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Michael Johanson

dblp:309/6061 · also Michael Bradley Johanson · DBLP profile ↗
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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

TopicWeightPapersLastEvidence papers
Knowledge, reasoning and agents › Multi-agent systems
automated negotiation
0.412020
Negotiating team formation using deep reinforcement learning · Artif. Intell. 2020
Machine learning › Reinforcement learning
deep reinforcement learning
0.412020
Negotiating team formation using deep reinforcement learning · Artif. Intell. 2020
Knowledge, reasoning and agents › Multi-agent systems
team formation
0.412020
Negotiating team formation using deep reinforcement learning · Artif. Intell. 2020
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game tree search
0.322012
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
0.322014
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
0.212015
Solving Heads-Up Limit Texas Hold'em · IJCAI 2015
Algorithmic game theory and mechanism design
equilibrium computation
0.222012
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
0.222011
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
0.212014
Solving Imperfect Information Games Using Decomposition · AAAI 2014
Algorithmic game theory and mechanism design
game solving
0.212014
Solving Imperfect Information Games Using Decomposition · AAAI 2014
Algorithmic game theory and mechanism design
imperfect information games
0.212014
Solving Imperfect Information Games Using Decomposition · AAAI 2014
Algorithmic game theory and mechanism design › equilibrium computation
subgame solving
0.212014
Solving Imperfect Information Games Using Decomposition · AAAI 2014
Machine learning › Reinforcement learning › multi-agent reinforcement learning
best response computation
0.112011
Accelerating Best Response Calculation in Large Extensive Games · IJCAI 2011
Machine learning › Probabilistic and Bayesian machine learning › monte carlo methods
importance sampling
0.112008
Strategy evaluation in extensive games with importance sampling · ICML 2008
Machine learning › Reinforcement learning
policy evaluation
0.112008
Strategy evaluation in extensive games with importance sampling · ICML 2008
Machine learning › Reinforcement learning › regret minimization
counterfactual regret minimization
0.112007
Regret Minimization in Games with Incomplete Information · NIPS 2007
Machine learning › Reinforcement learning › multi-agent reinforcement learning
opponent modeling
0.112007
Computing Robust Counter-Strategies · NIPS 2007
Machine learning › Reinforcement learning
regret minimization
0.112007
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
YearPublicationVenuePosition
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
IJCAI3
2014 Solving Imperfect Information Games Using Decomposition
abstract
Decomposition, 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
AAAI2
2012 Finding Optimal Abstract Strategies in Extensive-Form Games
abstract
Extensive-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
AAAI1
2011 Accelerating Best Response Calculation in Large Extensive Games
abstract
One 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
IJCAI1
2008 Strategy evaluation in extensive games with importance sampling
abstract
Typically 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
ICML2
2007 Computing Robust Counter-Strategies
abstract
Adaptation 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
NIPS1
2007 Regret Minimization in Games with Incomplete Information
abstract
Extensive 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
NIPS2
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