no code implementations • ICML 2020 • Remi Munos, Julien Perolat, Jean-Baptiste Lespiau, Mark Rowland, Bart De Vylder, Marc Lanctot, Finbarr Timbers, Daniel Hennes, Shayegan Omidshafiei, Audrunas Gruslys, Mohammad Gheshlaghi Azar, Edward Lockhart, Karl Tuyls
We introduce and analyze a class of algorithms, called Mirror Ascent against an Improved Opponent (MAIO), for computing Nash equilibria in two-player zero-sum games, both in normal form and in sequential imperfect information form.
1 code implementation • 30 Jun 2022 • Julien Perolat, Bart De Vylder, Daniel Hennes, Eugene Tarassov, Florian Strub, Vincent de Boer, Paul Muller, Jerome T. Connor, Neil Burch, Thomas Anthony, Stephen Mcaleer, Romuald Elie, Sarah H. Cen, Zhe Wang, Audrunas Gruslys, Aleksandra Malysheva, Mina Khan, Sherjil Ozair, Finbarr Timbers, Toby Pohlen, Tom Eccles, Mark Rowland, Marc Lanctot, Jean-Baptiste Lespiau, Bilal Piot, Shayegan Omidshafiei, Edward Lockhart, Laurent SIfre, Nathalie Beauguerlange, Remi Munos, David Silver, Satinder Singh, Demis Hassabis, Karl Tuyls
It has the additional complexity of requiring decision-making under imperfect information, similar to Texas hold'em poker, which has a significantly smaller game tree (on the order of $10^{164}$ nodes).
2 code implementations • 11 Jan 2021 • Samuel Sokota, Edward Lockhart, Finbarr Timbers, Elnaz Davoodi, Ryan D'Orazio, Neil Burch, Martin Schmid, Michael Bowling, Marc Lanctot
While this choice precludes CAPI from scaling to games as large as Hanabi, empirical results demonstrate that, on the games to which CAPI does scale, it is capable of discovering optimal joint policies even when other modern multi-agent reinforcement learning algorithms are unable to do so.
no code implementations • 28 Nov 2020 • Edward Lockhart, Neil Burch, Nolan Bard, Sebastian Borgeaud, Tom Eccles, Lucas Smaira, Ray Smith
We introduce a human-compatible reinforcement-learning approach to a cooperative game, making use of a third-party hand-coded human-compatible bot to generate initial training data and to perform initial evaluation.
no code implementations • 20 Apr 2020 • Finbarr Timbers, Nolan Bard, Edward Lockhart, Marc Lanctot, Martin Schmid, Neil Burch, Julian Schrittwieser, Thomas Hubert, Michael Bowling
In prior games research, agent evaluation often focused on the in-practice game outcomes.
18 code implementations • 19 Nov 2019 • Julian Schrittwieser, Ioannis Antonoglou, Thomas Hubert, Karen Simonyan, Laurent SIfre, Simon Schmitt, Arthur Guez, Edward Lockhart, Demis Hassabis, Thore Graepel, Timothy Lillicrap, David Silver
When evaluated on Go, chess and shogi, without any knowledge of the game rules, MuZero matched the superhuman performance of the AlphaZero algorithm that was supplied with the game rules.
Ranked #1 on Atari Games on Atari 2600 Boxing
15 code implementations • 26 Aug 2019 • Marc Lanctot, Edward Lockhart, Jean-Baptiste Lespiau, Vinicius Zambaldi, Satyaki Upadhyay, Julien Pérolat, Sriram Srinivasan, Finbarr Timbers, Karl Tuyls, Shayegan Omidshafiei, Daniel Hennes, Dustin Morrill, Paul Muller, Timo Ewalds, Ryan Faulkner, János Kramár, Bart De Vylder, Brennan Saeta, James Bradbury, David Ding, Sebastian Borgeaud, Matthew Lai, Julian Schrittwieser, Thomas Anthony, Edward Hughes, Ivo Danihelka, Jonah Ryan-Davis
OpenSpiel is a collection of environments and algorithms for research in general reinforcement learning and search/planning in games.
no code implementations • ICLR 2019 • Ananya Kumar, S. M. Ali Eslami, Danilo Rezende, Marta Garnelo, Fabio Viola, Edward Lockhart, Murray Shanahan
These models typically generate future frames in an autoregressive fashion, which is slow and requires the input and output frames to be consecutive.
no code implementations • ICLR 2019 • Vinicius Zambaldi, David Raposo, Adam Santoro, Victor Bapst, Yujia Li, Igor Babuschkin, Karl Tuyls, David Reichert, Timothy Lillicrap, Edward Lockhart, Murray Shanahan, Victoria Langston, Razvan Pascanu, Matthew Botvinick, Oriol Vinyals, Peter Battaglia
We introduce an approach for augmenting model-free deep reinforcement learning agents with a mechanism for relational reasoning over structured representations, which improves performance, learning efficiency, generalization, and interpretability.
no code implementations • 13 Mar 2019 • Edward Lockhart, Marc Lanctot, Julien Pérolat, Jean-Baptiste Lespiau, Dustin Morrill, Finbarr Timbers, Karl Tuyls
In this paper, we present exploitability descent, a new algorithm to compute approximate equilibria in two-player zero-sum extensive-form games with imperfect information, by direct policy optimization against worst-case opponents.
no code implementations • ICLR 2019 • Ananya Kumar, S. M. Ali Eslami, Danilo J. Rezende, Marta Garnelo, Fabio Viola, Edward Lockhart, Murray Shanahan
These models typically generate future frames in an autoregressive fashion, which is slow and requires the input and output frames to be consecutive.
7 code implementations • 5 Jun 2018 • Vinicius Zambaldi, David Raposo, Adam Santoro, Victor Bapst, Yujia Li, Igor Babuschkin, Karl Tuyls, David Reichert, Timothy Lillicrap, Edward Lockhart, Murray Shanahan, Victoria Langston, Razvan Pascanu, Matthew Botvinick, Oriol Vinyals, Peter Battaglia
We introduce an approach for deep reinforcement learning (RL) that improves upon the efficiency, generalization capacity, and interpretability of conventional approaches through structured perception and relational reasoning.
16 code implementations • ICML 2018 • Nal Kalchbrenner, Erich Elsen, Karen Simonyan, Seb Noury, Norman Casagrande, Edward Lockhart, Florian Stimberg, Aaron van den Oord, Sander Dieleman, Koray Kavukcuoglu
The small number of weights in a Sparse WaveRNN makes it possible to sample high-fidelity audio on a mobile CPU in real time.
2 code implementations • ICML 2018 • Aaron van den Oord, Yazhe Li, Igor Babuschkin, Karen Simonyan, Oriol Vinyals, Koray Kavukcuoglu, George van den Driessche, Edward Lockhart, Luis C. Cobo, Florian Stimberg, Norman Casagrande, Dominik Grewe, Seb Noury, Sander Dieleman, Erich Elsen, Nal Kalchbrenner, Heiga Zen, Alex Graves, Helen King, Tom Walters, Dan Belov, Demis Hassabis
The recently-developed WaveNet architecture is the current state of the art in realistic speech synthesis, consistently rated as more natural sounding for many different languages than any previous system.