Demo Data from SIGIR 2026 / reviewers in the wild / expert
David S. Leslie
dblp:93/1391
· DBLP profile ↗
20ranked-venue papers
1as first author
6since 2021 · last 2024
0000-0001-5253-7676ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 14 · 3 since 2021Databases, data management, data science and information retrieval · 3 · 2 since 2021Applied, interdisciplinary, general and emerging computing · 3Security and privacy · 1 · 1 first-authorHuman-computer interaction and ubiquitous computing · 1 · 1 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
5 papers |
Reinforcement learning · 44% Optimization for machine learning · 38% Probabilistic and Bayesian machine learning · 9% | |
| Theoretical computer science
3 papers |
Algorithmic game theory and mechanism design · 91% Approximation and online algorithms · 9% | |
| Databases, data mining, and information retrieval
1 paper |
Information retrieval · 100% | |
| Computer architecture, parallel and distributed computing, and storage systems
1 paper |
Performance modeling and evaluation · 100% |
Topics — the 21 heaviest of 23, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Optimization for machine learning › model-based optimization
bayesian optimization |
0.9 | 2 | 2021 | GIBBON: General-purpose Information-Based Bayesian Optimisation · J. Mach. Learn. Res. 2021 BOSS: Bayesian Optimization over String Spaces · NeurIPS 2020 |
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
nash equilibrium |
0.8 | 2 | 2021 | Decentralized Q-learning in Zero-sum Markov Games · NeurIPS 2021 Bandit Learning in Concave N-Person Games · NeurIPS 2018 |
Machine learning › Reinforcement learning
bandit |
0.7 | 1 | 2023 | Learning to Rank under Multinomial Logit Choice · J. Mach. Learn. Res. 2023 |
Machine learning › Reinforcement learning › bandit
upper confidence bound |
0.7 | 1 | 2023 | Learning to Rank under Multinomial Logit Choice · J. Mach. Learn. Res. 2023 |
Information retrieval › ranking
learning to rank |
0.7 | 1 | 2023 | Learning to Rank under Multinomial Logit Choice · J. Mach. Learn. Res. 2023 |
Machine learning › Optimization for machine learning › model-based optimization › bayesian optimization
acquisition function |
0.5 | 1 | 2021 | GIBBON: General-purpose Information-Based Bayesian Optimisation · J. Mach. Learn. Res. 2021 |
Machine learning › Optimization for machine learning › model-based optimization › bayesian optimization
information-theoretic acquisition function |
0.5 | 1 | 2021 | GIBBON: General-purpose Information-Based Bayesian Optimisation · J. Mach. Learn. Res. 2021 |
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
0.5 | 1 | 2021 | Decentralized Q-learning in Zero-sum Markov Games · NeurIPS 2021 |
Algorithmic game theory and mechanism design
stochastic games |
0.5 | 1 | 2021 | Decentralized Q-learning in Zero-sum Markov Games · NeurIPS 2021 |
Algorithmic game theory and mechanism design › stochastic games
zero-sum markov games |
0.5 | 1 | 2021 | Decentralized Q-learning in Zero-sum Markov Games · NeurIPS 2021 |
Machine learning › Probabilistic and Bayesian machine learning › stochastic processes
gaussian process |
0.4 | 1 | 2020 | BOSS: Bayesian Optimization over String Spaces · NeurIPS 2020 |
Machine learning › Kernel, tree and ensemble methods › kernel methods › structured kernel
string kernel |
0.4 | 1 | 2020 | BOSS: Bayesian Optimization over String Spaces · NeurIPS 2020 |
Algorithmic game theory and mechanism design › multi-armed bandit
continuum-armed bandit |
0.4 | 1 | 2019 | Adaptive Sensor Placement for Continuous Spaces · ICML 2019 |
Algorithmic game theory and mechanism design
multi-armed bandit |
0.4 | 1 | 2019 | Adaptive Sensor Placement for Continuous Spaces · ICML 2019 |
Approximation and online algorithms › online learning
bandit feedback |
0.3 | 1 | 2018 | Bandit Learning in Concave N-Person Games · NeurIPS 2018 |
Algorithmic game theory and mechanism design
learning in games |
0.3 | 1 | 2018 | Bandit Learning in Concave N-Person Games · NeurIPS 2018 |
Algorithmic game theory and mechanism design
regret minimization |
0.3 | 1 | 2018 | Bandit Learning in Concave N-Person Games · NeurIPS 2018 |
Machine learning › Reinforcement learning › bandit
contextual bandit |
0.1 | 1 | 2012 | Optimistic Bayesian Sampling in Contextual-Bandit Problems · J. Mach. Learn. Res. 2012 |
Machine learning › Reinforcement learning
exploration |
0.1 | 1 | 2012 | Optimistic Bayesian Sampling in Contextual-Bandit Problems · J. Mach. Learn. Res. 2012 |
Machine learning › Reinforcement learning
thompson sampling |
0.1 | 1 | 2012 | Optimistic Bayesian Sampling in Contextual-Bandit Problems · J. Mach. Learn. Res. 2012 |
Internet of things and sensor networks
sensor placement |
0.1 | 1 | 2019 | Adaptive Sensor Placement for Continuous Spaces · ICML 2019 |
Methods — techniques the papers use, named apart from their topics
regret analysis · 1.3multinomial logit · 1.3UCB · 1.3two-timescale learning dynamics · 1.0q-learning · 1.0thompson sampling · 0.8nonparametric inference · 0.8bayesian histograms · 0.8genetic algorithm · 0.4context-free grammar · 0.4acquisition function maximization · 0.4bandit algorithm · 0.4mirror descent · 0.3posterior sampling · 0.1optimistic bayesian sampling · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | A Two-Timescale Learning Automata Solution to the Nonlinear Stochastic Proportional Polling ProblemabstractIn this article, we introduce a novel learning automata (LA) solution to the nonlinear stochastic proportional polling (NSPP) problem. The only available solution to this problem in the literature is that given by Nicopolitidis et al. (2003), Obaidat et al. (2002), and Papadimitriou et al. (2002). It was shown to solve a large set of the adaptive resource allocation problems under noisy environments (Nicopolitidis et al., 2003; Obaidat et al., 2002; Papadimitriou and Pomportsis, 2000 and 1999; Nicopolitidis et al., 2004; Obaidat et al., 2001; and Papadimitriou and Pomportsis, 2000). We make a threefold contribution. First, we take a two-timescale approach to the field of LA by estimating the reward probabilities on a faster timescale than the timescale for updating the polling probabilities. Second, by making a not-obvious choice of the objective function, we show that the NSPP problem is indeed an instantiation of the stochastic nonlinear fractional equality knapsack (NFEK) problem, which is a substantial resource allocation problem based on the incomplete and noisy information (Granmo and Oommen, 2010). Third, in contrast to the legacy approach taken by Papadimitriou and Maritsas (1992 and 1996), we show through the extensive experimental results that our solution is remarkably robust to the choice of tuning parameters and that it outperforms the state of the art solution in terms of the Bayesian expected loss. Anis Yazidi, Hugo Hammer, David S. Leslie |
IEEE Trans. Syst. Man Cybern. Syst. | 3 |
| 2023 | Learning to Rank under Multinomial Logit ChoiceabstractLearning the optimal ordering of content is an important challenge in website design. The learning to rank (LTR) framework models this problem as a sequential problem of selecting lists of content and observing where users decide to click. Most previous work on LTR assumes that the user considers each item in the list in isolation, and makes binary choices to click or not on each. We introduce a multinomial logit (MNL) choice model to the LTR framework, which captures the behaviour of users who consider the ordered list of items as a whole and make a single choice among all the items and a no-click option. Under the MNL model, the user favours items which are either inherently more attractive, or placed in a preferable position within the list. We propose upper confidence bound (UCB) algorithms to minimise regret in two settings - where the position dependent parameters are known, and unknown. We present theoretical analysis leading to an $\Omega(\sqrt{JT})$ lower bound for the problem, an $\tilde{O}(\sqrt{JT})$ upper bound on regret of the UCB algorithm in the known-parameter setting, and an $\tilde{O}(K^2\sqrt{JT})$ upper bound on regret, the first, in the more challenging unknown-position-parameter setting. Our analyses are based on tight new concentration results for Geometric random variables, and novel functional inequalities for maximum likelihood estimators computed on discrete data James A. Grant, David S. Leslie |
J. Mach. Learn. Res. | 2 |
| 2022 | Dynamic slate recommendation with gated recurrent units and Thompson samplingabstractAbstract We consider the problem of recommending relevant content to users of an internet platform in the form of lists of items, called slates. We introduce a variational Bayesian Recurrent Neural Net recommender system that acts on time series of interactions between the internet platform and the user, and which scales to real world industrial situations. The recommender system is tested both online on real users, and on an offline dataset collected from a Norwegian web-based marketplace, FINN.no, that is made public for research. This is one of the first publicly available datasets which includes all the slates that are presented to users as well as which items (if any) in the slates were clicked on. Such a data set allows us to move beyond the common assumption that implicitly assumes that users are considering all possible items at each interaction. Instead we build our likelihood using the items that are actually in the slate, and evaluate the strengths and weaknesses of both approaches theoretically and in experiments. We also introduce a hierarchical prior for the item parameters based on group memberships. Both item parameters and user preferences are learned probabilistically. Furthermore, we combine our model with bandit strategies to ensure learning, and introduce ‘in-slate Thompson sampling’ which makes use of the slates to maximise explorative opportunities. We show experimentally that explorative recommender strategies perform on par or above their greedy counterparts. Even without making use of exploration to learn more effectively, click rates increase simply because of improved diversity in the recommended slates. Simen Eide, David S. Leslie, Arnoldo Frigessi |
Data Min. Knowl. Discov. | 2 |
| 2021 | Decentralized Q-learning in Zero-sum Markov GamesabstractWe study multi-agent reinforcement learning (MARL) in infinite-horizon discounted zero-sum Markov games. We focus on the practical but challenging setting of decentralized MARL, where agents make decisions without coordination by a centralized controller, but only based on their own payoffs and local actions executed. The agents need not observe the opponent's actions or payoffs, possibly being even oblivious to the presence of the opponent, nor be aware of the zero-sum structure of the underlying game, a setting also referred to as radically uncoupled in the literature of learning in games. In this paper, we develop a radically uncoupled Q-learning dynamics that is both rational and convergent: the learning dynamics converges to the best response to the opponent's strategy when the opponent follows an asymptotically stationary strategy; when both agents adopt the learning dynamics, they converge to the Nash equilibrium of the game. The key challenge in this decentralized setting is the non-stationarity of the environment from an agent's perspective, since both her own payoffs and the system evolution depend on the actions of other agents, and each agent adapts her policies simultaneously and independently. To address this issue, we develop a two-timescale learning dynamics where each agent updates her local Q-function and value function estimates concurrently, with the latter happening at a slower timescale. Muhammed O. Sayin, Kaiqing Zhang, David S. Leslie, Tamer Basar, Asuman E. Ozdaglar |
NeurIPS | 3 |
| 2021 | FINN.no Slates Dataset: A new Sequential Dataset Logging Interactions, all Viewed Items and Click Responses/No-Click for Recommender Systems ResearchabstractWe present a novel recommender systems dataset that records the sequential interactions between users and an online marketplace. The users are sequentially presented with both recommendations and search results in the form of ranked lists of items, called slates, from the marketplace. The dataset includes the presented slates at each round, whether the user clicked on any of these items and which item the user clicked on. Although the usage of exposure data in recommender systems is growing, to our knowledge there is no open large-scale recommender systems dataset that includes the slates of items presented to the users at each interaction. As a result, most articles on recommender systems do not utilize this exposure information. Instead, the proposed models only depend on the user's click responses, and assume that the user is exposed to all the items in the item universe at each step, often called uniform candidate sampling. This is an incomplete assumption, as it takes into account items the user might not have been exposed to. This way items might be incorrectly considered as not of interest to the user. Taking into account the actually shown slates allows the models to use a more natural likelihood, based on the click probability given the exposure set of items, as is prevalent in the bandit and reinforcement learning literature. \cite{Eide2021DynamicSampling} shows that likelihoods based on uniform candidate sampling (and similar assumptions) are implicitly assuming that the platform only shows the most relevant items to the user. This causes the recommender system to implicitly reinforce feedback loops and to be biased towards previously exposed items to the user. Simen Eide, David S. Leslie, Arnoldo Frigessi, Joakim Rishaug, Helge Jenssen, Sofie Verrewaere |
RecSys | 2 |
| 2021 | GIBBON: General-purpose Information-Based Bayesian OptimisationabstractThis paper describes a general-purpose extension of max-value entropy search, a popular approach for Bayesian Optimisation (BO). A novel approximation is proposed for the information gain -- an information-theoretic quantity central to solving a range of BO problems, including noisy, multi-fidelity and batch optimisations across both continuous and highly-structured discrete spaces. Previously, these problems have been tackled separately within information-theoretic BO, each requiring a different sophisticated approximation scheme, except for batch BO, for which no computationally-lightweight information-theoretic approach has previously been proposed. GIBBON (General-purpose Information-Based Bayesian OptimisatioN) provides a single principled framework suitable for all the above, out-performing existing approaches whilst incurring substantially lower computational overheads. In addition, GIBBON does not require the problem's search space to be Euclidean and so is the first high-performance yet computationally light-weight acquisition function that supports batch BO over general highly structured input spaces like molecular search and gene design. Moreover, our principled derivation of GIBBON yields a natural interpretation of a popular batch BO heuristic based on determinantal point processes. Finally, we analyse GIBBON across a suite of synthetic benchmark tasks, a molecular search loop, and as part of a challenging batch multi-fidelity framework for problems with controllable experimental noise. Henry B. Moss, David S. Leslie, Javier González 0002, Paul Rayson |
J. Mach. Learn. Res. | 2 |
| 2020 | On Thompson Sampling for Smoother-than-Lipschitz BanditsabstractThompson Sampling is a well established approach to bandit and reinforcement learning problems. However its use in continuum armed bandit problems has received relatively little attention. We provide the first bounds on the regret of Thompson Sampling for continuum armed bandits under weak conditions on the function class containing the true function and sub-exponential observation noise. The eluder dimension is a recently proposed measure of the complexity of a function class, which has been demonstrated to be useful in bounding the Bayesian regret of Thompson Sampling for simpler bandit problems under sub-Gaussian observation noise. We derive a new bound on the eluder dimension for classes of functions with Lipschitz derivatives, and generalise previous analyses in multiple regards. James A. Grant, David S. Leslie |
AISTATS | 2 |
| 2020 | BOSS: Bayesian Optimization over String SpacesabstractThis article develops a Bayesian optimization (BO) method which acts directly over raw strings, proposing the first uses of string kernels and genetic algorithms within BO loops. Recent applications of BO over strings have been hindered by the need to map inputs into a smooth and unconstrained latent space. Learning this projection is computationally and data-intensive. Our approach instead builds a powerful Gaussian process surrogate model based on string kernels, naturally supporting variable length inputs, and performs efficient acquisition function maximization for spaces with syntactic constraints. Experiments demonstrate considerably improved optimization over existing approaches across a broad range of constraints, including the popular setting where syntax is governed by a context-free grammar. Henry B. Moss, David S. Leslie, Daniel Beck, Javier González 0002, Paul Rayson |
NeurIPS | 2 |
| 2020 | MUMBO: MUlti-task Max-Value Bayesian Optimization
Henry B. Moss, David S. Leslie, Paul Rayson |
ECML/PKDD (3) | 2 |
| 2019 | FIESTA: Fast IdEntification of State-of-The-Art models using adaptive bandit algorithmsabstractWe present FIESTA, a model selection approach that significantly reduces the computational resources required to reliably identify state-of-the-art performance from large collections of candidate models.Despite being known to produce unreliable comparisons, it is still common practice to compare model evaluations based on single choices of random seeds.We show that reliable model selection also requires evaluations based on multiple train-test splits (contrary to common practice in many shared tasks).Using bandit theory from the statistics literature, we are able to adaptively determine appropriate numbers of data splits and random seeds used to evaluate each model, focusing computational resources on the evaluation of promising models whilst avoiding wasting evaluations on models with lower performance.Furthermore, our userfriendly Python implementation produces confidence guarantees of correctly selecting the optimal model.We evaluate our algorithms by selecting between 8 target-dependent sentiment analysis methods using dramatically fewer model evaluations than current model selection approaches. Henry B. Moss, Andrew Moore 0001, David S. Leslie, Paul Rayson |
ACL (1) | 3 |
| 2019 | Adaptive Sensor Placement for Continuous SpacesabstractWe consider the problem of adaptively placing sensors along an interval to detect stochastically-generated events. We present a new formulation of the problem as a continuum-armed bandit problem with feedback in the form of partial observations of realisations of an inhomogeneous Poisson process. We design a solution method by combining Thompson sampling with nonparametric inference via increasingly granular Bayesian histograms and derive an $\tilde{O}(T^{2/3})$ bound on the Bayesian regret in $T$ rounds. This is coupled with the design of an efficent optimisation approach to select actions in polynomial time. In simulations we demonstrate our approach to have substantially lower and less variable regret than competitor algorithms. James A. Grant, Alexis Boukouvalas, Ryan-Rhys Griffiths, David S. Leslie, Sattar Vakili, Enrique Munoz de Cote |
ICML | 4 |
| 2018 | Using J-K-fold Cross Validation To Reduce Variance When Tuning NLP ModelsabstractK-fold cross validation (CV) is a popular method for estimating the true performance of machine learning models, allowing model selection and parameter tuning. However, the very process of CV requires random partitioning of the data and so our performance estimates are in fact stochastic, with variability that can be substantial for natural language processing tasks. We demonstrate that these unstable estimates cannot be relied upon for effective parameter tuning. The resulting tuned parameters are highly sensitive to how our data is partitioned, meaning that we often select sub-optimal parameter choices and have serious reproducibility issues. Instead, we propose to use the less variable J-K-fold CV, in which J independent K-fold cross validations are used to assess performance. Our main contributions are extending J-K-fold CV from performance estimation to parameter tuning and investigating how to choose J and K. We argue that variability is more important than bias for effective tuning and so advocate lower choices of K than are typically seen in the NLP literature and instead use the saved computation to increase J. To demonstrate the generality of our recommendations we investigate a wide range of case-studies: sentiment classification (both general and target-specific), part-of-speech tagging and document classification. Henry B. Moss, David S. Leslie, Paul Rayson |
COLING | 2 |
| 2018 | Bandit Learning in Concave N-Person GamesabstractThis paper examines the long-run behavior of learning with bandit feedback in non-cooperative concave games. The bandit framework accounts for extremely low-information environments where the agents may not even know they are playing a game; as such, the agents’ most sensible choice in this setting would be to employ a no-regret learning algorithm. In general, this does not mean that the players' behavior stabilizes in the long run: no-regret learning may lead to cycles, even with perfect gradient information. However, if a standard monotonicity condition is satisfied, our analysis shows that no-regret learning based on mirror descent with bandit feedback converges to Nash equilibrium with probability 1. We also derive an upper bound for the convergence rate of the process that nearly matches the best attainable rate for single-agent bandit stochastic optimization. Mario Bravo, David S. Leslie, Panayotis Mertikopoulos |
NeurIPS | 2 |
| 2017 | Why Does Higher Working Memory Capacity Help You Learn?
Kevin Lloyd, Adam Sanborn, David S. Leslie, Stephan Lewandowsky |
CogSci | 3 |
| 2017 | Multi-rate Threshold FlipThem
David S. Leslie, Chris Sherfield, Nigel P. Smart |
ESORICS (2) | 1 |
| 2014 | Learning in Unknown Reward Games: Application to Sensor NetworksabstractThis paper demonstrates a decentralized method for optimization using game-theoretic multi-agent techniques, applied to a sensor network management problem. Our first major contribution is to show how the marginal contribution utility design is used to construct an unknown-reward potential game formulation of the problem. This formulation exploits the sparse structure of sensor network problems, and allows us to apply a bound to the price of anarchy of the Nash equilibria of the induced game. Furthermore, since the game is a potential game, solutions can be found using multi-agent learning techniques. The techniques we derive use Q-learning to estimate an agent's rewards, while an action adaptation process responds to an agent's opponents’ behaviour. However, there are many different algorithmic configurations that could be used to solve these games. Thus, our second major contribution is an extensive evaluation of several action adaptation processes. Specifically, we compare six algorithms across a variety of parameter settings to ascertain the quality of the solutions they produce, their speed of convergence and their robustness to pre-specified parameter choices. Our results show that they each perform similarly across a wide range of parameters. There is, however, a significant effect from moving to a learning policy with sampling probabilities that go to zero too quickly for rewards to be accurately estimated. Archie C. Chapman, David S. Leslie, Alex Rogers, Nicholas R. Jennings |
Comput. J. | 2 |
| 2012 | Optimistic Bayesian Sampling in Contextual-Bandit Problems
Benedict C. May, Nathaniel Korda, Anthony Lee, David S. Leslie |
J. Mach. Learn. Res. | 4 |
| 2010 | Dynamic Opponent Modelling in Fictitious PlayabstractDistributed optimization can be formulated as an n-player coordination game. One of the most common learning techniques in game theory is fictitious play and its variations. However, fictitious play is founded on an implicit assumption that opponents’ strategies are stationary. In this paper we present a new variation of fictitious play in which players predict opponents’ strategy using a particle filter algorithm. This allows us to use a more realistic model of opponent strategy. We used pre-specified opponents’ strategies to examine if our algorithm can efficiently track the strategies. Furthermore, we have used these experiments to examine the impact of different values of our algorithm parameters on the results of strategy tracking. We then compared the results of the proposed algorithm with those of stochastic and geometric fictitious play in three different strategic form games: a potential game and two climbing hill games, one with two players and the other with three players. We also tested our algorithm in two different distributed optimization scenarios, a vehicle-target assignment game and a disaster management problem. Our algorithm converges to the optimum faster than both the competitor algorithms in the strategic form games and the vehicle-target assignment game. Hence by placing a greater computational demand on the individual agents, less communication is required between the agents. In the disaster management scenario we compared the results of particle filter fictitious play with the ones of Matlab's centralized algorithm bintprog and the centralized pre-planning algorithm of (Gelenbe, E. and Timotheou, S. (2008) Random neural networks with synchronized interactions. Neural Comput., 20(9), 2308–2324). In this scenario our algorithm performed better than the pre-planning algorithm in two of the three performance measures we used. Michalis Smyrnakis, David S. Leslie |
Comput. J. | 2 |
| 2010 | Posterior Weighted Reinforcement Learning with State UncertaintyabstractReinforcement learning models generally assume that a stimulus is presented that allows a learner to unambiguously identify the state of nature, and the reward received is drawn from a distribution that depends on that state. However, in any natural environment, the stimulus is noisy. When there is state uncertainty, it is no longer immediately obvious how to perform reinforcement learning, since the observed reward cannot be unambiguously allocated to a state of the environment. This letter addresses the problem of incorporating state uncertainty in reinforcement learning models. We show that simply ignoring the uncertainty and allocating the reward to the most likely state of the environment results in incorrect value estimates. Furthermore, using only the information that is available before observing the reward also results in incorrect estimates. We therefore introduce a new technique, posterior weighted reinforcement learning, in which the estimates of state probabilities are updated according to the observed rewards (e.g., if a learner observes a reward usually associated with a particular state, this state becomes more likely). We show analytically that this modified algorithm can converge to correct reward estimates and confirm this with numerical experiments. The algorithm is shown to be a variant of the expectation-maximization algorithm, allowing rigorous convergence analyses to be carried out. A possible neural implementation of the algorithm in the cortico-basal-ganglia-thalamic network is presented, and experimental predictions of our model are discussed. Tobias Larsen, David S. Leslie, Edmund J. Collins, Rafal Bogacz |
Neural Comput. | 2 |
| 2008 | On Similarities between Inference in Game Theory and Machine LearningabstractIn this paper, we elucidate the equivalence between inference in game theory and machine learning. Our aim in so doing is to establish an equivalent vocabulary between the two domains so as to facilitate developments at the intersection of both fields, and as proof of the usefulness of this approach, we use recent developments in each field to make useful improvements to the other. More specifically, we consider the analogies between smooth best responses in fictitious play and Bayesian inference methods. Initially, we use these insights to develop and demonstrate an improved algorithm for learning in games based on probabilistic moderation. That is, by integrating over the distribution of opponent strategies (a Bayesian approach within machine learning) rather than taking a simple empirical average (the approach used in standard fictitious play) we derive a novel moderated fictitious play algorithm and show that it is more likely than standard fictitious play to converge to a payoff-dominant but risk-dominated Nash equilibrium in a simple coordination game. Furthermore we consider the converse case, and show how insights from game theory can be used to derive two improved mean field variational learning algorithms. We first show that the standard update rule of mean field variational learning is analogous to a Cournot adjustment within game theory. By analogy with fictitious play, we then suggest an improved update rule, and show that this results in fictitious variational play, an improved mean field variational learning algorithm that exhibits better convergence in highly or strongly connected graphical models. Second, we use a recent advance in fictitious play, namely dynamic fictitious play, to derive a derivative action variational learning algorithm, that exhibits superior convergence properties on a canonical machine learning problem (clustering a mixture distribution). Iead Rezek, David S. Leslie, Steven Reece, Stephen J. Roberts, Alex Rogers, Rajdeep K. Dash, Nicholas R. Jennings |
J. Artif. Intell. Res. | 2 |