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Seth Karten

dblp:304/2558 · DBLP profile ↗
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4ranked-venue papers
2as first author
4since 2021 · last 2025
0000-0003-2908-4730ORCID · corroborated

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

Artificial intelligence and machine learning · 4 · 2 first-author · 4 since 2021Systems, architecture and hardware · 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.

Artificial intelligence
3 papers
Reinforcement learning · 53% Planning, search and constraint satisfaction · 29% Language models and text generation · 14%

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

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game playing
0.912025
PokéChamp: an Expert-level Minimax Language Agent · ICML 2025
Natural language and speech › Language models and text generation
LLM agents
0.912025
PokéChamp: an Expert-level Minimax Language Agent · ICML 2025
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › game tree search
minimax search
0.912025
PokéChamp: an Expert-level Minimax Language Agent · ICML 2025
Machine learning › Reinforcement learning › reinforcement learning environment
benchmark environments
0.812024
FightLadder: A Benchmark for Competitive Multi-Agent Reinforcement Learning · ICML 2024
Machine learning › Reinforcement learning › multi-agent reinforcement learning › competitive reinforcement learning
competitive multi-agent reinforcement learning
0.812024
FightLadder: A Benchmark for Competitive Multi-Agent Reinforcement Learning · ICML 2024
Machine learning › Reinforcement learning
multi-agent reinforcement learning
0.812024
FightLadder: A Benchmark for Competitive Multi-Agent Reinforcement Learning · ICML 2024
Machine learning › Reinforcement learning › multi-agent reinforcement learning
multi-agent communication
0.712023
Towards True Lossless Sparse Communication in Multi-Agent Systems · ICRA 2023
Machine learning › Reinforcement learning › multi-agent reinforcement learning
opponent modeling
0.312025
PokéChamp: an Expert-level Minimax Language Agent · ICML 2025
Machine learning › Representation and self-supervised learning
information bottleneck
0.212023
Towards True Lossless Sparse Communication in Multi-Agent Systems · ICRA 2023

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

value function estimation · 0.9minimax tree search · 0.9large language model · 0.9self-play · 0.8exploitability metrics · 0.8information maximization autoencoder · 0.7information bottleneck · 0.7gating function · 0.7
YearPublicationVenuePosition
2025 PokéChamp: an Expert-level Minimax Language Agent
abstract
We introduce PokéChamp, a minimax agent powered by Large Language Models (LLMs) for Pokémon battles. Built on a general framework for two-player competitive games, PokéChamp leverages the generalist capabilities of LLMs to enhance minimax tree search. Specifically, LLMs replace three key modules: (1) player action sampling, (2) opponent modeling, and (3) value function estimation, enabling the agent to effectively utilize gameplay history and human knowledge to reduce the search space and address partial observability. Notably, our framework requires no additional LLM training. We evaluate PokéChamp in the popular Gen 9 OU format. When powered by GPT-4o, it achieves a win rate of 76\% against the best existing LLM-based bot and 84\% against the strongest rule-based bot, demonstrating its superior performance. Even with an open-source 8-billion-parameter Llama 3.1 model, PokéChamp consistently outperforms the previous best LLM-based bot, Pokéllmon powered by GPT-4o, with a 64\% win rate. PokéChamp attains a projected Elo of 1300-1500 on the Pokémon Showdown online ladder, placing it among the top 30\%-10\% of human players. In addition, this work compiles the largest real-player Pokémon battle dataset, featuring over 3 million games, including more than 500k high-Elo matches. Based on this dataset, we establish a series of battle benchmarks and puzzles to evaluate specific battling skills. We further provide key updates to the local game engine. This work establishes Pokémon as a benchmark to integrate LLM technologies with game-theoretic algorithms addressing general multi-agent problems. Videos, code, and dataset are available online.
Seth Karten, Andy Luu Nguyen, Chi Jin 0001
ICML1
2024 FightLadder: A Benchmark for Competitive Multi-Agent Reinforcement Learning
abstract
Recent advances in reinforcement learning (RL) heavily rely on a variety of well-designed benchmarks, which provide environmental platforms and consistent criteria to evaluate existing and novel algorithms. Specifically, in multi-agent RL (MARL), a plethora of benchmarks based on cooperative games have spurred the development of algorithms that improve the scalability of cooperative multi-agent systems. However, for the competitive setting, a lightweight and open-sourced benchmark with challenging gaming dynamics and visual inputs has not yet been established. In this work, we present FightLadder, a real-time fighting game platform, to empower competitive MARL research. Along with the platform, we provide implementations of state-of-the-art MARL algorithms for competitive games, as well as a set of evaluation metrics to characterize the performance and exploitability of agents. We demonstrate the feasibility of this platform by training a general agent that consistently defeats 12 built-in characters in single-player mode, and expose the difficulty of training a non-exploitable agent without human knowledge and demonstrations in two-player mode. FightLadder provides meticulously designed environments to address critical challenges in competitive MARL research, aiming to catalyze a new era of discovery and advancement in the field. Videos and code at https://sites.google.com/view/fightladder/home.
Seth Karten, Chi Jin 0001
ICML3
2023 Towards True Lossless Sparse Communication in Multi-Agent Systems
abstract
Communication enables agents to cooperate to achieve their goals. Learning when to communicate, i.e., sparse (in time) communication, and whom to message is particularly important when bandwidth is limited. However, recent work in learning sparse individualized communication suffers from high variance during training, where decreasing communication comes at the cost of decreased reward, particularly in cooperative tasks. We use the information bottleneck to reframe sparsity as a representation learning problem, which we show naturally enables lossless sparse communication at lower budgets than prior art. In this paper, we propose a method for true lossless sparsity in communication via Information Maximizing Gated Sparse Multi-Agent Communication (IMGS-MAC). Our model uses two individualized regularization objectives, an information maximization autoencoder and sparse communication loss, to create informative and sparse communication. We evaluate the learned communication ‘language’ through direct causal analysis of messages in non-sparse runs to determine the range of lossless sparse budgets, which allow zero-shot sparsity, and the range of sparse budgets that will inquire a reward loss, which is minimized by our learned gating function with few-shot sparsity. To demonstrate the efficacy of our results, we experiment in cooperative multi-agent tasks where communication is essential for success. We evaluate our model with both continuous and discrete messages. We focus our analysis on a variety of ablations to show the effect of message representations, including their properties, and lossless performance of our model.
Seth Karten, Mycal Tucker, Siva Kailas, Katia P. Sycara
ICRA1
2021 Improving Kinodynamic Planners for Vehicular Navigation with Learned Goal-Reaching Controllers
abstract
This paper aims to improve the path quality and computational efficiency of sampling-based kinodynamic planners for vehicular navigation. It proposes a learning framework for identifying promising controls during the expansion process of sampling-based planners. Given a dynamics model, a reinforcement learning process is trained offline to return a low-cost control that reaches a local goal state (i.e., a waypoint) in the absence of obstacles. By focusing on the system’s dynamics and not knowing the environment, this process is data-efficient and takes place once for a robotic system. In this way, it can be reused in different environments. The planner generates online local goal states for the learned controller in an informed manner to bias towards the goal and consecutively in an exploratory, random manner. For the informed expansion, local goal states are generated either via (a) medial axis information in environments with obstacles, or (b) wavefront information for setups with traversability costs. The learning process and the resulting planning framework are evaluated for a first and second-order differential drive system, as well as a physically simulated Segway robot. The results show that the proposed integration of learning and planning can produce higher quality paths than sampling-based kinodynamic planning with random controls in fewer iterations and computation time.
Aravind Sivaramakrishnan, Edgar Granados, Seth Karten, Troy McMahon, Kostas E. Bekris
IROS3