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Max Jaderberg

12 accepted papers

2020

Real World Games Look Like Spinning Tops

NeurIPS 2020poster

This paper investigates the geometrical properties of real world games (e.g. Tic-Tac-Toe, Go, StarCraft II). We hypothesise that their geometrical structure resembles a spinning top, with the upright axis representing transitive strength, and the radial axis representing the non-transitive dimension…

Cited by 130SourcePDFScholar
2020

Stabilizing Transformers for Reinforcement Learning

ICML 2020poster

Owing to their ability to both effectively integrate information over long time horizons and scale to massive amounts of data, self-attention architectures have recently shown breakthrough success in natural language processing (NLP). Harnessing the transformer’s ability to process long time horizon…

2019

Distilling Policy Distillation

AISTATS 2019poster

The transfer of knowledge from one policy to another is an important tool in Deep Reinforcement Learning. This process, referred to as distillation, has been used to great success, for example, by enhancing the optimisation of agents, leading to stronger performance faster, on harder domains. Despit…

Cited by 179SourcePDFScholar
2019

Open-ended learning in symmetric zero-sum games

ICML 2019oral

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-pa…

Cited by 220SourcePDFScholar
2018

Mix & Match Agent Curricula for Reinforcement Learning

ICML 2018oral

We introduce Mix and match (M&M) – a training framework designed to facilitate rapid and effective learning in RL agents that would be too slow or too challenging to train otherwise.The key innovation is a procedure that allows us to automatically form a curriculum over agents. Through such a curric…

Cited by 96SourcePDFScholar
2017

Decoupled Neural Interfaces using Synthetic Gradients

ICML 2017poster

Training directed neural networks typically requires forward-propagating data through a computation graph, followed by backpropagating error signal, to produce weight updates. All layers, or more generally, modules, of the network are therefore locked, in the sense that they must wait for the remain…

Cited by 457SourcePDFScholar
2017

FeUdal Networks for Hierarchical Reinforcement Learning

ICML 2017poster

We introduce FeUdal Networks (FuNs): a novel architecture for hierarchical reinforcement learning. Our approach is inspired by the feudal reinforcement learning proposal of Dayan and Hinton, and gains power and efficacy by decoupling end-to-end learning across multiple levels – allowing it to utilis…

Cited by 1192SourcePDFScholar
2017

Reinforcement Learning with Unsupervised Auxiliary Tasks

ICLR 2017oral

Deep reinforcement learning agents have achieved state-of-the-art results by directly maximising cumulative reward. However, environments contain a much wider variety of possible training signals. In this paper, we introduce an agent that also maximises many other pseudo-reward functions simultaneou…

Cited by 1505SourceScholar
2017

Sobolev Training for Neural Networks

NeurIPS 2017poster

At the heart of deep learning we aim to use neural networks as function approximators - training them to produce outputs from inputs in emulation of a ground truth function or data creation process. In many cases we only have access to input-output pairs from the ground truth, however it is becomin…

2017

Understanding Synthetic Gradients and Decoupled Neural Interfaces

ICML 2017poster

When training neural networks, the use of Synthetic Gradients (SG) allows layers or modules to be trained without update locking – without waiting for a true error gradient to be backpropagated – resulting in Decoupled Neural Interfaces (DNIs). This unlocked ability of being able to update parts of…

Cited by 94SourcePDFScholar
2016

Unsupervised Learning of 3D Structure from Images

NeurIPS 2016poster

A key goal of computer vision is to recover the underlying 3D structure that gives rise to 2D observations of the world. If endowed with 3D understanding, agents can abstract away from the complexity of the rendering process to form stable, disentangled representations of scene elements. In this pap…

Cited by 466SourcePDFScholar