activity
20172023
most citedThinking Fast and Slow with Deep Learning and Tree Search

190 citations · 531 across the 15 of their papers we have counts for

collaborators

17 papers

cs.AI2023★ 1 cited

Evaluating Agents using Social Choice Theory

Marc Lanctot, Kate Larson, Yoram Bachrach +6

We argue that many general evaluation problems can be viewed through the lens of voting theory. Each task is interpreted as a separate voter, which requires only ordinal rankings o…

cs.MA2023★ 1 cited

Heterogeneous Social Value Orientation Leads to Meaningful Diversity in Sequential Social Dilemmas

Udari Madhushani, Kevin R. McKee, John P. Agapiou +6

In social psychology, Social Value Orientation (SVO) describes an individual's propensity to allocate resources between themself and others. In reinforcement learning, SVO has been…

cs.GT2023★ 3 cited

Population-based Evaluation in Repeated Rock-Paper-Scissors as a Benchmark for Multiagent Reinforcement Learning

Marc Lanctot, John Schultz, Neil Burch +4

Progress in fields of machine learning and adversarial planning has benefited significantly from benchmark domains, from checkers and the classic UCI data sets to Go and Diplomacy.…

cs.LG2022★ 1 cited

Turbocharging Solution Concepts: Solving NEs, CEs and CCEs with Neural Equilibrium Solvers

Luke Marris, Ian Gemp, Thomas Anthony +3

Solution concepts such as Nash Equilibria, Correlated Equilibria, and Coarse Correlated Equilibria are useful components for many multiagent machine learning algorithms. Unfortunat…

cs.MA2022

Developing, Evaluating and Scaling Learning Agents in Multi-Agent Environments

Ian Gemp, Thomas Anthony, Yoram Bachrach +24

The Game Theory & Multi-Agent team at DeepMind studies several aspects of multi-agent learning ranging from computing approximations to fundamental concepts in game theory to simul…

cs.AI2022★ 153 cited

Mastering the Game of Stratego with Model-Free Multiagent Reinforcement Learning

Julien Perolat, Bart de Vylder, Daniel Hennes +31

We introduce DeepNash, an autonomous agent capable of learning to play the imperfect information game Stratego from scratch, up to a human expert level. Stratego is one of the few…

cs.MA2021★ 3 cited

Iterative Empirical Game Solving via Single Policy Best Response

Max Olan Smith, Thomas Anthony, Michael P. Wellman

Policy-Space Response Oracles (PSRO) is a general algorithmic framework for learning policies in multiagent systems by interleaving empirical game analysis with deep reinforcement…

cs.GT2021

Sample-based Approximation of Nash in Large Many-Player Games via Gradient Descent

Ian Gemp, Rahul Savani, Marc Lanctot +6

Nash equilibrium is a central concept in game theory. Several Nash solvers exist, yet none scale to normal-form games with many actions and many players, especially those with payo…

cs.AI2020★ 15 cited

On the role of planning in model-based deep reinforcement learning

Jessica B. Hamrick, Abram L. Friesen, Feryal Behbahani +7

Model-based planning is often thought to be necessary for deep, careful reasoning and generalization in artificial agents. While recent successes of model-based reinforcement learn…

cs.MA2020

Learning to Play against Any Mixture of Opponents

Max Olan Smith, Thomas Anthony, Yongzhao Wang +1

Intuitively, experience playing against one mixture of opponents in a given domain should be relevant for a different mixture in the same domain. We propose a transfer learning met…

cs.LG2020★ 18 cited

Learning to Play No-Press Diplomacy with Best Response Policy Iteration

Thomas Anthony, Tom Eccles, Andrea Tacchetti +11

Recent advances in deep reinforcement learning (RL) have led to considerable progress in many 2-player zero-sum games, such as Go, Poker and Starcraft. The purely adversarial natur…

cs.GT2020

Learning to Resolve Alliance Dilemmas in Many-Player Zero-Sum Games

Edward Hughes, Thomas W. Anthony, Tom Eccles +3

Zero-sum games have long guided artificial intelligence research, since they possess both a rich strategy space of best-responses and a clear evaluation metric. What's more, compet…

cs.GT2020★ 16 cited

From Poincaré Recurrence to Convergence in Imperfect Information Games: Finding Equilibrium via Regularization

Julien Perolat, Remi Munos, Jean-Baptiste Lespiau +10

In this paper we investigate the Follow the Regularized Leader dynamics in sequential imperfect information games (IIG). We generalize existing results of Poincaré recurrence from…

cs.LG2020★ 7 cited

Smooth markets: A basic mechanism for organizing gradient-based learners

David Balduzzi, Wojciech M Czarnecki, Thomas W Anthony +5

With the success of modern machine learning, it is becoming increasingly important to understand and control how learning algorithms interact. Unfortunately, negative results from…

cs.LG2019★ 105 cited

OpenSpiel: A Framework for Reinforcement Learning in Games

Marc Lanctot, Edward Lockhart, Jean-Baptiste Lespiau +24

OpenSpiel is a collection of environments and algorithms for research in general reinforcement learning and search/planning in games. OpenSpiel supports n-player (single- and multi…

cs.LG2019★ 18 cited

Policy Gradient Search: Online Planning and Expert Iteration without Search Trees

Thomas Anthony, Robert Nishihara, Philipp Moritz +2

Monte Carlo Tree Search (MCTS) algorithms perform simulation-based search to improve policies online. During search, the simulation policy is adapted to explore the most promising…

cs.AI2017★ 190 cited

Thinking Fast and Slow with Deep Learning and Tree Search

Thomas Anthony, Zheng Tian, David Barber

Sequential decision making problems, such as structured prediction, robotic control, and game playing, require a combination of planning policies and generalisation of those plans.…