equivalent in a very strong sense: the sequences of transactions that can be supported from each equilibrium credit network are identical. When we allow transactions over longer paths, the game may not admit a Nash equilibrium, and even when it does, the price of anarchy may be unbounded. Hence, we study two special cases. First, when agents have a shared belief about the trustworthiness of each agent, the networks formed in equilibrium have a star-like structure. Though the price of anarchy is unbounded, myopic best response quickly converges to a social optimum. Similar star-like structures are found in equilibria of heuristic strategies found via simulation. In addition, we simulate a second case where agents may have varying information about each others' trustworthiness based on their distance in a social network. Empirical game analysis of these scenarios suggests that star structures arise only when defaults are relatively rare, and otherwise, credit tends to be issued over short social distances conforming to the locality of information.
Pranav Dandekar, Ashish Goel, Michael P. Wellman, Bryce Wiedenbeck
WWW4