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Edward Lockhart

dblp:210/2233 · DBLP profile ↗
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7ranked-venue papers
1as first author
2since 2021 · last 2022
0000-0001-8753-0765ORCID · corroborated

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

Artificial intelligence and machine learning · 7 · 1 first-author · 2 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 1 first-author · 2 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
7 papers
Reinforcement learning · 51% Speech recognition and synthesis · 17% Efficient and distributed learning · 14%
Theoretical computer science
2 papers
Algorithmic game theory and mechanism design · 100%

Topics — the 18 heaviest of 19, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
multi-agent reinforcement learning
1.942022
Approximate Exploitability: Learning a Best Response · IJCAI 2022
Solving Common-Payoff Games with Approximate Policy Iteration · AAAI 2021
Fast computation of Nash Equilibria in Imperfect Information Games · ICML 2020
Machine learning › Reinforcement learning
deep reinforcement learning
1.022022
Approximate Exploitability: Learning a Best Response · IJCAI 2022
Deep reinforcement learning with relational inductive biases · ICLR (Poster) 2019
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 › multi-agent reinforcement learning
cooperative multi-agent reinforcement learning
0.512021
Solving Common-Payoff Games with Approximate Policy Iteration · AAAI 2021
Knowledge, reasoning and agents › Multi-agent systems › multi-agent learning
coordinated policy optimization
0.512021
Solving Common-Payoff Games with Approximate Policy Iteration · AAAI 2021
Knowledge, reasoning and agents › Multi-agent systems
imperfect information games
0.412020
Fast computation of Nash Equilibria in Imperfect Information Games · ICML 2020
Algorithmic game theory and mechanism design › equilibrium computation
nash equilibrium computation
0.412020
Fast computation of Nash Equilibria in Imperfect Information Games · ICML 2020
Machine learning › Representation and self-supervised learning › representation learning › structured representation learning
relational representation learning
0.412019
Deep reinforcement learning with relational inductive biases · ICLR (Poster) 2019
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts › nash equilibrium
approximate nash equilibrium
0.412019
Computing Approximate Equilibria in Sequential Adversarial Games by Exploitability Descent · IJCAI 2019
Algorithmic game theory and mechanism design
equilibrium computation
0.412019
Computing Approximate Equilibria in Sequential Adversarial Games by Exploitability Descent · IJCAI 2019
Machine learning › Efficient and distributed learning › model compression
knowledge distillation
0.312018
Parallel WaveNet: Fast High-Fidelity Speech Synthesis · ICML 2018
Machine learning › Efficient and distributed learning
model compression
0.312018
Efficient Neural Audio Synthesis · ICML 2018
Natural language and speech › Speech recognition and synthesis › speech synthesis
neural speech synthesis
0.312018
Parallel WaveNet: Fast High-Fidelity Speech Synthesis · ICML 2018
Natural language and speech › Speech recognition and synthesis › speech synthesis › neural speech synthesis
parallel speech synthesis
0.312018
Parallel WaveNet: Fast High-Fidelity Speech Synthesis · ICML 2018
Natural language and speech › Speech recognition and synthesis
speech synthesis
0.312018
Parallel WaveNet: Fast High-Fidelity Speech Synthesis · ICML 2018
Natural language and speech › Speech recognition and synthesis
text-to-speech synthesis
0.312018
Efficient Neural Audio Synthesis · ICML 2018
Machine learning › Efficient and distributed learning › model compression › pruning
weight pruning
0.312018
Efficient Neural Audio Synthesis · ICML 2018
Machine learning › Efficient and distributed learning
inference acceleration
0.112018
Parallel WaveNet: Fast High-Fidelity Speech Synthesis · ICML 2018

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

policy gradient · 0.9mirror ascent · 0.9best response · 0.9worst-case performance approximation · 0.6monte carlo tree search · 0.6ISMCTS-BR · 0.6common knowledge · 0.5bayesian action decoder · 0.5approximate policy iteration · 0.5policy optimization · 0.4graph neural network · 0.4function approximation · 0.4exploitability descent · 0.4
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
IJCAI3
2021 Solving Common-Payoff Games with Approximate Policy Iteration
abstract
For 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
AAAI2
2020 Fast computation of Nash Equilibria in Imperfect Information Games
abstract
We introduce and analyze a class of algorithms, called Mirror Ascent against an Improved Opponent (MAIO), for computing Nash equilibria in two-player zero-sum games, both in normal form and in sequential form with imperfect information. These algorithms update the policy of each player with a mirror-ascent step to maximize the value of playing against an improved opponent. An improved opponent can be a best response, a greedy policy, a policy improved by policy gradient, or by any other reinforcement learning or search techniques. We establish a convergence result of the last iterate to the set of Nash equilibria and show that the speed of convergence depends on the amount of improvement offered by these improved policies. In addition, we show that under some condition, if we use a best response as improved policy, then an exponential convergence rate is achieved.
Rémi Munos, Julien Pérolat, Jean-Baptiste Lespiau, Mark Rowland 0001, Bart De Vylder, Marc Lanctot, Finbarr Timbers, Daniel Hennes, Shayegan Omidshafiei, Audrunas Gruslys, Mohammad Gheshlaghi Azar, Edward Lockhart, Karl Tuyls
ICML12
2019 Deep reinforcement learning with relational inductive biases
Vinícius Flores Zambaldi, David Raposo, Adam Santoro, Victor Bapst, Yujia Li 0001, Igor Babuschkin, Karl Tuyls, David P. Reichert, Timothy P. Lillicrap, Edward Lockhart, Murray Shanahan, Victoria Langston, Razvan Pascanu, Matt M. Botvinick, Oriol Vinyals, Peter W. Battaglia
ICLR (Poster)10
2019 Computing Approximate Equilibria in Sequential Adversarial Games by Exploitability Descent
abstract
In this paper, we present exploitability descent, a new algorithm to compute approximate equilibria in two-player zero-sum extensive-form games with imperfect information, by direct policy optimization against worst-case opponents. We prove that when following this optimization, the exploitability of a player's strategy converges asymptotically to zero, and hence when both players employ this optimization, the joint policies converge to a Nash equilibrium. Unlike fictitious play (XFP) and counterfactual regret minimization (CFR), our convergence result pertains to the policies being optimized rather than the average policies. Our experiments demonstrate convergence rates comparable to XFP and CFR in four benchmark games in the tabular case. Using function approximation, we find that our algorithm outperforms the tabular version in two of the games, which, to the best of our knowledge, is the first such result in imperfect information games among this class of algorithms.
Edward Lockhart, Marc Lanctot, Julien Pérolat, Jean-Baptiste Lespiau, Dustin Morrill, Finbarr Timbers, Karl Tuyls
IJCAI1
2018 Efficient Neural Audio Synthesis
abstract
Sequential models achieve state-of-the-art results in audio, visual and textual domains with respect to both estimating the data distribution and generating desired samples. Efficient sampling for this class of models at the cost of little to no loss in quality has however remained an elusive problem. With a focus on text-to-speech synthesis, we describe a set of general techniques for reducing sampling time while maintaining high output quality. We first describe a single-layer recurrent neural network, the WaveRNN, with a dual softmax layer that matches the quality of the state-of-the-art WaveNet model. The compact form of the network makes it possible to generate 24 kHz 16-bit audio 4 times faster than real time on a GPU. Secondly, we apply a weight pruning technique to reduce the number of weights in the WaveRNN. We find that, for a constant number of parameters, large sparse networks perform better than small dense networks and this relationship holds past sparsity levels of more than 96%. The small number of weights in a Sparse WaveRNN makes it possible to sample high-fidelity audio on a mobile phone CPU in real time. Finally, we describe a new dependency scheme for sampling that lets us trade a constant number of non-local, distant dependencies for the ability to generate samples in batches. The Batch WaveRNN produces 8 samples per step without loss of quality and offers orthogonal ways of further increasing sampling efficiency.
Nal Kalchbrenner, Erich Elsen, Karen Simonyan, Seb Noury, Norman Casagrande, Edward Lockhart, Florian Stimberg, Aäron van den Oord, Sander Dieleman, Koray Kavukcuoglu
ICML6
2018 Parallel WaveNet: Fast High-Fidelity Speech Synthesis
abstract
The recently-developed WaveNet architecture is the current state of the art in realistic speech synthesis, consistently rated as more natural sounding for many different languages than any previous system. However, because WaveNet relies on sequential generation of one audio sample at a time, it is poorly suited to today’s massively parallel computers, and therefore hard to deploy in a real-time production setting. This paper introduces Probability Density Distillation, a new method for training a parallel feed-forward network from a trained WaveNet with no significant difference in quality. The resulting system is capable of generating high-fidelity speech samples at more than 20 times faster than real-time, a 1000x speed up relative to the original WaveNet, and capable of serving multiple English and Japanese voices in a production setting.
Aäron van den Oord, Yazhe Li, Igor Babuschkin, Karen Simonyan, Oriol Vinyals, Koray Kavukcuoglu, George van den Driessche 0002, Edward Lockhart, Luis C. Cobo, Florian Stimberg, Norman Casagrande, Dominik Grewe, Seb Noury, Sander Dieleman, Erich Elsen, Nal Kalchbrenner, Heiga Zen, Alex Graves, Helen King, Tom Walters, Daniel Belov, Demis Hassabis
ICML8