Demo Data from SIGIR 2026 / reviewers in the wild / expert
Kevin Waugh
dblp:96/4074
· DBLP profile ↗
12ranked-venue papers
3as first author
0since 2021 · last 2019
0009-0009-0267-3878ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 11 · 3 first-authorGraphics, computer vision, multimedia, augmented reality and games · 5 · 1 first-authorTheory of computation · 2Systems, architecture and hardware · 1Software engineering, systems software and programming languages · 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.
| Theoretical computer science
8 papers |
Algorithmic game theory and mechanism design · 87% Mathematical optimization · 13% | |
| Artificial intelligence
7 papers |
Reinforcement learning · 51% Multi-agent systems · 21% Learning theory · 16% |
Topics — the 18 heaviest of 21, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Algorithmic game theory and mechanism design › non-cooperative game
extensive-form games |
0.8 | 4 | 2017 | Theoretical and Practical Advances on Smoothing for Extensive-Form Games · EC 2017 Faster First-Order Methods for Extensive-Form Game Solving · EC 2015 Solving Games with Functional Regret Estimation · AAAI 2015 |
Algorithmic game theory and mechanism design
equilibrium computation |
0.7 | 4 | 2019 | Solving Large Extensive-Form Games with Strategy Constraints · AAAI 2019 Solving Games with Functional Regret Estimation · AAAI 2015 Monte Carlo Sampling for Regret Minimization in Extensive Games · NIPS 2009 |
Mathematical optimization › continuous optimization › convex optimization
first-order methods |
0.5 | 2 | 2017 | Theoretical and Practical Advances on Smoothing for Extensive-Form Games · EC 2017 Faster First-Order Methods for Extensive-Form Game Solving · EC 2015 |
Algorithmic game theory and mechanism design
mechanism design |
0.5 | 2 | 2017 | Theoretical and Practical Advances on Smoothing for Extensive-Form Games · EC 2017 Faster First-Order Methods for Extensive-Form Game Solving · EC 2015 |
Algorithmic game theory and mechanism design › equilibrium computation
counterfactual regret minimization |
0.5 | 2 | 2019 | Solving Large Extensive-Form Games with Strategy Constraints · AAAI 2019 Monte Carlo Sampling for Regret Minimization in Extensive Games · NIPS 2009 |
Algorithmic game theory and mechanism design › equilibrium computation
extensive-form game solving |
0.4 | 1 | 2019 | Solving Large Extensive-Form Games with Strategy Constraints · AAAI 2019 |
Machine learning › Reinforcement learning
function approximation |
0.2 | 1 | 2015 | Solving Games with Functional Regret Estimation · AAAI 2015 |
Machine learning › Learning theory
online learning |
0.2 | 1 | 2015 | Solving Games with Functional Regret Estimation · AAAI 2015 |
Machine learning › Reinforcement learning
regret minimization |
0.2 | 1 | 2015 | Solving Games with Functional Regret Estimation · AAAI 2015 |
Algorithmic game theory and mechanism design › solution concepts in games › equilibrium concepts
nash equilibrium |
0.2 | 1 | 2015 | Solving Games with Functional Regret Estimation · AAAI 2015 |
Algorithmic game theory and mechanism design › equilibrium computation
nash equilibrium computation |
0.2 | 1 | 2015 | Faster First-Order Methods for Extensive-Form Game Solving · EC 2015 |
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 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction
game tree search |
0.1 | 1 | 2011 | Accelerating Best Response Calculation in Large Extensive Games · IJCAI 2011 |
Knowledge, reasoning and agents › Multi-agent systems › game theory
extensive-form games |
0.1 | 1 | 2009 | Strategy Grafting in Extensive Games · NIPS 2009 |
Knowledge, reasoning and agents › Multi-agent systems
game solving |
0.1 | 1 | 2009 | Strategy Grafting in Extensive Games · NIPS 2009 |
Machine learning › Reinforcement learning
multi-agent reinforcement learning |
0.1 | 1 | 2009 | Monte Carlo Sampling for Regret Minimization in Extensive Games · NIPS 2009 |
Knowledge, reasoning and agents › Multi-agent systems › game solving
strategy synthesis |
0.1 | 1 | 2009 | Strategy Grafting in Extensive Games · NIPS 2009 |
Machine learning › Reinforcement learning › imitation learning
inverse reinforcement learning |
0.0 | 1 | 2011 | Computational Rationalization: The Inverse Equilibrium Problem · ICML 2011 |
Methods — techniques the papers use, named apart from their topics
mirror prox · 0.5excessive gap technique · 0.5dilated entropy function · 0.5no-regret algorithms · 0.4function approximation · 0.4linear programming · 0.4counterfactual regret minimization · 0.4scripting · 0.3parallel computation · 0.2inverse equilibrium computation · 0.2stochastic mirror-prox · 0.2strategy grafting · 0.1outcome sampling · 0.1monte carlo sampling · 0.1game abstraction · 0.1external sampling · 0.1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2019 | Solving Large Extensive-Form Games with Strategy ConstraintsabstractExtensive-form games are a common model for multiagent interactions with imperfect information. In two-player zerosum games, the typical solution concept is a Nash equilibrium over the unconstrained strategy set for each player. In many situations, however, we would like to constrain the set of possible strategies. For example, constraints are a natural way to model limited resources, risk mitigation, safety, consistency with past observations of behavior, or other secondary objectives for an agent. In small games, optimal strategies under linear constraints can be found by solving a linear program; however, state-of-the-art algorithms for solving large games cannot handle general constraints. In this work we introduce a generalized form of Counterfactual Regret Minimization that provably finds optimal strategies under any feasible set of convex constraints. We demonstrate the effectiveness of our algorithm for finding strategies that mitigate risk in security games, and for opponent modeling in poker games when given only partial observations of private information. Trevor Davis 0001, Kevin Waugh, Michael H. Bowling |
AAAI | 2 |
| 2017 | Theoretical and Practical Advances on Smoothing for Extensive-Form GamesabstractSparse iterative methods, in particular first-order methods, are known to be among the most effective in solving large-scale two-player zero-sum extensive-form games. The convergence rates of these methods depend heavily on the properties of the distance-generating function that they are based on. We investigate the acceleration of first-order methods for solving extensive-form games through better design of the dilated entropy function---a class of distance-generating functions related to the domains associated with the extensive-form games. By introducing a new weighting scheme for the dilated entropy function, we develop the first distance-generating function for the strategy spaces of sequential games that only a logarithmic dependence on the branching factor of the player. This result improves the convergence rate of several first-order methods by a factor of Ω(bdd), where b is the branching factor of the player, and d is the depth of the game tree. Christian Kroer, Kevin Waugh, Fatma Kilinç-Karzan, Tuomas Sandholm |
EC | 2 |
| 2015 | Solving Games with Functional Regret EstimationabstractWe propose a novel online learning method for minimizing regret in large extensive-form games. The approach learns a function approximator online to estimate the regret for choosing a particular action. A no-regret algorithm uses these estimates in place of the true regrets to define a sequence of policies. We prove the approach sound by providing a bound relating the quality of the function approximation and regret of the algorithm. A corollary being that the method is guaranteed to converge to a Nash equilibrium in self-play so long as the regrets are ultimately realizable by the function approximator. Our technique can be understood as a principled generalization of existing work onabstraction in large games; in our work, both the abstraction as well as the equilibrium are learned during self-play. We demonstrate empirically the method achieves higher quality strategies than state-of-the-art abstraction techniques given the same resources. Kevin Waugh, Dustin Morrill, J. Andrew Bagnell, Michael H. Bowling |
AAAI | 1 |
| 2015 | Faster First-Order Methods for Extensive-Form Game SolvingabstractWe study the problem of computing a Nash equilibrium in large-scale two-player zero-sum extensive-form games. While this problem can be solved in polynomial time, first-order or regret-based methods are usually preferred for large games. Regret-based methods have largely been favored in practice, in spite of their theoretically inferior convergence rates. In this paper we investigate the acceleration of first-order methods both theoretically and experimentally. An important component of many first-order methods is a distance-generating function. Motivated by this, we investigate a specific distance-generating function, namely the dilated entropy function, over treeplexes, which are convex polytopes that encompass the strategy spaces of perfect-recall extensive-form games. We develop significantly stronger bounds on the associated strong convexity parameter. In terms of extensive-form game solving, this improves the convergence rate of several first-order methods by a factor of O((#information sets ⋅ depth ⋅ M)/(2depth)) where M is the maximum value of the l1 norm over the treeplex encoding the strategy spaces. Experimentally, we investigate the performance of three first-order methods (the excessive gap technique, mirror prox, and stochastic mirror prox) and compare their performance to the regret-based algorithms. In order to instantiate stochastic mirror prox, we develop a class of gradient sampling schemes for game trees. Equipped with our distance-generating function and sampling scheme, we find that mirror prox and the excessive gap technique outperform the prior regret-based methods for finding medium accuracy solutions Christian Kroer, Kevin Waugh, Fatma Kilinç-Karzan, Tuomas Sandholm |
EC | 2 |
| 2012 | Space-time localization and registration on the beating heartabstractThis paper presents a framework for localizing a miniature epicardial crawling robot, HeartLander, on the beating heart using only 6-degree-of-freedom position measurements from an electromagnetic position tracker and a dynamic surface model of the heart. Using only this information, motion and observation models of the system are developed such that a particle filter can accurately estimate not only the location of the robot on the surface of the heart, but also the pose of the heart in the world coordinate frame as well as the current physiological phase of the heart. The presented framework is then demonstrated in simulation on a dynamic 3-D model of the human heart and a robot motion model which accurately mimics the behavior of the HeartLander robot. Nathan A. Wood, Kevin Waugh, Tian Yu Tommy Liu, Marco A. Zenati, Cameron N. Riviere |
IROS | 2 |
| 2011 | Computational Rationalization: The Inverse Equilibrium Problem
Kevin Waugh, Brian D. Ziebart, J. Andrew Bagnell |
ICML | 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 | 2 |
| 2009 | Monte Carlo Sampling for Regret Minimization in Extensive GamesabstractSequential decision-making with multiple agents and imperfect information is commonly modeled as an extensive game. One efficient method for computing Nash equilibria in large, zero-sum, imperfect information games is counterfactual regret minimization (CFR). In the domain of poker, CFR has proven effective, particularly when using a domain-specific augmentation involving chance outcome sampling. In this paper, we describe a general family of domain independent CFR sample-based algorithms called Monte Carlo counterfactual regret minimization (MCCFR) of which the original and poker-specific versions are special cases. We start by showing that MCCFR performs the same regret updates as CFR on expectation. Then, we introduce two sampling schemes: {\it outcome sampling} and {\it external sampling}, showing that both have bounded overall regret with high probability. Thus, they can compute an approximate equilibrium using self-play. Finally, we prove a new tighter bound on the regret for the original CFR algorithm and relate this new bound to MCCFRs bounds. We show empirically that, although the sample-based algorithms require more iterations, their lower cost per iteration can lead to dramatically faster convergence in various games. Marc Lanctot, Kevin Waugh, Martin Zinkevich, Michael H. Bowling |
NIPS | 2 |
| 2009 | Strategy Grafting in Extensive GamesabstractExtensive games are often used to model the interactions of multiple agents within an environment. Much recent work has focused on increasing the size of an extensive game that can be feasibly solved. Despite these improvements, many interesting games are still too large for such techniques. A common approach for computing strategies in these large games is to first employ an abstraction technique to reduce the original game to an abstract game that is of a manageable size. This abstract game is then solved and the resulting strategy is used in the original game. Most top programs in recent AAAI Computer Poker Competitions use this approach. The trend in this competition has been that strategies found in larger abstract games tend to beat strategies found in smaller abstract games. These larger abstract games have more expressive strategy spaces and therefore contain better strategies. In this paper we present a new method for computing strategies in large games. This method allows us to compute more expressive strategies without increasing the size of abstract games that we are required to solve. We demonstrate the power of the approach experimentally in both small and large games, while also providing a theoretical justification for the resulting improvement. Kevin Waugh, Nolan Bard, Michael H. Bowling |
NIPS | 1 |
| 2007 | A Demonstration of ScriptEase Interruptible and Resumable Behaviors for CRPGs
Maria Cutumisu, Duane Szafron, Jonathan Schaeffer 0001, Kevin Waugh, Curtis Onuczko, Jeff Siegel, Allan Schumacher |
AAAI | 4 |
| 2007 | ScriptEase: A generative/adaptive programming paradigm for game scripting
Maria Cutumisu, Curtis Onuczko, Matthew McNaughton, Thomas Roy, Jonathan Schaeffer 0001, Allan Schumacher, Jeff Siegel, Duane Szafron, Kevin Waugh, Mike Carbonaro, Harvey Duff, Stephanie Gillis |
Sci. Comput. Program. | 9 |
| 2006 | ScriptEase - Motivational Behaviors for Interactive Characters in Computer Role-Playing Games
Maria Cutumisu, Duane Szafron, Jonathan Schaeffer 0001, Kevin Waugh, Curtis Onuczko, Jeff Siegel, Allan Schumacher |
AAAI | 4 |