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Julien Perolat

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.

14 papers
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14

TMLR Journal 2023 Journal Article

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

  • Marc Lanctot
  • John Schultz
  • Neil Burch
  • Max Olan Smith
  • Daniel Hennes
  • Thomas Anthony
  • Julien Perolat

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. In sequential decision-making, agent evaluation has largely been restricted to few interactions against experts, with the aim to reach some desired level of performance (e.g. beating a human professional player). We propose a benchmark for multiagent learning based on repeated play of the simple game Rock, Paper, Scissors along with a population of forty-three tournament entries, some of which are intentionally sub-optimal. We describe metrics to measure the quality of agents based both on average returns and exploitability. We then show that several RL, online learning, and language model approaches can learn good counter-strategies and generalize well, but ultimately lose to the top-performing bots, creating an opportunity for research in multiagent learning.

AAMAS Conference 2022 Conference Paper

Learning Equilibria in Mean-Field Games: Introducing Mean-Field PSRO

  • Paul Muller
  • Mark Rowland
  • Romuald Elie
  • Georgios Piliouras
  • Julien Perolat
  • Mathieu Lauriere
  • Raphael Marinier
  • Olivier Pietquin

Recent advances in multiagent learning have seen the introduction of a family of algorithms that revolve around the populationbased training method PSRO, showing convergence to Nash, correlated and coarse correlated equilibria. Notably, when the number of agents increases, learning best-responses becomes exponentially more difficult, and as such hampers PSRO training methods. The field of mean-field games provides an asymptotic solution to this problem when the considered games are anonymoussymmetric. Unfortunately, the mean-field approximation introduces non-linearities which prevent a straightforward adaptation of PSRO. Building upon optimization and adversarial regret minimization, this paper sidesteps this issue and introduces mean-field PSRO, an adaptation of PSRO which learns Nash, coarse correlated and correlated equilibria in mean-field games. The key is to replace the exact distribution computation step by newly-defined mean-field no-adversarial-regret learners, or by black-box optimization. We compare the asymptotic complexity of the approach to standard PSRO, greatly improve empirical bandit convergence speed by compressing temporal mixture weights, and ensure it is theoretically robust to payoff noise. Finally, we illustrate the speed and accuracy of mean-field PSRO on several mean-field games, demonstrating convergence to strong and weak equilibria.

EWRL Workshop 2022 Workshop Paper

Scalable Deep Reinforcement Learning Algorithms for Mean Field Games

  • Mathieu Lauriere
  • Sarah Perrin
  • Sertan Girgin
  • Paul Muller
  • Ayush Jain
  • Théophile Cabannes
  • Georgios Piliouras
  • Julien Perolat

Mean Field Games (MFGs) have been introduced to efficiently approximate games with very large populations of strategic agents. Recently, the question of learning equilibria in MFGs has gained momentum, particularly using model-free reinforcement learning (RL) methods. One limiting factor to further scale up using RL is that existing algorithms to solve MFGs require the mixing of approximated quantities such as strategies or q-values. This is non-trivial in the case of non-linear function approximation that enjoy good generalization properties, e.g. neural networks. We propose two methods to address this shortcoming. The first one learns a mixed strategy from distillation of historical data into a neural network and is applied to the Fictitious Play algorithm. The second one is an online mixing method based on regularization that does not require memorizing historical data or previous estimates. It is used to extend Online Mirror Descent. We demonstrate numerically that these methods efficiently enable the use of Deep RL algorithms to solve various MFGs. In addition, we show that these methods outperform SotA baselines from the literature.

AAMAS Conference 2022 Conference Paper

Solving N-Player Dynamic Routing Games with Congestion: A Mean-Field Approach

  • Theophile Cabannes
  • Mathieu Laurière
  • Julien Perolat
  • Raphael Marinier
  • Sertan Girgin
  • Sarah Perrin
  • Olivier Pietquin
  • Alexandre M. Bayen

The recent emergence of navigational tools has changed traffic patterns and has now enabled new types of congestion-aware routing control like dynamic road pricing. Using the fundamental diagram of traffic flows – applied in macroscopic and mesoscopic traffic modeling – the article introduces a new 𝑁-player dynamic routing game with explicit congestion dynamics. The model is well-posed and can reproduce heterogeneous departure times and congestion spill back phenomena. However, as Nash equilibrium computations are PPAD-complete, solving the game becomes intractable for large but realistic numbers of vehicles 𝑁. Therefore, the corresponding mean field game is also introduced. Experiments were performed on several classical benchmark networks of the traffic community: the Pigou, Braess, and Sioux Falls networks with heterogeneous origin, destination and departure time tuples. The Pigou and the Braess examples reveal that the mean field approximation is generally very accurate and computationally efficient as soon as the number of vehicles exceeds a few dozen. On the Sioux Falls network (76 links, 100 time steps), this approach enables learning traffic dynamics with more than 14, 000 vehicles.

JAIR Journal 2021 Journal Article

Evaluating Strategic Structures in Multi-Agent Inverse Reinforcement Learning

  • Justin Fu
  • Andrea Tacchetti
  • Julien Perolat
  • Yoram Bachrach

A core question in multi-agent systems is understanding the motivations for an agent's actions based on their behavior. Inverse reinforcement learning provides a framework for extracting utility functions from observed agent behavior, casting the problem as finding domain parameters which induce such a behavior from rational decision makers. We show how to efficiently and scalably extend inverse reinforcement learning to multi-agent settings, by reducing the multi-agent problem to N single-agent problems while still satisfying rationality conditions such as strong rationality. However, we observe that rewards learned naively tend to lack insightful structure, which causes them to produce undesirable behavior when optimized in games with different players from those encountered during training. We further investigate conditions under which rewards or utility functions can be precisely identified, on problem domains such as normal-form and Markov games, as well as auctions, where we show we can learn reward functions that properly generalize to new settings.

NeurIPS Conference 2020 Conference Paper

Fictitious Play for Mean Field Games: Continuous Time Analysis and Applications

  • Sarah Perrin
  • Julien Perolat
  • Mathieu Lauriere
  • Matthieu Geist
  • Romuald Elie
  • Olivier Pietquin

In this paper, we deepen the analysis of continuous time Fictitious Play learning algorithm to the consideration of various finite state Mean Field Game settings (finite horizon, $\gamma$-discounted), allowing in particular for the introduction of an additional common noise. We first present a theoretical convergence analysis of the continuous time Fictitious Play process and prove that the induced exploitability decreases at a rate $O(\frac{1}{t})$. Such analysis emphasizes the use of exploitability as a relevant metric for evaluating the convergence towards a Nash equilibrium in the context of Mean Field Games. These theoretical contributions are supported by numerical experiments provided in either model-based or model-free settings. We provide hereby for the first time converging learning dynamics for Mean Field Games in the presence of common noise.

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.

JAAMAS Journal 2019 Journal Article

Bounds and dynamics for empirical game theoretic analysis

  • Karl Tuyls
  • Julien Perolat
  • Thore Graepel

Abstract This paper provides several theoretical results for empirical game theory. Specifically, we introduce bounds for empirical game theoretical analysis of complex multi-agent interactions. In doing so we provide insights in the empirical meta game showing that a Nash equilibrium of the estimated meta-game is an approximate Nash equilibrium of the true underlying meta-game. We investigate and show how many data samples are required to obtain a close enough approximation of the underlying game. Additionally, we extend the evolutionary dynamics analysis of meta-games using heuristic payoff tables (HPTs) to asymmetric games. The state-of-the-art has only considered evolutionary dynamics of symmetric HPTs in which agents have access to the same strategy sets and the payoff structure is symmetric, implying that agents are interchangeable. Finally, we carry out an empirical illustration of the generalised method in several domains, illustrating the theory and evolutionary dynamics of several versions of the AlphaGo algorithm (symmetric), the dynamics of the Colonel Blotto game played by human players on Facebook (symmetric), the dynamics of several teams of players in the capture the flag game (symmetric), and an example of a meta-game in Leduc Poker (asymmetric), generated by the policy-space response oracle multi-agent learning algorithm.

AAMAS Conference 2019 Conference Paper

Malthusian Reinforcement Learning

  • Joel Z. Leibo
  • Julien Perolat
  • Edward Hughes
  • Steven Wheelwright
  • Adam H. Marblestone
  • Edgar Duéñez-Guzmán
  • Peter Sunehag
  • Iain Dunning

Here we explore a new algorithmic framework for multi-agent reinforcement learning, called Malthusian reinforcement learning, which extends self-play to include fitness-linked population size dynamics that drive ongoing innovation. In Malthusian RL, increases in a subpopulation’s average return drive subsequent increases in its size, just as Thomas Malthus argued in 1798 was the relationship between preindustrial income levels and population growth [24]. Malthusian reinforcement learning harnesses the competitive pressures arising from growing and shrinking population size to drive agents to explore regions of state and policy spaces that they could not otherwise reach. Furthermore, in environments where there are potential gains from specialization and division of labor, we show that Malthusian reinforcement learning is better positioned to take advantage of such synergies than algorithms based on self-play.

NeurIPS Conference 2019 Conference Paper

Multiagent Evaluation under Incomplete Information

  • Mark Rowland
  • Shayegan Omidshafiei
  • Karl Tuyls
  • Julien Perolat
  • Michal Valko
  • Georgios Piliouras
  • Remi Munos

This paper investigates the evaluation of learned multiagent strategies in the incomplete information setting, which plays a critical role in ranking and training of agents. Traditionally, researchers have relied on Elo ratings for this purpose, with recent works also using methods based on Nash equilibria. Unfortunately, Elo is unable to handle intransitive agent interactions, and other techniques are restricted to zero-sum, two-player settings or are limited by the fact that the Nash equilibrium is intractable to compute. Recently, a ranking method called $\alpha$-Rank, relying on a new graph-based game-theoretic solution concept, was shown to tractably apply to general games. However, evaluations based on Elo or $\alpha$-Rank typically assume noise-free game outcomes, despite the data often being collected from noisy simulations, making this assumption unrealistic in practice. This paper investigates multiagent evaluation in the incomplete information regime, involving general-sum many-player games with noisy outcomes. We derive sample complexity guarantees required to confidently rank agents in this setting. We propose adaptive algorithms for accurate ranking, provide correctness and sample complexity guarantees, then introduce a means of connecting uncertainties in noisy match outcomes to uncertainties in rankings. We evaluate the performance of these approaches in several domains, including Bernoulli games, a soccer meta-game, and Kuhn poker.

AAMAS Conference 2018 Conference Paper

A Generalised Method for Empirical Game Theoretic Analysis

  • Karl Tuyls
  • Julien Perolat
  • Marc Lanctot
  • Joel Z. Leibo
  • Thore Graepel

This paper provides theoretical bounds for empirical game theoretical analysis of complex multi-agent interactions. We provide insights in the empirical meta game showing that a Nash equilibrium of the meta-game is an approximate Nash equilibrium of the true underlying game. We investigate and show how many data samples are required to obtain a close enough approximation of the underlying game. Additionally, we extend the meta-game analysis methodology to asymmetric games. The state-of-the-art has only considered empirical games in which agents have access to the same strategy sets and the payoff structure is symmetric, implying that agents are interchangeable. Finally, we carry out an empirical illustration of the generalised method in several domains, illustrating the theory and evolutionary dynamics of several versions of the AlphaGo algorithm (symmetric), the dynamics of the Colonel Blotto game played by human players on Facebook (symmetric), and an example of a meta-game in Leduc Poker (asymmetric), generated by the PSRO multi-agent learning algorithm.

NeurIPS Conference 2018 Conference Paper

Actor-Critic Policy Optimization in Partially Observable Multiagent Environments

  • Sriram Srinivasan
  • Marc Lanctot
  • Vinicius Zambaldi
  • Julien Perolat
  • Karl Tuyls
  • Remi Munos
  • Michael Bowling

Optimization of parameterized policies for reinforcement learning (RL) is an important and challenging problem in artificial intelligence. Among the most common approaches are algorithms based on gradient ascent of a score function representing discounted return. In this paper, we examine the role of these policy gradient and actor-critic algorithms in partially-observable multiagent environments. We show several candidate policy update rules and relate them to a foundation of regret minimization and multiagent learning techniques for the one-shot and tabular cases, leading to previously unknown convergence guarantees. We apply our method to model-free multiagent reinforcement learning in adversarial sequential decision problems (zero-sum imperfect information games), using RL-style function approximation. We evaluate on commonly used benchmark Poker domains, showing performance against fixed policies and empirical convergence to approximate Nash equilibria in self-play with rates similar to or better than a baseline model-free algorithm for zero-sum games, without any domain-specific state space reductions.

NeurIPS Conference 2018 Conference Paper

Re-evaluating evaluation

  • David Balduzzi
  • Karl Tuyls
  • Julien Perolat
  • Thore Graepel

Progress in machine learning is measured by careful evaluation on problems of outstanding common interest. However, the proliferation of benchmark suites and environments, adversarial attacks, and other complications has diluted the basic evaluation model by overwhelming researchers with choices. Deliberate or accidental cherry picking is increasingly likely, and designing well-balanced evaluation suites requires increasing effort. In this paper we take a step back and propose Nash averaging. The approach builds on a detailed analysis of the algebraic structure of evaluation in two basic scenarios: agent-vs-agent and agent-vs-task. The key strength of Nash averaging is that it automatically adapts to redundancies in evaluation data, so that results are not biased by the incorporation of easy tasks or weak agents. Nash averaging thus encourages maximally inclusive evaluation -- since there is no harm (computational cost aside) from including all available tasks and agents.

NeurIPS Conference 2017 Conference Paper

A Unified Game-Theoretic Approach to Multiagent Reinforcement Learning

  • Marc Lanctot
  • Vinicius Zambaldi
  • Audrunas Gruslys
  • Angeliki Lazaridou
  • Karl Tuyls
  • Julien Perolat
  • David Silver
  • Thore Graepel

There has been a resurgence of interest in multiagent reinforcement learning (MARL), due partly to the recent success of deep neural networks. The simplest form of MARL is independent reinforcement learning (InRL), where each agent treats all of its experience as part of its (non stationary) environment. In this paper, we first observe that policies learned using InRL can overfit to the other agents' policies during training, failing to sufficiently generalize during execution. We introduce a new metric, joint-policy correlation, to quantify this effect. We describe a meta-algorithm for general MARL, based on approximate best responses to mixtures of policies generated using deep reinforcement learning, and empirical game theoretic analysis to compute meta-strategies for policy selection. The meta-algorithm generalizes previous algorithms such as InRL, iterated best response, double oracle, and fictitious play. Then, we propose a scalable implementation which reduces the memory requirement using decoupled meta-solvers. Finally, we demonstrate the generality of the resulting policies in three partially observable settings: gridworld coordination problems, emergent language games, and poker.

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