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Ian Gemp

Possible papers associated with this exact author name in Arrow. This page groups case-insensitive exact name matches and is not a full identity disambiguation profile.

24 papers
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24

AAMAS Conference 2026 Conference Paper

Active Evaluation of General Agents: Problem Definition and Comparison of Baseline Algorithms

  • Marc Lanctot
  • Kate Larson
  • Ian Gemp
  • Michael Kaisers

As intelligent agents become more generally-capable, i. e. , able to master a wide variety of tasks, the complexity and cost of properly evaluating them rises significantly. Tasks that assess specific capabilities of the agents can be correlated and stochastic, requiring many samples for accurate comparisons, leading to added costs. In this paper, we propose a formal definition and a conceptual framework for active evaluation of agents across multiple tasks, which assesses the performance of ranking algorithms as a function of number of evaluation data samples. Rather than curating, filtering, or compressing existing data sets as a preprocessing step, we propose an online framing: on every iteration, the ranking algorithm chooses the task and agents to sample scores from. Then, evaluation algorithms report a ranking of agents on each iteration and their performance is assessed with respect to the ground truth ranking over time. Several baselines are compared under different experimental contexts, with synthetic generated data and simulated online access to real evaluation data from Atari game-playing agents. We find that the classical Elo rating system– while it suffers from well-known failure modes, in theory– is a consistently reliable choice for efficient reduction of ranking error in practice. A recently-proposed method, Soft Condorcet Optimization, shows comparable performance to Elo on synthetic data and significantly outperformsEloonrealAtariagentevaluation. Whentaskvariation from the ground truth is high, selecting tasks based on proportional representation leads to higher rate of ranking error reduction.

IJCAI Conference 2025 Conference Paper

Combining Deep Reinforcement Learning and Search with Generative Models for Game-Theoretic Opponent Modeling

  • Zun Li
  • Marc Lanctot
  • Kevin R. McKee
  • Luke Marris
  • Ian Gemp
  • Daniel Hennes
  • Paul Muller
  • Kate Larson

Opponent modeling methods typically involve two crucial steps: building a belief distribution over opponents' strategies, and exploiting this opponent model by playing a best response. However, existing approaches typically require domain-specific heurstics to come up with such a model, and algorithms for approximating best responses are hard to scale in large, imperfect information domains. In this work, we introduce a scalable and generic multiagent training regime for opponent modeling using deep game-theoretic reinforcement learning. We first propose Generative Best Respoonse (GenBR), a best response algorithm based on Monte-Carlo Tree Search (MCTS) with a learned deep generative model that samples world states during planning. This new method scales to large imperfect information domains and can be plug and play in a variety of multiagent algorithms. We use this new method under the framework of Policy Space Response Oracles (PSRO), to automate the generation of an offline opponent model via iterative game-theoretic reasoning and population-based training. We propose using solution concepts based on bargaining theory to build up an opponent mixture, which we find identifying profiles that are near the Pareto frontier. Then GenBR keeps updating an online opponent model and reacts against it during gameplay. We conduct behavioral studies where human participants negotiate with our agents in Deal-or-No-Deal, a class of bilateral bargaining games. Search with generative modeling finds stronger policies during both training time and test time, enables online Bayesian co-player prediction, and can produce agents that achieve comparable social welfare and Nash bargaining score negotiating with humans as humans trading among themselves.

ICML Conference 2025 Conference Paper

Convex Markov Games: A New Frontier for Multi-Agent Reinforcement Learning

  • Ian Gemp
  • Andreas Alexander Haupt
  • Luke Marris
  • Siqi Liu 0002
  • Georgios Piliouras

Behavioral diversity, expert imitation, fairness, safety goals and others give rise to preferences in sequential decision making domains that do not decompose additively across time. We introduce the class of convex Markov games that allow general convex preferences over occupancy measures. Despite infinite time horizon and strictly higher generality than Markov games, pure strategy Nash equilibria exist. Furthermore, equilibria can be approximated empirically by performing gradient descent on an upper bound of exploitability. Our experiments reveal novel solutions to classic repeated normal-form games, find fair solutions in a repeated asymmetric coordination game, and prioritize safe long-term behavior in a robot warehouse environment. In the prisoner’s dilemma, our algorithm leverages transient imitation to find a policy profile that deviates from observed human play only slightly, yet achieves higher per-player utility while also being three orders of magnitude less exploitable.

AAMAS Conference 2025 Conference Paper

Game of Thoughts: Iterative Reasoning in Game-Theoretic Domains with Large Language Models

  • Benjamin Kempinski
  • Ian Gemp
  • Kate Larson
  • Marc Lanctot
  • Yoram Bachrach
  • Tal Kachman

We explore the strategic reasoning capabilities of large language models (LLMs). We first show that naively allowing LLMs to select actions in games can lead to sub-optimal and easily exploitable strategies. To address this limitation we propose several algorithms that guide LLMs to iteratively refine their action choices by simulating game outcomes in self-play, akin to cognitive hierarchy models used to characterize human thought processes in strategic settings. Our empirical results in several prominent resource allocation and auction settings indicate that our approach produces stronger and less exploitable strategies. Hence, emulating human decision-making models can enable us to improve the reasoning capabilities of LLMs in multiagent interactions.

ICLR Conference 2025 Conference Paper

Re-evaluating Open-ended Evaluation of Large Language Models

  • Siqi Liu 0002
  • Ian Gemp
  • Luke Marris
  • Georgios Piliouras
  • Nicolas Heess
  • Marc Lanctot

Evaluation has traditionally focused on ranking candidates for a specific skill. Modern generalist models, such as Large Language Models (LLMs), decidedly outpace this paradigm. Open-ended evaluation systems, where candidate models are compared on user-submitted prompts, have emerged as a popular solution. Despite their many advantages, we show that the current Elo-based rating systems can be susceptible to and even reinforce biases in data, intentional or accidental, due to their sensitivity to redundancies. To address this issue, we propose evaluation as a 3-player game, and introduce novel game-theoretic solution concepts to ensure robustness to redundancy. We show that our method leads to intuitive ratings and provide insights into the competitive landscape of LLM development.

AAMAS Conference 2025 Conference Paper

Soft Condorcet Optimization for Ranking of General Agents

  • Marc Lanctot
  • Kate Larson
  • Michael Kaisers
  • Quentin Berthet
  • Ian Gemp
  • Manfred Diaz
  • Roberto-Rafael Maura-Rivero
  • Yoram Bachrach

Driving progress of AI models and agents requires comparing their performance on standardized benchmarks; for general agents, individual performances must be aggregated across a potentially wide variety of different tasks. In this paper, we describe a novel ranking scheme inspired by social choice frameworks, called Soft Condorcet Optimization (SCO), to compute the optimal ranking of agents: the one that makes the fewest mistakes in predicting the agent comparisons in the evaluation data. This optimal ranking is the maximum likelihood estimate when evaluation data (which we view as votes) are interpreted as noisy samples from a ground truth ranking, a solution to Condorcet’s original voting system criteria. SCO ratings are maximal for Condorcet winners when they exist, which we show is not necessarily true for the classical rating system Elo. We propose three optimization algorithms to compute SCO ratings and evaluate their empirical performance. When serving as an approximation to the Kemeny-Young voting method, SCO rankings are on average 0 to 0. 043 away from the optimal ranking in normalized Kendall-tau distance across 865 preference profiles from the PrefLib open ranking archive. In a simulated noisy tournament setting, SCO achieves accurate approximations to the ground truth ranking and the best among several baselines when 59% or more of the preference data is missing. Finally, SCO ranking provides the best approximation to the optimal ranking, measured on held-out test sets, in a problem containing 52, 958 human players across 31, 049 games of the classic seven-player game of Diplomacy.

ICML Conference 2025 Conference Paper

Solving Zero-Sum Convex Markov Games

  • Fivos Kalogiannis
  • Emmanouil V. Vlatakis-Gkaragkounis
  • Ian Gemp
  • Georgios Piliouras

We contribute the first provable guarantees of global convergence to Nash equilibria (NE) in two-player zero-sum convex Markov games (cMGs) by using independent policy gradient methods. Convex Markov games, recently defined by Gemp et al. (2024), extend Markov decision processes to multi-agent settings with preferences that are convex over occupancy measures, offering a broad framework for modeling generic strategic interactions. However, even the fundamental min-max case of cMGs presents significant challenges, including inherent nonconvexity, the absence of Bellman consistency, and the complexity of the infinite horizon. Our results follow a two-step approach. First, leveraging properties of hidden-convex–hidden-concave functions, we show that a simple nonconvex regularization transforms the min-max optimization problem into a nonconvex–proximal Polyak-{Ł}ojasiewicz (NC-pPL) objective. Crucially, this regularization can stabilize the iterates of independent policy gradient methods and ultimately lead them to converge to equilibria. Second, building on this reduction, we address the general constrained min-max problems under NC-pPL and two-sided pPL conditions, providing the first global convergence guarantees for stochastic nested and alternating gradient descent-ascent methods, which we believe may be of independent interest.

ICLR Conference 2024 Conference Paper

Approximating Nash Equilibria in Normal-Form Games via Stochastic Optimization

  • Ian Gemp
  • Luke Marris
  • Georgios Piliouras

We propose the first loss function for approximate Nash equilibria of normal-form games that is amenable to unbiased Monte Carlo estimation. This construction allows us to deploy standard non-convex stochastic optimization techniques for approximating Nash equilibria, resulting in novel algorithms with provable guarantees. We complement our theoretical analysis with experiments demonstrating that stochastic gradient descent can outperform previous state-of-the-art approaches.

AAMAS Conference 2024 Conference Paper

Approximating the Core via Iterative Coalition Sampling

  • Ian Gemp
  • Marc Lanctot
  • Luke Marris
  • Yiran Mao
  • Edgar Duéñez-Guzmán
  • Sarah Perrin
  • Andras Gyorgy
  • Romuald Elie

The core is a central solution concept in cooperative game theory, defined as the set of feasible allocations or payments such that no subset of agents has incentive to break away and form their own subgroup or coalition. However, it has long been known that the core (and approximations, such as the least-core) are hard to compute. This limits our ability to analyze cooperative games in general, and to fully embrace cooperative game theory contributions in domains such as explainable AI (XAI), where the core can complement the Shapley values to identify influential features or instances supporting predictions by black-box models. We propose novel iterative algorithms for computing variants of the core, which avoid the computational bottleneck of many other approaches; namely solving large linear programs. As such, they scale better to very large problems as we demonstrate across different classes of cooperative games, including weighted voting games, induced subgraph games, and marginal contribution networks. We also explore our algorithms in the context of XAI, providing further evidence of the power of the core for such applications. This work is licensed under a Creative Commons Attribution International 4. 0 License. Proc. of the 23rd International Conference on Autonomous Agents and Multiagent Systems (AAMAS 2024), N. Alechina, V. Dignum, M. Dastani, J. S. Sichman (eds.), May 6 – 10, 2024, Auckland, New Zealand. © 2024 International Foundation for Autonomous Agents and Multiagent Systems (www. ifaamas. org).

ICLR Conference 2024 Conference Paper

Generative Adversarial Equilibrium Solvers

  • Denizalp Goktas
  • David C. Parkes
  • Ian Gemp
  • Luke Marris
  • Georgios Piliouras
  • Romuald Elie
  • Guy Lever
  • Andrea Tacchetti

We introduce the use of generative adversarial learning to compute equilibria in general game-theoretic settings, specifically the generalized Nash equilibrium (GNE) in pseudo-games, and its specific instantiation as the competitive equilibrium (CE) in Arrow-Debreu competitive economies. Pseudo-games are a generalization of games in which players' actions affect not only the payoffs of other players but also their feasible action spaces. Although the computation of GNE and CE is intractable in the worst-case, i.e., PPAD-hard, in practice, many applications only require solutions with high accuracy in expectation over a distribution of problem instances. We introduce Generative Adversarial Equilibrium Solvers (GAES): a family of generative adversarial neural networks that can learn GNE and CE from only a sample of problem instances. We provide computational and sample complexity bounds for Lipschitz-smooth function approximators in a large class of concave pseudo-games, and apply the framework to finding Nash equilibria in normal-form games, CE in Arrow-Debreu competitive economies, and GNE in an environmental economic model of the Kyoto mechanism.

ICLR Conference 2024 Conference Paper

NfgTransformer: Equivariant Representation Learning for Normal-form Games

  • Siqi Liu 0002
  • Luke Marris
  • Georgios Piliouras
  • Ian Gemp
  • Nicolas Heess

Normal-form games (NFGs) are the fundamental model of *strategic interaction*. We study their representation using neural networks. We describe the inherent equivariance of NFGs --- any permutation of strategies describes an equivalent game --- as well as the challenges this poses for representation learning. We then propose the NfgTransformer architecture that leverages this equivariance, leading to state-of-the-art performance in a range of game-theoretic tasks including equilibrium-solving, deviation gain estimation and ranking, with a common approach to NFG representation. We show that the resulting model is interpretable and versatile, paving the way towards deep learning systems capable of game-theoretic reasoning when interacting with humans and with each other.

AAAI Conference 2023 Short Paper

AlphaSnake: Policy Iteration on a Nondeterministic NP-Hard Markov Decision Process (Student Abstract)

  • Kevin Du
  • Ian Gemp
  • Yi Wu
  • Yingying Wu

Reinforcement learning has been used to approach well-known NP-hard combinatorial problems in graph theory. Among these, Hamiltonian cycle problems are exceptionally difficult to analyze, even when restricted to individual instances of structurally complex graphs. In this paper, we use Monte Carlo Tree Search (MCTS), the search algorithm behind many state-of-the-art reinforcement learning algorithms such as AlphaZero, to create autonomous agents that learn to play the game of Snake, a game centered on properties of Hamiltonian cycles on grid graphs. The game of Snake can be formulated as a single-player discounted Markov Decision Process (MDP), where the agent must behave optimally in a stochastic environment. Determining the optimal policy for Snake, defined as the policy that maximizes the probability of winning -- or win rate -- with higher priority and minimizes the expected number of time steps to win with lower priority, is conjectured to be NP-hard. Performance-wise, compared to prior work in the Snake game, our algorithm is the first to achieve a win rate over 0.5 (a uniform random policy achieves a win rate < 2.57 x 10^{-15}), demonstrating the versatility of AlphaZero in tackling NP-hard problems.

NeurIPS Conference 2023 Conference Paper

Feature Likelihood Divergence: Evaluating the Generalization of Generative Models Using Samples

  • Marco Jiralerspong
  • Joey Bose
  • Ian Gemp
  • Chongli Qin
  • Yoram Bachrach
  • Gauthier Gidel

The past few years have seen impressive progress in the development of deep generative models capable of producing high-dimensional, complex, and photo-realistic data. However, current methods for evaluating such models remain incomplete: standard likelihood-based metrics do not always apply and rarely correlate with perceptual fidelity, while sample-based metrics, such as FID, are insensitive to overfitting, i. e. , inability to generalize beyond the training set. To address these limitations, we propose a new metric called the Feature Likelihood Divergence (FLD), a parametric sample-based score that uses density estimation to provide a comprehensive trichotomic evaluation accounting for novelty (i. e. , different from the training samples), fidelity, and diversity of generated samples. We empirically demonstrate the ability of FLD to identify specific overfitting problem cases, where previously proposed metrics fail. We also extensively evaluate FLD on various image datasets and model classes, demonstrating its ability to match intuitions of previous metrics like FID while offering a more comprehensive evaluation of generative models.

AAMAS Conference 2023 Conference Paper

Search-Improved Game-Theoretic Multiagent Reinforcement Learning in General and Negotiation Games

  • Zun Li
  • Marc Lanctot
  • Kevin R. McKee
  • Luke Marris
  • Ian Gemp
  • Daniel Hennes
  • Kate Larson
  • Yoram Bachrach

Multiagent reinforcement learning (MARL) has benefited significantly from population-based and game-theoretic training regimes. One approach, Policy-Space Response Oracles (PSRO), employs standard reinforcement learning to compute response policies via approximate best responses and combines them via meta-strategy selection. We augment PSRO by adding a novel search procedure with generative sampling of world states, and introduce two new meta-strategy solvers based on the Nash bargaining solution. We evaluate PSRO’s ability to compute approximate Nash equilibrium, and its performance in negotiation games: Colored Trails and Dealor-no-Deal. We conduct behavioral studies where human participants negotiate with our agents (𝑁 = 346). Search with generative modeling finds stronger policies during both training time and test time, enables online Bayesian co-player prediction, and can produce agents that achieve comparable social welfare negotiating with humans as humans trading among themselves.

ICLR Conference 2023 Conference Paper

The Symmetric Generalized Eigenvalue Problem as a Nash Equilibrium

  • Ian Gemp
  • Charlie Chen
  • Brian McWilliams

The symmetric generalized eigenvalue problem (SGEP) is a fundamental concept in numerical linear algebra. It captures the solution of many classical machine learning problems such as canonical correlation analysis, independent components analysis, partial least squares, linear discriminant analysis, principal components and others. Despite this, most general solvers are prohibitively expensive when dealing with *streaming data sets* (i.e., minibatches) and research has instead concentrated on finding efficient solutions to specific problem instances. In this work, we develop a game-theoretic formulation of the top-$k$ SGEP whose Nash equilibrium is the set of generalized eigenvectors. We also present a parallelizable algorithm with guaranteed asymptotic convergence to the Nash. Current state-of-the-art methods require $\mathcal{O}(d^2k)$ runtime complexity per iteration which is prohibitively expensive when the number of dimensions ($d$) is large. We show how to modify this parallel approach to achieve $\mathcal{O}(dk)$ runtime complexity. Empirically we demonstrate that this resulting algorithm is able to solve a variety of SGEP problem instances including a large-scale analysis of neural network activations.

AAMAS Conference 2022 Conference Paper

D3C: Reducing the Price of Anarchy in Multi-Agent Learning

  • Ian Gemp
  • Kevin R. McKee
  • Richard Everett
  • Edgar Duéñez-Guzmán
  • Yoram Bachrach
  • David Balduzzi
  • Andrea Tacchetti

In multiagent systems, the complex interaction of fixed incentives can lead agents to outcomes that are poor (inefficient) not only for the group, but also for each individual. Price of anarchy is a technical, game-theoretic definition that quantifies the inefficiency arising in these scenarios—it compares the welfare that can be achieved through perfect coordination against that achieved by self-interested agents at a Nash equilibrium. We derive a differentiable, upper bound on a price of anarchy that agents can cheaply estimate during learning. Equipped with this estimator, agents can adjust their incentives in a way that improves the efficiency incurred at a Nash equilibrium. Agents do so by learning to mix their reward (equiv. negative loss) with that of other agents by following the gradient of our derived upper bound. We refer to this approach as D3C. In the case where agent incentives are differentiable, D3C resembles the celebrated Win-Stay, Lose-Shift strategy from behavioral game theory, thereby establishing a connection between the global goal of maximum welfare and an established agent-centric learning rule. In the non-differentiable setting, as is common in multiagent reinforcement learning, we show the upper bound can be reduced via evolutionary strategies, until a compromise is reached in a distributed fashion. We demonstrate that D3C improves outcomes for each agent and the group as a whole on several social dilemmas including a traffic network exhibiting Braess’s paradox, a prisoner’s dilemma, and several multiagent domains.

ICLR Conference 2022 Conference Paper

EigenGame Unloaded: When playing games is better than optimizing

  • Ian Gemp
  • Brian McWilliams
  • Claire Vernade
  • Thore Graepel

We build on the recently proposed EigenGame that views eigendecomposition as a competitive game. EigenGame's updates are biased if computed using minibatches of data, which hinders convergence and more sophisticated parallelism in the stochastic setting. In this work, we propose an unbiased stochastic update that is asymptotically equivalent to EigenGame, enjoys greater parallelism allowing computation on datasets of larger sample sizes, and outperforms EigenGame in experiments. We present applications to finding the principal components of massive datasets and performing spectral clustering of graphs. We analyze and discuss our proposed update in the context of EigenGame and the shift in perspective from optimization to games.

AAMAS Conference 2022 Conference Paper

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

  • Ian Gemp
  • Rahul Savani
  • Marc Lanctot
  • Yoram Bachrach
  • Thomas Anthony
  • Richard Everett
  • Andrea Tacchetti
  • Tom Eccles

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 payoff tensors too big to be stored in memory. In this work, we propose an approach that iteratively improves an approximation to a Nash equilibrium through joint play. It accomplishes this by tracing a previously established homotopy that defines a continuum of equilibria for the game regularized with decaying levels of entropy. This continuum asymptotically approaches the limiting logit equilibrium, proven by McKelvey and Palfrey (1995) to be unique in almost all games, thereby partially circumventing the well-known equilibrium selection problem of many-player games. To encourage iterates to remain near this path, we efficiently minimize average deviation incentive via stochastic gradient descent, intelligently sampling entries in the payoff tensor as needed. Monte Carlo estimates of the stochastic gradient from joint play are biased due to the appearance of a nonlinear max operator in the objective, so we introduce additional innovations to the algorithm to alleviate gradient bias. The descent process can also be viewed as repeatedly constructing and reacting to a polymatrix approximation to the game. In these ways, our proposed approach, average deviation incentive descent with adaptive sampling (ADIDAS), is most similar to three classical approaches, namely homotopy-type, Lyapunov, and iterative polymatrix solvers. The lack of local convergence guarantees for biased gradient descent prevents guaranteed convergence to Nash, however, we demonstrate through extensive experiments the ability of this approach to approximate a unique Nash equilibrium in normal-form games with as many as seven players and twenty one actions (several billion outcomes) that are orders of magnitude larger than those possible with prior algorithms. Proc. of the 21st International Conference on Autonomous Agents and Multiagent Systems (AAMAS 2022), P. Faliszewski, V. Mascardi, C. Pelachaud, M. E. Taylor (eds.), May 9–13, 2022, Online. © 2022 International Foundation for Autonomous Agents and Multiagent Systems (www. ifaamas. org). All rights reserved.

NeurIPS Conference 2022 Conference Paper

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

  • Luke Marris
  • Ian Gemp
  • Thomas Anthony
  • Andrea Tacchetti
  • Siqi Liu
  • Karl Tuyls

Solution concepts such as Nash Equilibria, Correlated Equilibria, and Coarse Correlated Equilibria are useful components for many multiagent machine learning algorithms. Unfortunately, solving a normal-form game could take prohibitive or non-deterministic time to converge, and could fail. We introduce the Neural Equilibrium Solver which utilizes a special equivariant neural network architecture to approximately solve the space of all games of fixed shape, buying speed and determinism. We define a flexible equilibrium selection framework, that is capable of uniquely selecting an equilibrium that minimizes relative entropy, or maximizes welfare. The network is trained without needing to generate any supervised training data. We show remarkable zero-shot generalization to larger games. We argue that such a network is a powerful component for many possible multiagent algorithms.

IJCAI Conference 2021 Conference Paper

A Neural Network Auction For Group Decision Making Over a Continuous Space

  • Yoram Bachrach
  • Ian Gemp
  • Marta Garnelo
  • Janos Kramar
  • Tom Eccles
  • Dan Rosenbaum
  • Thore Graepel

We propose a system for conducting an auction over locations in a continuous space. It enables participants to express their preferences over possible choices of location in the space, selecting the location that maximizes the total utility of all agents. We prevent agents from tricking the system into selecting a location that improves their individual utility at the expense of others by using a pricing rule that gives agents no incentive to misreport their true preferences. The system queries participants for their utility in many random locations, then trains a neural network to approximate the preference function of each participant. The parameters of these neural network models are transmitted and processed by the auction mechanism, which composes these into differentiable models that are optimized through gradient ascent to compute the final chosen location and charged prices.

ICLR Conference 2021 Conference Paper

EigenGame: PCA as a Nash Equilibrium

  • Ian Gemp
  • Brian McWilliams
  • Claire Vernade
  • Thore Graepel

We present a novel view on principal components analysis as a competitive game in which each approximate eigenvector is controlled by a player whose goal is to maximize their own utility function. We analyze the properties of this PCA game and the behavior of its gradient based updates. The resulting algorithm---which combines elements from Oja's rule with a generalized Gram-Schmidt orthogonalization---is naturally decentralized and hence parallelizable through message passing. We demonstrate the scalability of the algorithm with experiments on large image datasets and neural network activations. We discuss how this new view of PCA as a differentiable game can lead to further algorithmic developments and insights.

NeurIPS Conference 2020 Conference Paper

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

  • Thomas Anthony
  • Tom Eccles
  • Andrea Tacchetti
  • János Kramár
  • Ian Gemp
  • Thomas Hudson
  • Nicolas Porcel
  • Marc Lanctot

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 nature of such games allows for conceptually simple and principled application of RL methods. However real-world settings are many-agent, and agent interactions are complex mixtures of common-interest and competitive aspects. We consider Diplomacy, a 7-player board game designed to accentuate dilemmas resulting from many-agent interactions. It also features a large combinatorial action space and simultaneous moves, which are challenging for RL algorithms. We propose a simple yet effective approximate best response operator, designed to handle large combinatorial action spaces and simultaneous moves. We also introduce a family of policy iteration methods that approximate fictitious play. With these methods, we successfully apply RL to Diplomacy: we show that our agents convincingly outperform the previous state-of-the-art, and game theoretic equilibrium analysis shows that the new process yields consistent improvements.

ICLR Conference 2020 Conference Paper

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

  • David Balduzzi
  • Wojciech Czarnecki 0001
  • Thomas W. Anthony 0001
  • Ian Gemp
  • Edward Hughes 0001
  • Joel Z. Leibo
  • Georgios Piliouras
  • Thore Graepel

With the success of modern machine learning, it is becoming increasingly important to understand and control how learning algorithms interact. Unfortunately, negative results from game theory show there is little hope of understanding or controlling general n-player games. We therefore introduce smooth markets (SM-games), a class of n-player games with pairwise zero sum interactions. SM-games codify a common design pattern in machine learning that includes some GANs, adversarial training, and other recent algorithms. We show that SM-games are amenable to analysis and optimization using first-order methods.

JAIR Journal 2018 Journal Article

Proximal Gradient Temporal Difference Learning: Stable Reinforcement Learning with Polynomial Sample Complexity

  • Bo Liu
  • Ian Gemp
  • Mohammad Ghavamzadeh
  • Ji Liu
  • Sridhar Mahadevan
  • Marek Petrik

In this paper, we introduce proximal gradient temporal difference learning, which provides a principled way of designing and analyzing true stochastic gradient temporal difference learning algorithms. We show how gradient TD (GTD) reinforcement learning methods can be formally derived, not by starting from their original objective functions, as previously attempted, but rather from a primal-dual saddle-point objective function. We also conduct a saddle-point error analysis to obtain finite-sample bounds on their performance. Previous analyses of this class of algorithms use stochastic approximation techniques to prove asymptotic convergence, and do not provide any finite-sample analysis. We also propose an accelerated algorithm, called GTD2-MP, that uses proximal "mirror maps" to yield an improved convergence rate. The results of our theoretical analysis imply that the GTD family of algorithms are comparable and may indeed be preferred over existing least squares TD methods for off-policy learning, due to their linear complexity. We provide experimental results showing the improved performance of our accelerated gradient TD methods.

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