Yoram Bachrach

LG
h-index34
31papers
1,327citations
Novelty52%
AI Score52

31 Papers

5.1MASep 22, 2022
Developing, Evaluating and Scaling Learning Agents in Multi-Agent Environments

Ian Gemp, Thomas Anthony, Yoram Bachrach et al. · deepmind

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 simulating social dilemmas in rich spatial environments and training 3-d humanoids in difficult team coordination tasks. A signature aim of our group is to use the resources and expertise made available to us at DeepMind in deep reinforcement learning to explore multi-agent systems in complex environments and use these benchmarks to advance our understanding. Here, we summarise the recent work of our team and present a taxonomy that we feel highlights many important open challenges in multi-agent research.

25.5LGOct 16, 2023
TacticAI: an AI assistant for football tactics

Zhe Wang, Petar Veličković, Daniel Hennes et al.

Identifying key patterns of tactics implemented by rival teams, and developing effective responses, lies at the heart of modern football. However, doing so algorithmically remains an open research challenge. To address this unmet need, we propose TacticAI, an AI football tactics assistant developed and evaluated in close collaboration with domain experts from Liverpool FC. We focus on analysing corner kicks, as they offer coaches the most direct opportunities for interventions and improvements. TacticAI incorporates both a predictive and a generative component, allowing the coaches to effectively sample and explore alternative player setups for each corner kick routine and to select those with the highest predicted likelihood of success. We validate TacticAI on a number of relevant benchmark tasks: predicting receivers and shot attempts and recommending player position adjustments. The utility of TacticAI is validated by a qualitative study conducted with football domain experts at Liverpool FC. We show that TacticAI's model suggestions are not only indistinguishable from real tactics, but also favoured over existing tactics 90% of the time, and that TacticAI offers an effective corner kick retrieval system. TacticAI achieves these results despite the limited availability of gold-standard data, achieving data efficiency through geometric deep learning.

10.0AIFeb 1, 2023
Combining Deep Reinforcement Learning and Search with Generative Models for Game-Theoretic Opponent Modeling

Zun Li, Marc Lanctot, Kevin R. McKee et al.

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 \emph{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 \emph{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.

8.7LGAug 18, 2022
Neural Payoff Machines: Predicting Fair and Stable Payoff Allocations Among Team Members

Daphne Cornelisse, Thomas Rood, Mateusz Malinowski et al.

In many multi-agent settings, participants can form teams to achieve collective outcomes that may far surpass their individual capabilities. Measuring the relative contributions of agents and allocating them shares of the reward that promote long-lasting cooperation are difficult tasks. Cooperative game theory offers solution concepts identifying distribution schemes, such as the Shapley value, that fairly reflect the contribution of individuals to the performance of the team or the Core, which reduces the incentive of agents to abandon their team. Applications of such methods include identifying influential features and sharing the costs of joint ventures or team formation. Unfortunately, using these solutions requires tackling a computational barrier as they are hard to compute, even in restricted settings. In this work, we show how cooperative game-theoretic solutions can be distilled into a learned model by training neural networks to propose fair and stable payoff allocations. We show that our approach creates models that can generalize to games far from the training distribution and can predict solutions for more players than observed during training. An important application of our framework is Explainable AI: our approach can be used to speed-up Shapley value computations on many instances.

2.0LGNov 17, 2023
Using Cooperative Game Theory to Prune Neural Networks

Mauricio Diaz-Ortiz, Benjamin Kempinski, Daphne Cornelisse et al.

We show how solution concepts from cooperative game theory can be used to tackle the problem of pruning neural networks. The ever-growing size of deep neural networks (DNNs) increases their performance, but also their computational requirements. We introduce a method called Game Theory Assisted Pruning (GTAP), which reduces the neural network's size while preserving its predictive accuracy. GTAP is based on eliminating neurons in the network based on an estimation of their joint impact on the prediction quality through game theoretic solutions. Specifically, we use a power index akin to the Shapley value or Banzhaf index, tailored using a procedure similar to Dropout (commonly used to tackle overfitting problems in machine learning). Empirical evaluation of both feedforward networks and convolutional neural networks shows that this method outperforms existing approaches in the achieved tradeoff between the number of parameters and model accuracy.

2.1MLJul 29, 2022
Stochastic Parallelizable Eigengap Dilation for Large Graph Clustering

Elise van der Pol, Ian Gemp, Yoram Bachrach et al.

Large graphs commonly appear in social networks, knowledge graphs, recommender systems, life sciences, and decision making problems. Summarizing large graphs by their high level properties is helpful in solving problems in these settings. In spectral clustering, we aim to identify clusters of nodes where most edges fall within clusters and only few edges fall between clusters. This task is important for many downstream applications and exploratory analysis. A core step of spectral clustering is performing an eigendecomposition of the corresponding graph Laplacian matrix (or equivalently, a singular value decomposition, SVD, of the incidence matrix). The convergence of iterative singular value decomposition approaches depends on the eigengaps of the spectrum of the given matrix, i.e., the difference between consecutive eigenvalues. For a graph Laplacian corresponding to a well-clustered graph, the eigenvalues will be non-negative but very small (much less than $1$) slowing convergence. This paper introduces a parallelizable approach to dilating the spectrum in order to accelerate SVD solvers and in turn, spectral clustering. This is accomplished via polynomial approximations to matrix operations that favorably transform the spectrum of a matrix without changing its eigenvectors. Experiments demonstrate that this approach significantly accelerates convergence, and we explain how this transformation can be parallelized and stochastically approximated to scale with available compute.

28.3AIMar 27
AIRA_2: Overcoming Bottlenecks in AI Research Agents

Karen Hambardzumyan, Nicolas Baldwin, Edan Toledo et al.

Existing research has identified three structural performance bottlenecks in AI research agents: (1) synchronous single-GPU execution constrains sample throughput, limiting the benefit of search; (2) a generalization gap where validation-based selection causes performance to degrade over extended search horizons; and (3) the limited capability of fixed, single-turn LLM operators imposes a ceiling on search performance. We introduce AIRA$_2$, which addresses these bottlenecks through three architectural choices: an asynchronous multi-GPU worker pool that increases experiment throughput linearly; a Hidden Consistent Evaluation protocol that delivers a reliable evaluation signal; and ReAct agents that dynamically scope their actions and debug interactively. On MLE-bench-30, AIRA$_2$ achieves a mean Percentile Rank of 71.8% at 24 hours - surpassing the previous best of 69.9% - and steadily improves to 76.0% at 72 hours. Ablation studies reveal that each component is necessary and that the "overfitting" reported in prior work was driven by evaluation noise rather than true data memorization.

33.2CLFeb 20, 2025Code
MLGym: A New Framework and Benchmark for Advancing AI Research Agents

Deepak Nathani, Lovish Madaan, Nicholas Roberts et al.

We introduce Meta MLGym and MLGym-Bench, a new framework and benchmark for evaluating and developing LLM agents on AI research tasks. This is the first Gym environment for machine learning (ML) tasks, enabling research on reinforcement learning (RL) algorithms for training such agents. MLGym-bench consists of 13 diverse and open-ended AI research tasks from diverse domains such as computer vision, natural language processing, reinforcement learning, and game theory. Solving these tasks requires real-world AI research skills such as generating new ideas and hypotheses, creating and processing data, implementing ML methods, training models, running experiments, analyzing the results, and iterating through this process to improve on a given task. We evaluate a number of frontier large language models (LLMs) on our benchmarks such as Claude-3.5-Sonnet, Llama-3.1 405B, GPT-4o, o1-preview, and Gemini-1.5 Pro. Our MLGym framework makes it easy to add new tasks, integrate and evaluate models or agents, generate synthetic data at scale, as well as develop new learning algorithms for training agents on AI research tasks. We find that current frontier models can improve on the given baselines, usually by finding better hyperparameters, but do not generate novel hypotheses, algorithms, architectures, or substantial improvements. We open-source our framework and benchmark to facilitate future research in advancing the AI research capabilities of LLM agents.

11.7AIDec 5, 2023
Evaluating Agents using Social Choice Theory

Marc Lanctot, Kate Larson, Yoram Bachrach et al.

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 or pairwise comparisons of agents to produce an overall evaluation. By viewing the aggregator as a social welfare function, we are able to leverage centuries of research in social choice theory to derive principled evaluation frameworks with axiomatic foundations. These evaluations are interpretable and flexible, while avoiding many of the problems currently facing cross-task evaluation. We apply this Voting-as-Evaluation (VasE) framework across multiple settings, including reinforcement learning, large language models, and humans. In practice, we observe that VasE can be more robust than popular evaluation frameworks (Elo and Nash averaging), discovers properties in the evaluation data not evident from scores alone, and can predict outcomes better than Elo in a complex seven-player game. We identify one particular approach, maximal lotteries, that satisfies important consistency properties relevant to evaluation, is computationally efficient (polynomial in the size of the evaluation data), and identifies game-theoretic cycles.

12.4AIJun 27, 2025Code
The Automated LLM Speedrunning Benchmark: Reproducing NanoGPT Improvements

Bingchen Zhao, Despoina Magka, Minqi Jiang et al. · meta-ai, oxford

Rapid advancements in large language models (LLMs) have the potential to assist in scientific progress. A critical capability toward this endeavor is the ability to reproduce existing work. To evaluate the ability of AI agents to reproduce results in an active research area, we introduce the Automated LLM Speedrunning Benchmark, leveraging the research community contributions on the NanoGPT speedrun, a competition to train a GPT-2 model in the shortest time. Each of the 19 speedrun tasks provides the agent with the previous records training script, optionally paired with one of three hint formats, ranging from pseudocode to paper-like descriptions of the new records improvements. Records execute quickly by design and speedrun improvements encompass diverse code-level changes, ranging from high-level algorithmic advancements to hardware-aware optimizations. These features make the benchmark both accessible and realistic for the frontier problem of improving LLM training. We find that recent reasoning LLMs combined with SoTA scaffolds struggle to reimplement already-known innovations in our benchmark, even when given detailed hints. Our benchmark thus provides a simple, non-saturated measure of an LLMs ability to automate scientific reproduction, a necessary (but not sufficient) skill for an autonomous research agent.

3.3MNFeb 11, 2025Code
Modelling Chemical Reaction Networks using Neural Ordinary Differential Equations

Anna C. M. Thöni, William E. Robinson, Yoram Bachrach et al.

In chemical reaction network theory, ordinary differential equations are used to model the temporal change of chemical species concentration. As the functional form of these ordinary differential equations systems is derived from an empirical model of the reaction network, it may be incomplete. Our approach aims to elucidate these hidden insights in the reaction network by combining dynamic modelling with deep learning in the form of neural ordinary differential equations. Our contributions not only help to identify the shortcomings of existing empirical models but also assist the design of future reaction networks.

5.9MAOct 31, 2024
Soft Condorcet Optimization for Ranking of General Agents

Marc Lanctot, Kate Larson, Michael Kaisers et al.

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.

9.6CLNov 17, 2025
Souper-Model: How Simple Arithmetic Unlocks State-of-the-Art LLM Performance

Shalini Maiti, Amar Budhiraja, Bhavul Gauri et al.

Large Language Models (LLMs) have demonstrated remarkable capabilities across diverse domains, but their training remains resource- and time-intensive, requiring massive compute power and careful orchestration of training procedures. Model souping-the practice of averaging weights from multiple models of the same architecture-has emerged as a promising pre- and post-training technique that can enhance performance without expensive retraining. In this paper, we introduce Soup Of Category Experts (SoCE), a principled approach for model souping that utilizes benchmark composition to identify optimal model candidates and applies non-uniform weighted averaging to maximize performance. Contrary to previous uniform-averaging approaches, our method leverages the observation that benchmark categories often exhibit low inter-correlations in model performance. SoCE identifies "expert" models for each weakly-correlated category cluster and combines them using optimized weighted averaging rather than uniform weights. We demonstrate that the proposed method improves performance and robustness across multiple domains, including multilingual capabilities, tool calling, and math and achieves state-of-the-art results on the Berkeley Function Calling Leaderboard.

4.1LGApr 17, 2025Code
Neural Mean-Field Games: Extending Mean-Field Game Theory with Neural Stochastic Differential Equations

Anna C. M. Thöni, Yoram Bachrach, Tal Kachman

Mean-field game theory relies on approximating games that are intractible to model due to a very large to infinite population of players. While these kinds of games can be solved analytically via the associated system of partial derivatives, this approach is not model-free, can lead to the loss of the existence or uniqueness of solutions, and may suffer from modelling bias. To reduce the dependency between the model and the game, we introduce neural mean-field games: a combination of mean-field game theory and deep learning in the form of neural stochastic differential equations. The resulting model is data-driven, lightweight, and can learn extensive strategic interactions that are hard to capture using mean-field theory alone. In addition, the model is based on automatic differentiation, making it more robust and objective than approaches based on finite differences. We highlight the efficiency and flexibility of our approach by solving two mean-field games that vary in their complexity, observability, and the presence of noise. Lastly, we illustrate the model's robustness by simulating viral dynamics based on real-world data. Here, we demonstrate that the model's ability to learn from real-world data helps to accurately model the evolution of an epidemic outbreak. Using these results, we show that the model is flexible, generalizable, and requires few observations to learn the distribution underlying the data.

13.8CLJan 24, 2024Code
Steering Language Models with Game-Theoretic Solvers

Ian Gemp, Roma Patel, Yoram Bachrach et al.

Mathematical models of interactions among rational agents have long been studied in game theory. However these interactions are often over a small set of discrete game actions which is very different from how humans communicate in natural language. To bridge this gap, we introduce a framework that allows equilibrium solvers to work over the space of natural language dialogue generated by large language models (LLMs). Specifically, by modelling the players, strategies and payoffs in a "game" of dialogue, we create a binding from natural language interactions to the conventional symbolic logic of game theory. Given this binding, we can ask existing game-theoretic algorithms to provide us with strategic solutions (e.g., what string an LLM should generate to maximize payoff in the face of strategic partners or opponents), giving us predictors of stable, rational conversational strategies. We focus on three domains that require different negotiation strategies: scheduling meetings, trading fruit and debate, and evaluate an LLM's generated language when guided by solvers. We see that LLMs that follow game-theory solvers result in dialogue generations that are less exploitable than the control (no guidance from solvers), and the language generated results in higher rewards, in all negotiation domains. We discuss future implications of this work, and how game-theoretic solvers that can leverage the expressivity of natural language can open up a new avenue of guiding language research.

9.8LGMay 25, 2023Code
Explainability Techniques for Chemical Language Models

Stefan Hödl, William Robinson, Yoram Bachrach et al.

Explainability techniques are crucial in gaining insights into the reasons behind the predictions of deep learning models, which have not yet been applied to chemical language models. We propose an explainable AI technique that attributes the importance of individual atoms towards the predictions made by these models. Our method backpropagates the relevance information towards the chemical input string and visualizes the importance of individual atoms. We focus on self-attention Transformers operating on molecular string representations and leverage a pretrained encoder for finetuning. We showcase the method by predicting and visualizing solubility in water and organic solvents. We achieve competitive model performance while obtaining interpretable predictions, which we use to inspect the pretrained model.

23.0AIDec 13, 2021Code
Role of Human-AI Interaction in Selective Prediction

Elizabeth Bondi, Raphael Koster, Hannah Sheahan et al.

Recent work has shown the potential benefit of selective prediction systems that can learn to defer to a human when the predictions of the AI are unreliable, particularly to improve the reliability of AI systems in high-stakes applications like healthcare or conservation. However, most prior work assumes that human behavior remains unchanged when they solve a prediction task as part of a human-AI team as opposed to by themselves. We show that this is not the case by performing experiments to quantify human-AI interaction in the context of selective prediction. In particular, we study the impact of communicating different types of information to humans about the AI system's decision to defer. Using real-world conservation data and a selective prediction system that improves expected accuracy over that of the human or AI system working individually, we show that this messaging has a significant impact on the accuracy of human judgements. Our results study two components of the messaging strategy: 1) Whether humans are informed about the prediction of the AI system and 2) Whether they are informed about the decision of the selective prediction system to defer. By manipulating these messaging components, we show that it is possible to significantly boost human performance by informing the human of the decision to defer, but not revealing the prediction of the AI. We therefore show that it is vital to consider how the decision to defer is communicated to a human when designing selective prediction systems, and that the composite accuracy of a human-AI team must be carefully evaluated using a human-in-the-loop framework.

3.1LGOct 21, 2021
Statistical discrimination in learning agents

Edgar A. Duéñez-Guzmán, Kevin R. McKee, Yiran Mao et al.

Undesired bias afflicts both human and algorithmic decision making, and may be especially prevalent when information processing trade-offs incentivize the use of heuristics. One primary example is \textit{statistical discrimination} -- selecting social partners based not on their underlying attributes, but on readily perceptible characteristics that covary with their suitability for the task at hand. We present a theoretical model to examine how information processing influences statistical discrimination and test its predictions using multi-agent reinforcement learning with various agent architectures in a partner choice-based social dilemma. As predicted, statistical discrimination emerges in agent policies as a function of both the bias in the training population and of agent architecture. All agents showed substantial statistical discrimination, defaulting to using the readily available correlates instead of the outcome relevant features. We show that less discrimination emerges with agents that use recurrent neural networks, and when their training environment has less bias. However, all agent algorithms we tried still exhibited substantial bias after learning in biased training populations.

39.2AIDec 15, 2020
Open Problems in Cooperative AI

Allan Dafoe, Edward Hughes, Yoram Bachrach et al.

Problems of cooperation--in which agents seek ways to jointly improve their welfare--are ubiquitous and important. They can be found at scales ranging from our daily routines--such as driving on highways, scheduling meetings, and working collaboratively--to our global challenges--such as peace, commerce, and pandemic preparedness. Arguably, the success of the human species is rooted in our ability to cooperate. Since machines powered by artificial intelligence are playing an ever greater role in our lives, it will be important to equip them with the capabilities necessary to cooperate and to foster cooperation. We see an opportunity for the field of artificial intelligence to explicitly focus effort on this class of problems, which we term Cooperative AI. The objective of this research would be to study the many aspects of the problems of cooperation and to innovate in AI to contribute to solving these problems. Central goals include building machine agents with the capabilities needed for cooperation, building tools to foster cooperation in populations of (machine and/or human) agents, and otherwise conducting AI research for insight relevant to problems of cooperation. This research integrates ongoing work on multi-agent systems, game theory and social choice, human-machine interaction and alignment, natural-language processing, and the construction of social tools and platforms. However, Cooperative AI is not the union of these existing areas, but rather an independent bet about the productivity of specific kinds of conversations that involve these and other areas. We see opportunity to more explicitly focus on the problem of cooperation, to construct unified theory and vocabulary, and to build bridges with adjacent communities working on cooperation, including in the natural, social, and behavioural sciences.

14.0LGOct 20, 2020
Negotiating Team Formation Using Deep Reinforcement Learning

Yoram Bachrach, Richard Everett, Edward Hughes et al.

When autonomous agents interact in the same environment, they must often cooperate to achieve their goals. One way for agents to cooperate effectively is to form a team, make a binding agreement on a joint plan, and execute it. However, when agents are self-interested, the gains from team formation must be allocated appropriately to incentivize agreement. Various approaches for multi-agent negotiation have been proposed, but typically only work for particular negotiation protocols. More general methods usually require human input or domain-specific data, and so do not scale. To address this, we propose a framework for training agents to negotiate and form teams using deep reinforcement learning. Importantly, our method makes no assumptions about the specific negotiation protocol, and is instead completely experience driven. We evaluate our approach on both non-spatial and spatially extended team-formation negotiation environments, demonstrating that our agents beat hand-crafted bots and reach negotiation outcomes consistent with fair solutions predicted by cooperative game theory. Additionally, we investigate how the physical location of agents influences negotiation outcomes.

14.3LGJun 8, 2020Code
Learning to Play No-Press Diplomacy with Best Response Policy Iteration

Thomas Anthony, Tom Eccles, Andrea Tacchetti et al.

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.

11.7GTFeb 27, 2020
Learning to Resolve Alliance Dilemmas in Many-Player Zero-Sum Games

Edward Hughes, Thomas W. Anthony, Tom Eccles et al.

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, competition is a vital mechanism in many real-world multi-agent systems capable of generating intelligent innovations: Darwinian evolution, the market economy and the AlphaZero algorithm, to name a few. In two-player zero-sum games, the challenge is usually viewed as finding Nash equilibrium strategies, safeguarding against exploitation regardless of the opponent. While this captures the intricacies of chess or Go, it avoids the notion of cooperation with co-players, a hallmark of the major transitions leading from unicellular organisms to human civilization. Beyond two players, alliance formation often confers an advantage; however this requires trust, namely the promise of mutual cooperation in the face of incentives to defect. Successful play therefore requires adaptation to co-players rather than the pursuit of non-exploitability. Here we argue that a systematic study of many-player zero-sum games is a crucial element of artificial intelligence research. Using symmetric zero-sum matrix games, we demonstrate formally that alliance formation may be seen as a social dilemma, and empirically that naïve multi-agent reinforcement learning therefore fails to form alliances. We introduce a toy model of economic competition, and show how reinforcement learning may be augmented with a peer-to-peer contract mechanism to discover and enforce alliances. Finally, we generalize our agent model to incorporate temporally-extended contracts, presenting opportunities for further work.

9.0MLFeb 14, 2020
A Limited-Capacity Minimax Theorem for Non-Convex Games or: How I Learned to Stop Worrying about Mixed-Nash and Love Neural Nets

Gauthier Gidel, David Balduzzi, Wojciech Marian Czarnecki et al.

Adversarial training, a special case of multi-objective optimization, is an increasingly prevalent machine learning technique: some of its most notable applications include GAN-based generative modeling and self-play techniques in reinforcement learning which have been applied to complex games such as Go or Poker. In practice, a \emph{single} pair of networks is typically trained in order to find an approximate equilibrium of a highly nonconcave-nonconvex adversarial problem. However, while a classic result in game theory states such an equilibrium exists in concave-convex games, there is no analogous guarantee if the payoff is nonconcave-nonconvex. Our main contribution is to provide an approximate minimax theorem for a large class of games where the players pick neural networks including WGAN, StarCraft II, and Blotto Game. Our findings rely on the fact that despite being nonconcave-nonconvex with respect to the neural networks parameters, these games are concave-convex with respect to the actual models (e.g., functions or distributions) represented by these neural networks.

23.6MADec 11, 2019
Biases for Emergent Communication in Multi-agent Reinforcement Learning

Tom Eccles, Yoram Bachrach, Guy Lever et al.

We study the problem of emergent communication, in which language arises because speakers and listeners must communicate information in order to solve tasks. In temporally extended reinforcement learning domains, it has proved hard to learn such communication without centralized training of agents, due in part to a difficult joint exploration problem. We introduce inductive biases for positive signalling and positive listening, which ease this problem. In a simple one-step environment, we demonstrate how these biases ease the learning problem. We also apply our methods to a more extended environment, showing that agents with these inductive biases achieve better performance, and analyse the resulting communication protocols.

13.8MAJul 11, 2019
Learning Truthful, Efficient, and Welfare Maximizing Auction Rules

Andrea Tacchetti, DJ Strouse, Marta Garnelo et al.

From social networks to supply chains, more and more aspects of how humans, firms and organizations interact is mediated by artificial learning agents. As the influence of machine learning systems grows, it is paramount that we study how to imbue our modern institutions with our own values and principles. Here we consider the problem of allocating goods to buyers who have preferences over them in settings where the seller's aim is not to maximize their monetary gains, but rather to advance some notion of social welfare (e.g. the government trying to award construction licenses for hospitals or schools). This problem has a long history in economics, and solutions take the form of auction rules. Researchers have proposed reliable auction rules that work in extremely general settings, and in the presence of information asymmetry and strategic buyers. However, these protocols require significant payments from participants resulting in low aggregate welfare. Here we address this shortcoming by casting auction rule design as a statistical learning problem, and trade generality for participant welfare effectively and automatically with a novel deep learning network architecture and auction representation. Our analysis shows that our auction rules outperform state-of-the art approaches in terms of participants welfare, applicability, robustness.

29.2LGJan 23, 2019
Open-ended Learning in Symmetric Zero-sum Games

David Balduzzi, Marta Garnelo, Yoram Bachrach et al.

Zero-sum games such as chess and poker are, abstractly, functions that evaluate pairs of agents, for example labeling them `winner' and `loser'. If the game is approximately transitive, then self-play generates sequences of agents of increasing strength. However, nontransitive games, such as rock-paper-scissors, can exhibit strategic cycles, and there is no longer a clear objective -- we want agents to increase in strength, but against whom is unclear. In this paper, we introduce a geometric framework for formulating agent objectives in zero-sum games, in order to construct adaptive sequences of objectives that yield open-ended learning. The framework allows us to reason about population performance in nontransitive games, and enables the development of a new algorithm (rectified Nash response, PSRO_rN) that uses game-theoretic niching to construct diverse populations of effective agents, producing a stronger set of agents than existing algorithms. We apply PSRO_rN to two highly nontransitive resource allocation games and find that PSRO_rN consistently outperforms the existing alternatives.

1.0CLJul 5, 2017
An Attention Mechanism for Answer Selection Using a Combined Global and Local View

Yoram Bachrach, Andrej Zukov-Gregoric, Sam Coope et al.

We propose a new attention mechanism for neural based question answering, which depends on varying granularities of the input. Previous work focused on augmenting recurrent neural networks with simple attention mechanisms which are a function of the similarity between a question embedding and an answer embeddings across time. We extend this by making the attention mechanism dependent on a global embedding of the answer attained using a separate network. We evaluate our system on InsuranceQA, a large question answering dataset. Our model outperforms current state-of-the-art results on InsuranceQA. Further, we visualize which sections of text our attention mechanism focuses on, and explore its performance across different parameter settings.

12.4MLFeb 10, 2017
Batch Policy Gradient Methods for Improving Neural Conversation Models

Kirthevasan Kandasamy, Yoram Bachrach, Ryota Tomioka et al.

We study reinforcement learning of chatbots with recurrent neural network architectures when the rewards are noisy and expensive to obtain. For instance, a chatbot used in automated customer service support can be scored by quality assurance agents, but this process can be expensive, time consuming and noisy. Previous reinforcement learning work for natural language processing uses on-policy updates and/or is designed for on-line learning settings. We demonstrate empirically that such strategies are not appropriate for this setting and develop an off-policy batch policy gradient method (BPG). We demonstrate the efficacy of our method via a series of synthetic experiments and an Amazon Mechanical Turk experiment on a restaurant recommendations dataset.

3.0CVMay 29, 2016
Predicting Personal Traits from Facial Images using Convolutional Neural Networks Augmented with Facial Landmark Information

Yoad Lewenberg, Yoram Bachrach, Sukrit Shankar et al.

We consider the task of predicting various traits of a person given an image of their face. We estimate both objective traits, such as gender, ethnicity and hair-color; as well as subjective traits, such as the emotion a person expresses or whether he is humorous or attractive. For sizeable experimentation, we contribute a new Face Attributes Dataset (FAD), having roughly 200,000 attribute labels for the above traits, for over 10,000 facial images. Due to the recent surge of research on Deep Convolutional Neural Networks (CNNs), we begin by using a CNN architecture for estimating facial attributes and show that they indeed provide an impressive baseline performance. To further improve performance, we propose a novel approach that incorporates facial landmark information for input images as an additional channel, helping the CNN learn better attribute-specific features so that the landmarks across various training images hold correspondence. We empirically analyse the performance of our method, showing consistent improvement over the baseline across traits.

17.2LGJun 27, 2012
How To Grade a Test Without Knowing the Answers --- A Bayesian Graphical Model for Adaptive Crowdsourcing and Aptitude Testing

Yoram Bachrach, Thore Graepel, Tom Minka et al.

We propose a new probabilistic graphical model that jointly models the difficulties of questions, the abilities of participants and the correct answers to questions in aptitude testing and crowdsourcing settings. We devise an active learning/adaptive testing scheme based on a greedy minimization of expected model entropy, which allows a more efficient resource allocation by dynamically choosing the next question to be asked based on the previous responses. We present experimental results that confirm the ability of our model to infer the required parameters and demonstrate that the adaptive testing scheme requires fewer questions to obtain the same accuracy as a static test scenario.

3.3GTFeb 14, 2012
Solving Cooperative Reliability Games

Yoram Bachrach, Reshef Meir, Michal Feldman et al.

Cooperative games model the allocation of profit from joint actions, following considerations such as stability and fairness. We propose the reliability extension of such games, where agents may fail to participate in the game. In the reliability extension, each agent only "survives" with a certain probability, and a coalition's value is the probability that its surviving members would be a winning coalition in the base game. We study prominent solution concepts in such games, showing how to approximate the Shapley value and how to compute the core in games with few agent types. We also show that applying the reliability extension may stabilize the game, making the core non-empty even when the base game has an empty core.