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Pierriccardo Olivieri

dblp:299/2260 · DBLP profile ↗
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3ranked-venue papers
1as first author
3since 2021 · last 2026
—ORCID · none

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

Artificial intelligence and machine learning · 3 · 1 first-author · 3 since 2021Graphics, computer vision, multimedia, augmented reality and games · 2 · 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.

Theoretical computer science
3 papers
Logic in computer science · 51% Algorithmic game theory and mechanism design · 44% Mathematical optimization · 6%
Artificial intelligence
2 papers
Reinforcement learning · 100%

Topics — the 8 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
reward design
1.012026
Do It for HER: First-Order Temporal Logic Reward Specification in Reinforcement Learning · AAAI 2026
Logic in computer science › temporal logic
first-order temporal logic
1.012026
Do It for HER: First-Order Temporal Logic Reward Specification in Reinforcement Learning · AAAI 2026
Logic in computer science
temporal logic
1.012026
Do It for HER: First-Order Temporal Logic Reward Specification in Reinforcement Learning · AAAI 2026
Machine learning › Reinforcement learning
markov decision process
0.812024
Online Markov Decision Processes Configuration with Continuous Decision Space · AAAI 2024
Machine learning › Reinforcement learning
regret minimization
0.812024
Online Markov Decision Processes Configuration with Continuous Decision Space · AAAI 2024
Algorithmic game theory and mechanism design › imperfect information games
adversarial team games
0.612022
Subgame Solving in Adversarial Team Games · NeurIPS 2022
Algorithmic game theory and mechanism design
equilibrium computation
0.612022
Subgame Solving in Adversarial Team Games · NeurIPS 2022
Algorithmic game theory and mechanism design › equilibrium computation
subgame solving
0.612022
Subgame Solving in Adversarial Team Games · NeurIPS 2022

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

reinforcement learning · 2.0regret analysis · 1.5optimism · 1.5occupancy measures · 0.8occupancy measure · 0.8team belief DAG · 0.6column generation · 0.6best response oracle · 0.6
YearPublicationVenuePosition
2026 Do It for HER: First-Order Temporal Logic Reward Specification in Reinforcement Learning
Pierriccardo Olivieri, Fausto Lasca, Alessandro Gianola, Matteo Papini
AAAI1
2024 Online Markov Decision Processes Configuration with Continuous Decision Space
abstract
In this paper, we investigate the optimal online configuration of episodic Markov decision processes when the space of the possible configurations is continuous. Specifically, we study the interaction between a learner (referred to as the configurator) and an agent with a fixed, unknown policy, when the learner aims to minimize her losses by choosing transition functions in online fashion. The losses may be unrelated to the agent's rewards. This problem applies to many real-world scenarios where the learner seeks to manipulate the Markov decision process to her advantage. We study both deterministic and stochastic settings, where the losses are either fixed or sampled from an unknown probability distribution. We design two algorithms whose peculiarity is to rely on occupancy measures to explore with optimism the continuous space of transition functions, achieving constant regret in deterministic settings and sublinear regret in stochastic settings, respectively. Moreover, we prove that the regret bound is tight with respect to any constant factor in deterministic settings. Finally, we compare the empiric performance of our algorithms with a baseline in synthetic experiments.
Davide Maran, Pierriccardo Olivieri, Francesco Emanuele Stradi, Giuseppe Urso, Nicola Gatti 0001, Marcello Restelli
AAAI2
2022 Subgame Solving in Adversarial Team Games
abstract
In adversarial team games, a team of players sequentially faces a team of adversaries. These games are the simplest setting with multiple players where cooperation and competition coexist, and it is known that the information asymmetry among the team members makes equilibrium approximation computationally hard. Although much effort has been spent designing scalable algorithms, the problem of solving large game instances is open. In this paper, we extend the successful approach of solving huge two-player zero-sum games, where a blueprint strategy is computed offline by using an abstract version of the game and then it is refined online, that is, during a playthrough. In particular, to the best of our knowledge, our paper provides the first method for online strategy refinement via subgame solving in adversarial team games. Our method, based on the team belief DAG, generates a gadget game and then refine the blueprint strategy by using column-generation approaches in anytime fashion. If the blueprint is sparse, then our whole algorithm runs end-to-end in polynomial time given a best-response oracle; in particular, it avoids expanding the whole team belief DAG, which has exponential worst-case size. We apply our method to a standard test suite, and we empirically show the performance improvement of the strategies thanks to subgame solving.
Brian Hu Zhang, Luca Carminati, Federico Cacciamani, Gabriele Farina, Pierriccardo Olivieri, Nicola Gatti 0001, Tuomas Sandholm
NeurIPS5