Behavioral game theory models serve two purposes: yielding insights into how human decision-making works, and predicting how people would behave in novel strategic settings. A system called GameNet represents the state of the art for predicting human behavior in the setting of unrepeated simultaneous-move games, combining a simple "level-k" model of strategic reasoning with a complex neural network model of non-strategic "level-0" behavior. Although this reliance on well-established ideas from cognitive science ought to make GameNet interpretable, the flexibility of its level-0 model raises the possibility that it is able to emulate strategic reasoning. In this work, we prove that GameNet's level-0 model is indeed too general. We then introduce ElementaryNet, a novel neural network that is provably incapable of expressing strategic behavior. We show that these additional restrictions are empirically harmless, with ElementaryNet and GameNet having statistically indistinguishable performance. We then show how it is possible to derive insights about human behavior by varying ElementaryNet's features and interpreting its parameters, finding evidence of iterative reasoning, learning about the depth of this reasoning process, and showing the value of a rich level-0 specification.
Nash equilibrium is perhaps the best-known solution concept in game theory. Such a solution assigns a strategy to each player which offers no incentive to unilaterally deviate. While a Nash equilibrium is guaranteed to always exist, the problem of finding one in general-sum games is PPAD-complete, generally considered intractable. Regret minimization is an efficient framework for approximating Nash equilibria in two-player zero-sum games. However, in general-sum games, such algorithms are only guaranteed to converge to a coarse-correlated equilibrium (CCE), a solution concept where players can correlate their strategies. In this work, we use meta-learning to minimize the correlations in strategies produced by a regret minimizer. This encourages the regret minimizer to find strategies that are closer to a Nash equilibrium. The meta-learned regret minimizer is still guaranteed to converge to a CCE, but we give a bound on the distance to Nash equilibrium in terms of our meta-loss. We evaluate our approach in general-sum imperfect information games. Our algorithms provide significantly better approximations of Nash equilibria than state-of-the-art regret minimization techniques.
Researchers building behavioral models, such as behavioral game theorists, use experimental data to evaluate predictive models of human behavior. However, there is little agreement about which loss function should be used in evaluations, with error rate, negative log-likelihood, cross-entropy, Brier score, and squared L2 error all being common choices. We attempt to offer a principled answer to the question of which loss functions should be used for this task, formalizing axioms that we argue loss functions should satisfy. We construct a family of loss functions, which we dub "diagonal bounded Bregman divergences", that satisfy all of these axioms. These rule out many loss functions used in practice, but notably include squared L2 error; we thus recommend its use for evaluating behavioral models.
Offline reinforcement learning—learning a policy from a batch of data—is known to be hard for general MDPs. These results motivate the need to look at specific classes of MDPs where offline reinforcement learning might be feasible. In this work, we explore a restricted class of MDPs to obtain guarantees for offline reinforcement learning. The key property, which we call Action Impact Regularity (AIR), is that actions primarily impact a part of the state (an endogenous component) and have limited impact on the remaining part of the state (an exogenous component). AIR is a strong assumption, but it nonetheless holds in a number of real-world domains including financial markets. We discuss algorithms that exploit the AIR property, and provide a theoretical analysis for an algorithm based on Fitted-Q Iteration. Finally, we demonstrate that the algorithm outperforms existing offline reinforcement learning algorithms across different data collection policies in simulated and real world environments where the regularity holds.
Software vulnerabilities are ubiquitous and costly. To detect vulnerabilities earlier during development, organizations deploy a set of static analyzers to locate and eventually fix these vulnerabilities before releasing their software. Due to the prohibitive cost of running all available analyzers, organizations must run only a subset of all possible analyzers on their codebases. Choosing this set deterministically leaves recognizable gaps of vulnerability coverage. To overcome these challenges, we present Randomized Best Response (RBR), a method that computes an optimal randomization over size-bounded sets of available static analyzers. RBR models the relationship between malicious users and organizations as a leader-follower Stackelberg security game. Our solution focuses on software vulnerabilities due to their security implications when exploited by malicious users. Using 8 static analyzers for C/C++ and 8 Common Weakness Enumeration (CWE) vulnerability types, we show that RBR outperforms a set of natural baselines by always picking analyzers that achieve a higher benefit to the defender. Through a case study of a large system at Oracle, we show how RBR may be used in a real-world scenario.
Modelling agent preferences has applications in a range of fields including economics and increasingly, artificial intelligence. These preferences are not always known and thus may need to be estimated from observed behavior, in which case a model is required to map agent preferences to behavior, also known as structural estimation. Traditional models are based on the assumption that agents are perfectly rational: that is, they perfectly optimize and behave in accordance with their own interests. Work in the field of behavioral game theory has shown, however, that human agents often make decisions that are imperfectly rational, and the field has developed models that relax the perfect rationality assumption. We apply models developed for predicting behavior towards estimating preferences and show that they outperform both traditional and commonly used benchmark models on data collected from human subjects. In fact, Nash equilibrium and its relaxation, quantal response equilibrium (QRE), can induce an inaccurate estimate of agent preferences when compared against ground truth. A key finding is that modelling non-strategic behavior, conventionally considered uniform noise, is important for estimating preferences. To this end, we introduce quantal-linear4, a rich non-strategic model. We also propose an augmentation to the popular quantal response equilibrium with a non-strategic component. We call this augmented model QRE+L0 and find an improvement in estimating values over the standard QRE. QRE+L0 allows for alternative models of non-strategic behavior in addition to quantal-linear4.
Self-play is a technique for machine learning in multi-agent systems where a learning algorithm learns by interacting with copies of itself. Self-play is useful for generating large quantities of data for learning, but has the drawback that the agents the learner will face post-training may have dramatically different behavior than the learner came to expect by interacting with itself. For the special case of two-player constant-sum games, self-play that reaches Nash equilibrium is guaranteed to produce strategies that perform well against any post-training opponent; however, no such guarantee exists for multiplayer games. We show that in games that approximately decompose into a set of two-player constant-sum games (called constant-sum polymatrix games) where global $\epsilon$-Nash equilibria are boundedly far from Nash equilibria in each subgame (called subgame stability), any no-external-regret algorithm that learns by self-play will produce a strategy with bounded vulnerability. For the first time, our results identify a structural property of multiplayer games that enable performance guarantees for the strategies produced by a broad class of self-play algorithms. We demonstrate our findings through experiments on Leduc poker.
During inertial confinement fusion experiments at the National Ignition Facility (NIF), a capsule filled with deuterium and tritium (DT) gas, surrounded by a DT ice layer and a high-density carbon ablator, is driven to the temperature and densities required to initiate fusion. In the indirect method, 2 MJ of NIF laser light heats the inside of a gold hohlraum to a radiation temperature of 300 eV; thermal x rays from the hohlraum interior couple to the capsule and create a central hotspot at tens of millions degrees Kelvin and a density of 100-200 g/cm3. During the laser interaction with the gold wall, m-band x rays are produced at ∼2.5 keV; these can penetrate into the capsule and preheat the ablator and DT fuel. Preheat can impact instability growth rates in the ablation front and at the fuel-ablator interface. Monitoring the hohlraum x-ray spectrum throughout the implosion is, therefore, critical; for this purpose, a Multilayer Mirror (MLM) with flat response in the 2-4 keV range has been installed in the NIF 37° Dante calorimeter. Precision engineering and x-ray calibration of components mean the channel will report 2-4 keV spectral power with an uncertainty of ±8.7%.
We adapt behavioral models developed for predicting human behavior to the task of value estimation. While the traditional approach in the literature is to model non-strategic agents as uniform randomizers, thus treating their behavior as noise, we argue that a rich non-strategic model is better for value estimation. We introduce quantal-linear4, a rich non-strategic model component, and conduct online experiments that demonstrate that integrating strategic models with this non-strategic model improves both prediction of behavior and inference of values compared to more traditional best response models, with Nash equilibrium being the worst at both inference and prediction. We also propose a framework to augment the standard quantal response equilibrium (QRE) with a non-strategic component we call QRE+L0 and find an improvement in value estimation over a standard quantal response equilibrium.
Driven by recent successes in two-player, zero-sum game solving and playing, artificial intelligence work on games has increasingly focused on algorithms that produce equilibrium-based strategies. However, this approach has been less effective at producing competent players in general-sum games or those with more than two players than in two-player, zero-sum games. An appealing alternative is to consider adaptive algorithms that ensure strong performance in hindsight relative to what could have been achieved with modified behavior. This approach also leads to a game-theoretic analysis, but in the correlated play that arises from joint learning dynamics rather than factored agent behavior at equilibrium. We develop and advocate for this hindsight rationality framing of learning in general sequential decision-making settings. To this end, we re-examine mediated equilibrium and deviation types in extensive-form games, thereby gaining a more complete understanding and resolving past misconceptions. We present a set of examples illustrating the distinct strengths and weaknesses of each type of equilibrium in the literature, and prove that no tractable concept subsumes all others. This line of inquiry culminates in the definition of the deviation and equilibrium classes that correspond to algorithms in the counterfactual regret minimization (CFR) family, relating them to all others in the literature. Examining CFR in greater detail further leads to a new recursive definition of rationality in correlated play that extends sequential rationality in a way that naturally applies to hindsight evaluation.
Hindsight rationality is an approach to playing general-sum games that prescribes no-regret learning dynamics for individual agents with respect to a set of deviations, and further describes jointly rational behavior among multiple agents with mediated equilibria. To develop hindsight rational learning in sequential decision-making settings, we formalize behavioral deviations as a general class of deviations that respect the structure of extensive-form games. Integrating the idea of time selection into counterfactual regret minimization (CFR), we introduce the extensive-form regret minimization (EFR) algorithm that achieves hindsight rationality for any given set of behavioral deviations with computation that scales closely with the complexity of the set. We identify behavioral deviation subsets, the partial sequence deviation types, that subsume previously studied types and lead to efficient EFR instances in games with moderate lengths. In addition, we present a thorough empirical analysis of EFR instantiated with different deviation types in benchmark games, where we find that stronger types typically induce better performance.
The spread of disinformation on social platforms is harmful to society. This harm may manifest as a gradual degradation of public discourse; but it can also take the form of sudden dramatic events such as the 2021 insurrection on Capitol Hill. The platforms themselves are in the best position to prevent the spread of disinformation, as they have the best access to relevant data and the expertise to use it. However, mitigating disinformation is costly, not only for implementing detection algorithms or employing manual effort, but also because limiting such highly viral content impacts user engagement and potential advertising revenue. Since the costs of harmful content are borne by other entities, the platform will therefore have no incentive to exercise the socially-optimal level of effort. This problem is similar to that of environmental regulation, in which the costs of adverse events are not directly borne by a firm, the mitigation effort of a firm is not observable, and the causal link between a harmful consequence and a specific failure is difficult to prove. For environmental regulation, one solution is to perform costly monitoring to ensure that the firm takes adequate precautions according to a specified rule. However, a fixed rule for classifying disinformation becomes less effective over time, as bad actors can learn to sequentially and strategically bypass it. Encoding our domain as a Markov decision process, we demonstrate that no penalty based on a static rule, no matter how large, can incentivize optimal effort. Penalties based on an adaptive rule can incentivize optimal effort, but counter-intuitively, only if the regulator sufficiently overreacts to harmful events by requiring a greater-than-optimal level of effort. We offer novel insights for the effective regulation of social platforms, highlight inherent challenges, and discuss promising avenues for future work.
Offline reinforcement learning-learning a policy from a batch of data-is known to be hard: without making strong assumptions, it is easy to construct counterexamples such that existing algorithms fail. In this work, we instead consider a property of certain real world problems where offline reinforcement learning should be effective: those where actions only have limited impact for a part of the state. We formalize and introduce this Action Impact Regularity (AIR) property. We further propose an algorithm that assumes and exploits the AIR property, and bound the suboptimality of the output policy when the MDP satisfies AIR. Finally, we demonstrate that our algorithm outperforms existing offline reinforcement learning algorithms across different data collection policies in two simulated environments where the regularity holds.
Supervised learning models often make systematic errors on rare subsets of the data. When these subsets correspond to explicit labels in the data (e.g., gender, race) such poor performance can be identified straightforwardly. This paper introduces a method for discovering systematic errors that do not correspond to such explicitly labelled subgroups. The key idea is that similar inputs tend to have similar representations in the final hidden layer of a neural network. We leverage this structure by "shining a spotlight" on this representation space to find contiguous regions where the model performs poorly. We show that the spotlight surfaces semantically meaningful areas of weakness in a wide variety of existing models spanning computer vision, NLP, and recommender systems.
Machine learning is often used to aid in human decision-making, sometimes for life-altering decisions like when determining whether or not to grant bail to a defendant or a loan to an applicant. Because of their importance, it is critical to ensure that the processes used to reach these decisions are considered fair. A common approach is to enforce some fairness constraint over the outcomes of a decision maker, but there is no single, generally-accepted definition of fairness. With notable exceptions, most of the literature on algorithmic fairness takes for granted that there will be an inherent trade-off between accuracy and algorithmic fairness. Additionally, most work focuses only on one or two domains, whereas machine learning techniques are used in an increasing number of distinct decision-making contexts with differing pertinent features. In this work, we consider six different decision-making domains: bail, child protective services, hospital resources, insurance rates, loans, and unemployment aid. We focus on the fairness of the process directly, rather than the outcomes. We also take a descriptive approach, using survey data to elicit the factors that lead a decision-making process to be perceived as fair. Specifically, we ask 2157 Amazon Mechanical Turk workers to rate the features used for algorithmic decision-making in one of the six domains as either fair or unfair, as well as to rate how much they agree or disagree with the assignments of eight previously (and one newly) proposed properties to the features. For example, a worker could be asked to rate the feature of "criminal history" as fair or unfair to use in bail decisions, and then rate how much they agree or disagree that "criminal history" is a reliable feature. We show that, in every domain, disagreements in fairness judgements can be largely explained by the assignments of properties (like reliability) to features (like criminal history). We also show that fairness judgements can be well predicted across domains by training the predictor using the property assignments from one domain's data and predicting in another. These findings imply that the properties act as moral determinants for fairness judgements, and that respondents reason similarly about the implications of the properties in all the decision-making domains that we consider. Although our results are mostly consistent across domains, we find some important differences within specific demographic groups in the hospital and insurance domains, indicating that at least some differences in fairness judgements are introduced by demographic differences. However, a single property usually holds the majority of the predictive power. With some exceptions, predictors learning from only the "increases accuracy" property perform better (in all domains) than predictors learning from any combination of the other seven properties, implying that the primary factor affecting respondents' perceptions of the fairness of using a feature for prediction is whether or not a feature increases the accuracy of the decision being made.
Malware attacks are costly. To mitigate against such attacks, organizations deploy malware detection tools that help them detect and eventually resolve those threats. While running only the best available tool does not provide enough coverage of the potential attacks, running all available tools is prohibitively expensive in terms of financial cost and computing resources. Therefore, an organization typically runs a set of tools that maximizes their coverage given a limited budget. However, how should an organization choose that set? Attackers are strategic, and will change their behavior to preferentially exploit the gaps left by a deterministic choice of tools. To avoid leaving such easily-exploited gaps, the defender must choose a random set. In this paper, we present an approach to compute an optimal randomization over size-bounded sets of available security analysis tools by modeling the relationship between attackers and security analysts as a leader-follower Stackelberg security game. We estimate the parameters of our model by combining the information from the VirusTotal dataset with the more detailed reports from the National Vulnerability Database. In an empirical comparison, our approach outperforms a set of natural baselines under a wide range of assumptions.
In many settings, an effective way of evaluating objects of interest is to collect evaluations from dispersed individuals and to aggregate these evaluations together. Some examples are categorizing online content and evaluating student assignments via peer grading. For this data science problem, one challenge is to motivate participants to conduct such evaluations carefully and to report them honestly, particularly when doing so is costly. Existing approaches, notably peer-prediction mechanisms, can incentivize truth telling in equilibrium. However, they also give rise to equilibria in which agents do not pay the costs required to evaluate accurately, and hence fail to elicit useful information. We show that this problem is unavoidable whenever agents are able to coordinate using low-cost signals about the items being evaluated (e.g., text labels or pictures). We then consider ways of circumventing this problem by comparing agents' reports to ground truth, which is available in practice when there exist trusted evaluators—such as teaching assistants in the peer grading scenario—who can perform a limited number of unbiased (but noisy) evaluations. Of course, when such ground truth is available, a simpler approach is also possible: rewarding each agent based on agreement with ground truth with some probability, and unconditionally rewarding the agent otherwise. Surprisingly, we show that the simpler mechanism achieves stronger incentive guarantees given less access to ground truth than a large set of peer-prediction mechanisms.
As increasingly complex software is developed every day, a growing number of companies use static analysis tools to reason about program properties ranging from simple coding style rules to more advanced software bugs, to multi-tier security vulnerabilities. While increasingly complex analyses are created, developer support must also be updated to ensure that the tools are used to their best potential. Past research in the usability of static analysis tools has primarily focused on usability issues encountered by software developers, and the causes of those issues in analysis tools. In this article, we adopt a more user-centered approach, and aim at understanding why software developers use analysis tools, which decisions they make when using those tools, what they look for when making those decisions, and the motivation behind their strategies. This approach allows us to derive new tool requirements that closely support software developers (e.g., systems for recommending warnings to fix that take developer knowledge into account), and also open novel avenues for further static-analysis research such as collaborative user interfaces for analysis warnings.
Function approximation is a powerful approach for structuring large decision problems that has facilitated great achievements in the areas of reinforcement learning and game playing. Regression counterfactual regret minimization (RCFR) is a simple algorithm for approximately solving imperfect information games with normalized rectified linear unit (ReLU) parameterized policies. In contrast, the more conventional softmax parameterization is standard in the field of reinforcement learning and yields a regret bound with a better dependence on the number of actions. We derive approximation error-aware regret bounds for (Φ, f)-regret matching, which applies to a general class of link functions and regret objectives. These bounds recover a tighter bound for RCFR and provide a theoretical justification for RCFR implementations with alternative policy parameterizations (f-RCFR), including softmax. We provide exploitability bounds for f-RCFR with the polynomial and exponential link functions in zero-sum imperfect information games and examine empirically how the link function interacts with the severity of the approximation. We find that the previously studied ReLU parameterization performs better when the approximation error is small while the softmax parameterization can perform better when the approximation error is large.
In the classical secretary problem, one attempts to find the maximum of an unknown and unlearnable distribution through sequential search. In many real-world searches, however, distributions are not entirely unknown and can be learned through experience. To investigate learning in such settings, we conduct a large-scale behavioral experiment in which people search repeatedly from fixed distributions in a “repeated secretary problem.” In contrast to prior investigations that find no evidence for learning in the classical scenario, in the repeated setting we observe substantial learning resulting in near-optimal stopping behavior. We conduct a Bayesian comparison of multiple behavioral models, which shows that participants’ behavior is best described by a class of threshold-based models that contains the theoretically optimal strategy. Fitting such a threshold-based model to data reveals players’ estimated thresholds to be close to the optimal thresholds after only a small number of games. This paper was accepted by Yuval Rottenstreich, judgment and decision making.