Arrow Research search

Author name cluster

Luke Marris

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.

15 papers
2 author rows

Possible papers

15

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.

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.

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.

AAMAS Conference 2024 Conference Paper

Neural Population Learning beyond Symmetric Zero-Sum Games

  • Siqi Liu
  • Luke Marris
  • Marc Lanctot
  • Georgios Piliouras
  • Joel Z. Leibo
  • Nicolas Heess

We study computationally efficient methods for finding equilibria in n-player general-sum games, specifically ones that afford complex visuomotor skills. We show how existing methods would struggle in this setting, either computationally or in theory. We then introduce NeuPL-JPSRO, a neural population learning algorithm that benefits from transfer learning of skills and converges to a Coarse Correlated Equilibrium (CCE) of the game. We show empirical convergence in a suite of OpenSpiel games, validated rigorously by exact game solvers. We then deploy NeuPL-JPSRO to complex domains, where our approach enables adaptive coordination in a MuJoCo control domain and skill transfer in capture-the-flag. Our work shows that equilibrium convergent population learning can be implemented at scale and in generality, paving the way towards solving real-world games between heterogeneous players with mixed motives.

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.

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 2022 Conference Paper

NeuPL: Neural Population Learning

  • Siqi Liu 0002
  • Luke Marris
  • Daniel Hennes
  • Josh Merel
  • Nicolas Heess
  • Thore Graepel

Learning in strategy games (e.g. StarCraft, poker) requires the discovery of diverse policies. This is often achieved by iteratively training new policies against existing ones, growing a policy population that is robust to exploit. This iterative approach suffers from two issues in real-world games: a) under finite budget, approximate best-response operators at each iteration needs truncating, resulting in under-trained good-responses populating the population; b) repeated learning of basic skills at each iteration is wasteful and becomes intractable in the presence of increasingly strong opponents. In this work, we propose Neural Population Learning (NeuPL) as a solution to both issues. NeuPL offers convergence guarantees to a population of best-responses under mild assumptions. By representing a population of policies within a single conditional model, NeuPL enables transfer learning across policies. Empirically, we show the generality, improved performance and efficiency of NeuPL across several test domains. Most interestingly, we show that novel strategies become more accessible, not less, as the neural population expands.

ICML Conference 2022 Conference Paper

Simplex Neural Population Learning: Any-Mixture Bayes-Optimality in Symmetric Zero-sum Games

  • Siqi Liu 0002
  • Marc Lanctot
  • Luke Marris
  • Nicolas Heess

Learning to play optimally against any mixture over a diverse set of strategies is of important practical interests in competitive games. In this paper, we propose simplex-NeuPL that satisfies two desiderata simultaneously: i) learning a population of strategically diverse basis policies, represented by a single conditional network; ii) using the same network, learn best-responses to any mixture over the simplex of basis policies. We show that the resulting conditional policies incorporate prior information about their opponents effectively, enabling near optimal returns against arbitrary mixture policies in a game with tractable best-responses. We verify that such policies behave Bayes-optimally under uncertainty and offer insights in using this flexibility at test time. Finally, we offer evidence that learning best-responses to any mixture policies is an effective auxiliary task for strategic exploration, which, by itself, can lead to more performant populations.

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.

ICML Conference 2021 Conference Paper

Multi-Agent Training beyond Zero-Sum with Correlated Equilibrium Meta-Solvers

  • Luke Marris
  • Paul Muller
  • Marc Lanctot
  • Karl Tuyls
  • Thore Graepel

Two-player, constant-sum games are well studied in the literature, but there has been limited progress outside of this setting. We propose Joint Policy-Space Response Oracles (JPSRO), an algorithm for training agents in n-player, general-sum extensive form games, which provably converges to an equilibrium. We further suggest correlated equilibria (CE) as promising meta-solvers, and propose a novel solution concept Maximum Gini Correlated Equilibrium (MGCE), a principled and computationally efficient family of solutions for solving the correlated equilibrium selection problem. We conduct several experiments using CE meta-solvers for JPSRO and demonstrate convergence on n-player, general-sum games.

ICLR Conference 2020 Conference Paper

A Generalized Training Approach for Multiagent Learning

  • Paul Muller
  • Shayegan Omidshafiei
  • Mark Rowland 0001
  • Karl Tuyls
  • Julien Pérolat
  • Siqi Liu 0002
  • Daniel Hennes
  • Luke Marris

This paper investigates a population-based training regime based on game-theoretic principles called Policy-Spaced Response Oracles (PSRO). PSRO is general in the sense that it (1) encompasses well-known algorithms such as fictitious play and double oracle as special cases, and (2) in principle applies to general-sum, many-player games. Despite this, prior studies of PSRO have been focused on two-player zero-sum games, a regime where in Nash equilibria are tractably computable. In moving from two-player zero-sum games to more general settings, computation of Nash equilibria quickly becomes infeasible. Here, we extend the theoretical underpinnings of PSRO by considering an alternative solution concept, α-Rank, which is unique (thus faces no equilibrium selection issues, unlike Nash) and applies readily to general-sum, many-player settings. We establish convergence guarantees in several games classes, and identify links between Nash equilibria and α-Rank. We demonstrate the competitive performance of α-Rank-based PSRO against an exact Nash solver-based PSRO in 2-player Kuhn and Leduc Poker. We then go beyond the reach of prior PSRO applications by considering 3- to 5-player poker games, yielding instances where α-Rank achieves faster convergence than approximate Nash solvers, thus establishing it as a favorable general games solver. We also carry out an initial empirical validation in MuJoCo soccer, illustrating the feasibility of the proposed approach in another complex domain.

NeurIPS Conference 2018 Conference Paper

Assessing the Scalability of Biologically-Motivated Deep Learning Algorithms and Architectures

  • Sergey Bartunov
  • Adam Santoro
  • Blake Richards
  • Luke Marris
  • Geoffrey Hinton
  • Timothy Lillicrap

The backpropagation of error algorithm (BP) is impossible to implement in a real brain. The recent success of deep networks in machine learning and AI, however, has inspired proposals for understanding how the brain might learn across multiple layers, and hence how it might approximate BP. As of yet, none of these proposals have been rigorously evaluated on tasks where BP-guided deep learning has proved critical, or in architectures more structured than simple fully-connected networks. Here we present results on scaling up biologically motivated models of deep learning on datasets which need deep networks with appropriate architectures to achieve good performance. We present results on the MNIST, CIFAR-10, and ImageNet datasets and explore variants of target-propagation (TP) and feedback alignment (FA) algorithms, and explore performance in both fully- and locally-connected architectures. We also introduce weight-transport-free variants of difference target propagation (DTP) modified to remove backpropagation from the penultimate layer. Many of these algorithms perform well for MNIST, but for CIFAR and ImageNet we find that TP and FA variants perform significantly worse than BP, especially for networks composed of locally connected units, opening questions about whether new architectures and algorithms are required to scale these approaches. Our results and implementation details help establish baselines for biologically motivated deep learning schemes going forward.

v2026.09.13