Demo Data from SIGIR 2026 / reviewers in the wild / expert
Michael Johanson
dblp:309/6061 · also Michael Bradley Johanson
· DBLP profile ↗
9ranked-venue papers
3as first author
0since 2021 · last 2020
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 8 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 4 · 2 first-authorTheory of computation · 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
7 papers |
Multi-agent systems · 47% Reinforcement learning · 37% Planning, search and constraint satisfaction · 12% | |
| Theoretical computer science
6 papers |
Algorithmic game theory and mechanism design · 100% |
Topics — the 18 heaviest of 19, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Knowledge, reasoning and agents › Multi-agent systems
automated negotiation |
0.4 | 1 | 2020 | Negotiating team formation using deep reinforcement learning · Artif. Intell. 2020 |
Machine learning › Reinforcement learning
deep reinforcement learning |
0.4 | 1 | 2020 | Negotiating team formation using deep reinforcement learning · Artif. Intell. 2020 |
Knowledge, reasoning and agents › Multi-agent systems
team formation |
0.4 | 1 | 2020 | Negotiating team formation using deep reinforcement learning · Artif. Intell. 2020 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game tree search |
0.3 | 2 | 2012 | Finding Optimal Abstract Strategies in Extensive-Form Games · AAAI 2012 Accelerating Best Response Calculation in Large Extensive Games · IJCAI 2011 |
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
nash equilibrium |
0.3 | 2 | 2014 | Solving Imperfect Information Games Using Decomposition · AAAI 2014 Regret Minimization in Games with Incomplete Information · NIPS 2007 |
Knowledge, reasoning and agents › Multi-agent systems
imperfect information games |
0.2 | 1 | 2015 | Solving Heads-Up Limit Texas Hold'em · IJCAI 2015 |
Algorithmic game theory and mechanism design
equilibrium computation |
0.2 | 2 | 2012 | Finding Optimal Abstract Strategies in Extensive-Form Games · AAAI 2012 Regret Minimization in Games with Incomplete Information · NIPS 2007 |
Algorithmic game theory and mechanism design › non-cooperative game
extensive-form games |
0.2 | 2 | 2011 | Accelerating Best Response Calculation in Large Extensive Games · IJCAI 2011 Strategy evaluation in extensive games with importance sampling · ICML 2008 |
Algorithmic game theory and mechanism design
game decomposition |
0.2 | 1 | 2014 | Solving Imperfect Information Games Using Decomposition · AAAI 2014 |
Algorithmic game theory and mechanism design
game solving |
0.2 | 1 | 2014 | Solving Imperfect Information Games Using Decomposition · AAAI 2014 |
Algorithmic game theory and mechanism design
imperfect information games |
0.2 | 1 | 2014 | Solving Imperfect Information Games Using Decomposition · AAAI 2014 |
Algorithmic game theory and mechanism design › equilibrium computation
subgame solving |
0.2 | 1 | 2014 | Solving Imperfect Information Games Using Decomposition · AAAI 2014 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
best response computation |
0.1 | 1 | 2011 | Accelerating Best Response Calculation in Large Extensive Games · IJCAI 2011 |
Machine learning › Probabilistic and Bayesian machine learning › monte carlo methods
importance sampling |
0.1 | 1 | 2008 | Strategy evaluation in extensive games with importance sampling · ICML 2008 |
Machine learning › Reinforcement learning
policy evaluation |
0.1 | 1 | 2008 | Strategy evaluation in extensive games with importance sampling · ICML 2008 |
Machine learning › Reinforcement learning › regret minimization
counterfactual regret minimization |
0.1 | 1 | 2007 | Regret Minimization in Games with Incomplete Information · NIPS 2007 |
Machine learning › Reinforcement learning › multi-agent reinforcement learning
opponent modeling |
0.1 | 1 | 2007 | Computing Robust Counter-Strategies · NIPS 2007 |
Machine learning › Reinforcement learning
regret minimization |
0.1 | 1 | 2007 | Regret Minimization in Games with Incomplete Information · NIPS 2007 |
Methods — techniques the papers use, named apart from their topics
counterfactual regret minimization · 0.6deep reinforcement learning · 0.4state-space abstraction · 0.3exploitability minimization · 0.3parallel computation · 0.2monte carlo estimation · 0.2importance sampling · 0.2extensive-form game solving · 0.1experts algorithm · 0.1bayesian inference · 0.1self-play · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2020 | Negotiating team formation using deep reinforcement learning
Yoram Bachrach, Richard Everett 0001, Edward Hughes 0001, Angeliki Lazaridou, Joel Z. Leibo, Marc Lanctot, Michael Johanson, Wojciech Czarnecki 0001, Thore Graepel |
Artif. Intell. | 7 |
| 2015 | Solving Heads-Up Limit Texas Hold'em
Oskari Tammelin, Neil Burch, Michael Johanson, Michael H. Bowling |
IJCAI | 3 |
| 2014 | Solving Imperfect Information Games Using DecompositionabstractDecomposition, i.e. independently analyzing possible subgames, has proven to be an essential principle for effective decision-making in perfect information games. However, in imperfect information games, decomposition has proven to be problematic. To date, all proposed techniques for decomposition in imperfect information games have abandoned theoretical guarantees. This work presents the first technique for decomposing an imperfect information game into subgames that can be solved independently, while retaining optimality guarantees on the full-game solution. We can use this technique to construct theoretically justified algorithms that make better use of information available at run-time, overcome memory or disk limitations at run-time, or make a time/space trade-off to overcome memory or disk limitations while solving a game. In particular, we present an algorithm for subgame solving which guarantees performance in the whole game, in contrast to existing methods which may have unbounded error. In addition, we present an offline game solving algorithm, CFR-D, which can produce a Nash equilibrium for a game that is larger than available storage. Neil Burch, Michael Johanson, Michael H. Bowling |
AAAI | 2 |
| 2012 | Finding Optimal Abstract Strategies in Extensive-Form GamesabstractExtensive-form games are a powerful model for representing interactions between agents. Nash equilibrium strategies are a common solution concept for extensive-form games and, in two-player zero-sum games, there are efficient algorithms for calculating such strategies. In large games, this computation may require too much memory and time to be tractable. A standard approach in such cases is to apply a lossy state-space abstraction technique to produce a smaller abstract game that can be tractably solved, while hoping that the resulting abstract game equilibrium is close to an equilibrium strategy in the unabstracted game. Recent work has shown that this assumption is unreliable, and an arbitrary Nash equilibrium in the abstract game is unlikely to be even near the least suboptimal strategy that can be represented in that space. In this work, we present for the first time an algorithm which efficiently finds optimal abstract strategies --- strategies with minimal exploitability in the unabstracted game. We use this technique to find the least exploitable strategy ever reported for two-player limit Texas hold'em. Michael Johanson, Nolan Bard, Neil Burch, Michael H. Bowling |
AAAI | 1 |
| 2011 | Accelerating Best Response Calculation in Large Extensive GamesabstractOne fundamental evaluation criteria of an AI technique is its performance in the worst-case. For static strategies in extensive games, this can be computed using a best response computation. Conventionally, this requires a full game tree traversal. For very large games, such as poker, that traversal is infeasible to perform on modern hardware. In this paper, we detail a general technique for best response computations that can often avoid a full game tree traversal. Additionally, our method is specifically well-suited for parallel environments. We apply this approach to computing the worst-case performance of a number of strategies in heads-up limit Texas hold’em, which, prior to this work, was not possible. We explore these results thoroughly as they provide insight into the effects of abstraction on worst-case performance in large imperfect information games. This is a topic that has received much attention, but could not previously be examined outside of toy domains. 1 Michael Johanson, Kevin Waugh, Michael H. Bowling, Martin Zinkevich |
IJCAI | 1 |
| 2008 | Strategy evaluation in extensive games with importance samplingabstractTypically agent evaluation is done through Monte Carlo estimation. However, stochastic agent decisions and stochastic outcomes can make this approach inefficient, requiring many samples for an accurate estimate. We present a new technique that can be used to simultaneously evaluate many strategies while playing a single strategy in the context of an extensive game. This technique is based on importance sampling, but utilizes two new mechanisms for significantly reducing variance in the estimates. We demonstrate its effectiveness in the domain of poker, where stochasticity makes traditional evaluation problematic. Michael H. Bowling, Michael Johanson, Neil Burch, Duane Szafron |
ICML | 2 |
| 2007 | Computing Robust Counter-StrategiesabstractAdaptation to other initially unknown agents often requires computing an effective counter-strategy. In the Bayesian paradigm, one must find a good counter-strategy to the inferred posterior of the other agents' behavior. In the experts paradigm, one may want to choose experts that are good counter-strategies to the other agents' expected behavior. In this paper we introduce a technique for computing robust counter-strategies for adaptation in multiagent scenarios under a variety of paradigms. The strategies can take advantage of a suspected tendency in the decisions of the other agents, while bounding the worst-case performance when the tendency is not observed. The technique involves solving a modified game, and therefore can make use of recently developed algorithms for solving very large extensive games. We demonstrate the effectiveness of the technique in two-player Texas Hold'em. We show that the computed poker strategies are substantially more robust than best response counter-strategies, while still exploiting a suspected tendency. We also compose the generated strategies in an experts algorithm showing a dramatic improvement in performance over using simple best responses. Michael Johanson, Martin Zinkevich, Michael H. Bowling |
NIPS | 1 |
| 2007 | Regret Minimization in Games with Incomplete InformationabstractExtensive games are a powerful model of multiagent decision-making scenarios with incomplete information. Finding a Nash equilibrium for very large instances of these games has received a great deal of recent attention. In this paper, we describe a new technique for solving large games based on regret minimization. In particular, we introduce the notion of counterfactual regret, which exploits the degree of incomplete information in an extensive game. We show how minimizing counterfactual regret minimizes overall regret, and therefore in self-play can be used to compute a Nash equilibrium. We demonstrate this technique in the domain of poker, showing we can solve abstractions of limit Texas Hold’em with as many as 1012 states, two orders of magnitude larger than previous methods. Martin Zinkevich, Michael Johanson, Michael H. Bowling, Carmelo Piccione |
NIPS | 2 |
| 2005 | Solving 7x7 Hex with domination, fill-in, and virtual connections
Ryan B. Hayward, Yngvi Björnsson, Michael Johanson, Morgan Kan, Nathan Po, Jack van Rijswijck |
Theor. Comput. Sci. | 3 |