A key challenge in the study of multiagent cooperation is the need for individual agents not only to cooperate effectively, but to decide with whom to cooperate. This is particularly critical in situations when other agents have hidden, possibly misaligned motivations and goals. Social deduction games offer an avenue to study how individuals might learn to synthesize potentially unreliable information about others, and elucidate their true motivations. In this work, we present Hidden Agenda, a two-team social deduction game that provides a 2D environment for studying learning agents in scenarios of unknown team alignment. The environment admits a rich set of strategies for both teams. Reinforcement learning agents trained in Hidden Agenda show that agents can learn a variety of behaviors, including partnering and voting without need for communication in natural language.
Multi-robot patrolling is the problem of repeatedly visiting a group of regions of interest in an environment with a group of robots to prevent intrusion. Early works have proposed deterministic patrolling algorithms which could be learned by an adversary observing them over time. More recent works provide non-deterministic patrolling schemes which only work for perimeter patrolling and require coordination and synchronization. In this paper, we investigate the problem of finding robust and scalable strategies for multi-robot patrolling under an adversarial environment. So, we present algorithms to find different decentralized strategies for a patroller in the form of Markov chains which use convex optimization to minimize the average commute time for an environment, a subset of the environment, or a specific region of an environment when we use uniform distribution over all regions for both patroller and adversary. Additionally, we use these strategies in a game theoretical setup to form a payoff matrix to obtain an optimal mixed strategy for patroller. We also propose an algorithm to find a decentralized strategy for patroller in the form of Markov chain which converges very fast as it is the optimal response from patroller against the adversary when we use non-uniform distribution
Matrix games like Prisoner's Dilemma have guided research on social dilemmas for decades. However, they necessarily treat the choice to cooperate or defect as an atomic action. In real-world social dilemmas these choices are temporally extended. Cooperativeness is a property that applies to policies, not elementary actions. We introduce sequential social dilemmas that share the mixed incentive structure of matrix game social dilemmas but also require agents to learn policies that implement their strategic intentions. We analyze the dynamics of policies learned by multiple self-interested independent learning agents, each using its own deep Q-network, on two Markov games we introduce here: 1. a fruit Gathering game and 2. a Wolfpack hunting game. We characterize how learned behavior in each domain changes as a function of environmental factors including resource abundance. Our experiments show how conflict can emerge from competition over shared resources and shed light on how the sequential nature of real world social dilemmas affects cooperation.
We describe mixed-effects models for aflatoxin measurements that were obtained from a set of incoming grain-delivery trucks at a pet food processing facility in Southeast Asia. Aflatoxin belongs to a group of highly toxic substances known as mycotoxins, the presence of which in food stocks is a major food safety concern around the world. The modeling objective is to evaluate the inter-truck and intra-truck variance components, and to estimate the influence of various factors on the measurements. These factors include, for example, the grain quality metrics from the individual suppliers, and the sample preparation and analytical processes used in the specific measurement protocols. Furthermore, we provide a brief description of how the modeling results can be used to obtain appropriate estimates for the one-sided tolerance limits, and, thereby, to evaluate the overall risk of high aflatoxin levels in the incoming truck lots.
We propose a methodological framework for managing mycotoxin risks in the food processing industry. Mycotoxin contamination is a well-known threat to public health that has economic significance for the food processing industry; it is imperative to address mycotoxin risks holistically, at all points in the procurement, processing, and distribution pipeline, by tracking the relevant data, adopting best practices, and providing suitable adaptive controls. The proposed framework includes (i) an information and data repository, (ii) a collaborative infrastructure with analysis and simulation tools, (iii) standardized testing and acceptance sampling procedures, and (iv) processes that link the risk assessments and testing results to the sourcing, production, and product release steps. The implementation of suitable acceptance sampling protocols for mycotoxin testing is considered in some detail.
We propose solution methods for previously-unsolved constrained MDPs in which actions can continuously modify the transition probabilities within some acceptable sets. While many methods have been proposed to solve regular MDPs with large state sets, there are few practical approaches for solving constrained MDPs with large action sets. In particular, we show that the continuous action sets can be replaced by their extreme points when the rewards are linear in the modulation. We also develop a tractable optimization formulation for concave reward functions and, surprisingly, also extend it to non-concave reward functions by using their concave envelopes. We evaluate the effectiveness of the approach on the problem of managing delinquencies in a portfolio of loans.
In Stackelberg games, a "leader" player first chooses a mixed strategy to commit to, then a "follower" player responds based on the observed leader strategy. Notable strides have been made in scaling up the algorithms for such games, but the problem of finding optimal leader strategies spanning multiple rounds of the game, with a Bayesian prior over unknown follower preferences, has been left unaddressed. Towards remedying this shortcoming we propose a first-of-a-kind tractable method to compute an optimal plan of leader actions in a repeated game against an unknown follower, assuming that the follower plays myopic best-response in every round. Our approach combines Monte Carlo Tree Search, dealing with leader exploration/exploitation tradeoffs, with a novel technique for the identification and pruning of dominated leader strategies. The method provably finds asymptotically optimal solutions and scales up to real world security games spanning double-digit number of rounds.
Traditional models for planning under uncertainty such as Markov Decision Processes (MDPs) or Partially Observable MDPs (POMDPs) assume that the observations about the results of agent actions are instantly available to the agent. In so doing, they are no longer applicable to domains where observations are received with delays caused by temporary unavailability of information (e.g. delayed response of the market to a new product). To that end, we make the following key contributions towards solving Delayed observation POMDPs (D-POMDPs): (i) We first provide an parameterized approximate algorithm for solving D-POMDPs efficiently, with desired accuracy; and (ii) We then propose a policy execution technique that adjusts the policy at run-time to account for the actual realization of observations. We then show the performance of our techniques on POMDP benchmark problems with delayed observations where explicit modeling of delayed observations leads to solutions of superior quality.
We provide an overview of two recent applications of security games. We describe new features and challenges introduced in the new applications.
Game theory is fast becoming a vital tool for reasoning about complex real-world security problems, including critical infrastructure protection. The game models for these applications are constructed using expert analysis and historical data to estimate the values of key parameters, including the preferences and capabilities of terrorists. In many cases, it would be natural to represent uncertainty over these parameters using continuous distributions (such as uniform intervals or Gaussians). However, existing solution algorithms are limited to considering a small, finite number of possible attacker types with different payoffs. We introduce a general model of infinite Bayesian Stackelberg security games that allows payoffs to be represented using continuous payoff distributions. We then develop several techniques for finding approximate solutions for this class of games, and show empirically that our methods offer dramatic improvements over the current state of the art, providing new ways to improve the robustness of security game models.
In both the commercial and defense sectors a compelling need is emerging for rapid, yet secure, dissemination of information. In this paper we address the threat of information leakage that often accompanies such information flows. We focus on domains with one information source (sender) and many information sinks (recipients) where: (i) sharing is mutually beneficial for the sender and the recipients, (ii) leaking a shared information is beneficial to the recipients but undesirable to the sender, and (iii) information sharing decisions of the sender are determined using imperfect monitoring of the (un)intended information leakage by the recipients. We make two key contributions in this context: First, we formulate data leakage prevention problems as Partially Observable Markov Decision Processes; we show how to encode one sample monitoring mechanism---digital watermarking---into our model. Second, we derive optimal information sharing strategies for the sender and optimal information leakage strategies for a rational-malicious recipient as a function of the efficacy of the monitoring mechanism. We believe that our approach offers a first of a kind solution for addressing complex information sharing problems under uncertainty.
Partially Observable Markov Decision Process (POMDP) is a popular framework for planning under uncertainty in partially observable domains. Yet, the POMDP model is risk-neutral in that it assumes that the agent is maximizing the expected reward of its actions. In contrast, in domains like financial planning, it is often required that the agent decisions are risk-sensitive (maximize the utility of agent actions, for non-linear utility functions). Unfortunately, existing POMDP solvers cannot solve such planning problems exactly. By considering piecewise linear approximations of utility functions, this paper addresses this shortcoming in three contributions: (i) It defines the Risk-Sensitive POMDP model; (ii) It derives the fundamental properties of the underlying value functions and provides a functional value iteration technique to compute them exactly and (c) It proposes an efficient procedure to determine the dominated value functions, to speed up the algorithm. Our experiments show that the proposed approach is feasible and applicable to realistic financial planning domains.
Recent work has applied game-theoretic models to real-world security problems at the Los Angeles International Airport (LAX) and Federal Air Marshals Service (FAMS). The analysis of these domains is based on input from domain experts intended to capture the best available intelligence information about potential terrorist activities and possible security countermeasures. Nevertheless, these models are subject to significant uncertainty---especially in security domains where intelligence about adversary capabilities and preferences is very difficult to gather. This uncertainty presents significant challenges for applying game-theoretic analysis in these domains. Our experimental results show that standard solution methods based on perfect information assumptions are very sensitive to payoff uncertainty, resulting in low payoffs for the defender. We describe a model of Bayesian Stackelberg games that allows for general distributional uncertainty over the attacker's payoffs. We conduct an experimental analysis of two algorithms for approximating equilibria of these games, and show that the resulting solutions give much better results than the standard approach when there is payoff uncertainty.
Praveen Paruchuri合作论文数Carnegie Mellon University8
Chris Kiekintveld合作论文数University of Southern California3