Inferring reward functions from demonstrations is a key challenge in reinforcement learning (RL), particularly in multi-agent RL (MARL), where large joint state-action spaces and complex inter-agent interactions complicate the task. While prior single-agent studies have explored recovering reward functions and policies from human preferences, similar work in MARL is limited. Existing methods often involve separate stages of supervised reward learning and MARL algorithms, leading to unstable training. In this work, we introduce a novel end-to-end preference-based learning framework for cooperative MARL, leveraging the underlying connection between reward functions and soft Q-functions. Our approach uses a carefully-designed multi-agent value decomposition strategy to improve training efficiency. Extensive experiments on SMAC and MAMuJoCo benchmarks show that our algorithm outperforms existing methods across various tasks.
Offline reinforcement learning (RL) has garnered significant attention for its ability to learn effective policies from pre-collected datasets without the need for further environmental interactions. While promising results have been demonstrated in single-agent settings, offline multi-agent reinforcement learning (MARL) presents additional challenges due to the large joint state-action space and the complexity of multi-agent behaviors. A key issue in offline RL is the distributional shift, which arises when the target policy being optimized deviates from the behavior policy that generated the data. This problem is exacerbated in MARL due to the interdependence between agents' local policies and the expansive joint state-action space. Prior approaches have primarily addressed this challenge by incorporating regularization in the space of either Q-functions or policies. In this work, we propose a novel type of regularizer in the space of stationary distributions to address the distributional shift more effectively. Our algorithm, ComaDICE, provides a principled framework for offline cooperative MARL to correct the stationary distribution of the global policy, which is then leveraged to derive local policies for individual agents. Through extensive experiments on the offline multi-agent MuJoCo and StarCraft II benchmarks, we demonstrate that ComaDICE achieves superior performance compared to state-of-the-art offline MARL methods across nearly all tasks.
Training agents in multi-agent competitive games presents significant challenges due to their intricate nature. These challenges are exacerbated by dynamics influenced not only by the environment but also by opponents' strategies. Existing methods often struggle with slow convergence and instability. To address this, we harness the potential of imitation learning to comprehend and anticipate opponents' behavior, aiming to mitigate uncertainties with respect to the game dynamics. Our key contributions include: (i) a new multi-agent imitation learning model for predicting next moves of the opponents -- our model works with hidden opponents' actions and local observations; (ii) a new multi-agent reinforcement learning algorithm that combines our imitation learning model and policy training into one single training process; and (iii) extensive experiments in three challenging game environments, including an advanced version of the Star-Craft multi-agent challenge (i.e., SMACv2). Experimental results show that our approach achieves superior performance compared to existing state-of-the-art multi-agent RL algorithms.
This paper concerns imitation learning (IL) (i.e, the problem of learning to mimic expert behaviors from demonstrations) in cooperative multi-agent systems. The learning problem under consideration poses several challenges, characterized by high-dimensional state and action spaces and intricate inter-agent dependencies. In a single-agent setting, IL has proven to be done efficiently through an inverse soft-Q learning process given expert demonstrations. However, extending this framework to a multi-agent context introduces the need to simultaneously learn both local value functions to capture local observations and individual actions, and a joint value function for exploiting centralized learning. In this work, we introduce a novel multi-agent IL algorithm designed to address these challenges. Our approach enables the centralized learning by leveraging mixing networks to aggregate decentralized Q functions. A main advantage of this approach is that the weights of the mixing networks can be trained using information derived from global states. We further establish conditions for the mixing networks under which the multi-agent objective function exhibits convexity within the Q function space. We present extensive experiments conducted on some challenging competitive and cooperative multi-agent game environments, including an advanced version of the Star-Craft multi-agent challenge (i.e., SMACv2), which demonstrates the effectiveness of our proposed algorithm compared to existing state-of-the-art multi-agent IL algorithms.
This work studies Stackelberg network interdiction games --- an important class of games in which a defender first allocates (randomized) defense resources to a set of critical nodes on a graph while an adversary chooses its path to attack these nodes accordingly. We consider a boundedly rational adversary in which the adversary's response model is based on a dynamic form of classic logit-based (quantal response) discrete choice models. The resulting optimization is non-convex and additionally, involves complex terms that sum over exponentially many paths. We tackle these computational challenges by presenting new efficient algorithms with solution guarantees. First, we present a near optimal solution method based on path sampling, piece-wise linear approximation and mixed-integer linear programming (MILP) reformulation. Second, we explore a dynamic programming based method, addressing the exponentially-many-path challenge. We then show that the gradient of the non-convex objective can also be computed in polynomial time, which allows us to use a gradient-based method to solve the problem efficiently. Experiments based on instances of different sizes demonstrate the efficiency of our approach in achieving near-optimal solutions.
Deep Reinforcement Learning (DRL) policies are vulnerable to adversarial noise in observations, which can have disastrous consequences in safety-critical environments. For instance, a self-driving car receiving adversarially perturbed sensory observations about traffic signs (e.g., a stop sign physically altered to be perceived as a speed limit sign) can be fatal. Leading existing approaches for making RL algorithms robust to an observation-perturbing adversary have focused on (a) regularization approaches that make expected value objectives robust by adding adversarial loss terms; or (b) employing "maximin'' (i.e., maximizing the minimum value) notions of robustness. While regularization approaches are adept at reducing the probability of successful attacks, their performance drops significantly when an attack is successful. On the other hand, maximin objectives, while robust, can be extremely conservative. To this end, we focus on optimizing a well-studied robustness objective, namely regret. To ensure the solutions provided are not too conservative, we optimize an approximation of regret using three different methods. We demonstrate that our methods outperform existing best approaches for adversarial RL problems across a variety of standard benchmarks from literature.
Recurrent selection at previously identified genomic loci and molecular pathways underscores a possible conserved set of pathways for treatment resistance. This analysis has yielded a set of gene and molecular pathways that will guide future work in our lab targeting treatment resistance using novel therapeutics and radiation techniques in GBM. Future directions include assessing the feasibility of mapping these clinical samples onto our previously generated panel of comprehensively characterized patient-derived xenograft lines.
Artificial Intelligence (AI) is often critical to the success of modern business processes. Leveraging it, however, is non-trivial. A major hurdle is communication: discussing system requirements among stakeholders with different backgrounds and goals. Consider the task of developing the requirements of an AI-enabled mortgage application system when stakeholders include public relations experts and cybersecurity experts. The stakeholders use different terminology and likely have different, even conflicting goals. Public relations experts may want to promote transparency, while cybersecurity experts may worry that excessive transparency threatens security. As a further complication, AI components often act as “black boxes” whose internal decision processes are difficult to explain and discuss. In this chapter, we aim to demonstrate that the Cyber-Physical Systems (CPS) Framework, developed by the U.S. National Institute of Standards and Technology (NIST) for facilitating communication among stakeholders around the requirements of CPS, is an effective tool for enabling communication among stakeholders over the requirements and behavior of AI-enabled systems and business processes.
Prior work has successfully incorporated optimization layers as the last layer in neural networks for various problems, thereby allowing joint learning and planning in one neural network forward pass. In this work, we identify a weakness in such a set-up where inputs to the optimization layer lead to undefined output of the neural network. Such undefined decision outputs can lead to possible catastrophic outcomes in critical real time applications. We show that an adversary can cause such failures by forcing rank deficiency on the matrix fed to the optimization layer which results in the optimization failing to produce a solution. We provide a defense for the failure cases by controlling the condition number of the input matrix. We study the problem in the settings of synthetic data, Jigsaw Sudoku, and in speed planning for autonomous driving. We show that our proposed defense effectively prevents the framework from failing with undefined output. Finally, we surface a number of edge cases which lead to serious bugs in popular optimization solvers which can be abused as well.
In security games, the defender often has to predict the attacker’s behavior based on some observed attack data. However, a clever attacker can intentionally change its behavior to mislead the defender’s learning, leading to an ineffective defense strategy. This paper investigates the attacker’s imitative behavior deception under uncertainty, in which the attacker mimics a (deceptive) behavior model by consistently playing according to that model, given that it is uncertain about the defender’s learning outcome. We have three main contributions. First, we introduce a new maximin-based algorithm to compute a robust attacker deception decision. Second, we propose a new counter-deception algorithm to tackle the attacker’s deception. We show that there is a universal optimal defense solution, regardless of any private knowledge the defender has about the relation between his learning outcome and the attacker deception choice. Third, we conduct extensive experiments, demonstrating the effectiveness of our proposed algorithms.
This paper studies the problem of multi-step manipulative attacks in Stackelberg security games, in which a clever attacker attempts to orchestrate its attacks over multiple time steps to mislead the defender's learning of the attacker's behavior. This attack manipulation eventually influences the defender's patrol strategy towards the attacker's benefit. Previous work along this line of research only focuses on one-shot games in which the defender learns the attacker's behavior and then designs a corresponding strategy only once. Our work, on the other hand, investigates the long-term impact of the attacker's manipulation in which current attack and defense choices of players determine the future learning and patrol planning of the defender. This paper has three key contributions. First, we introduce a new multi-step manipulative attack game model that captures the impact of sequential manipulative attacks carried out by the attacker over the entire time horizon. Second, we propose a new algorithm to compute an optimal manipulative attack plan for the attacker, which tackles the challenge of multiple connected optimization components involved in the computation across multiple time steps. Finally, we present extensive experimental results on the impact of such misleading attacks, showing a significant benefit for the attacker and loss for the defender.
This work builds an effective AI-based message generation system for diabetes prevention in rural areas, where the diabetes rate has been increasing at an alarming rate. The messages contain information about diabetes causes and complications and the impact of nutrition and fitness on preventing diabetes. We propose to apply reinforcement learning (RL) to optimize our message selection policy over time, tailoring our messages to align with each individual participant's needs and preferences. We conduct an extensive field study in a large country in Asia which involves more than 1000 participants who are local villagers and they receive messages generated by our system, over a period of six months. Our analysis shows that with the use of AI, we can deliver significant improvements in the participants' diabetes-related knowledge, physical activity levels, and high-fat food avoidance, when compared to a static message set. Furthermore, we build a new neural network based behavior model to predict behavior changes of participants, trained on data collected during our study. By exploiting underlying characteristics of health-related behavior, we manage to significantly improve the prediction accuracy of our model compared to baselines.
This work presents CounterNet, a novel end-to-end learning framework which integrates Machine Learning (ML) model training and the generation of corresponding counterfactual (CF) explanations into a single end-to-end pipeline. Counterfactual explanations offer a contrastive case, i.e., they attempt to find the smallest modification to the feature values of an instance that changes the prediction of the ML model on that instance to a predefined output. Prior techniques for generating CF explanations suffer from two major limitations: (i) all of them are post-hoc methods designed for use with proprietary ML models --- as a result, their procedure for generating CF explanations is uninformed by the training of the ML model, which leads to misalignment between model predictions and explanations; and (ii) most of them rely on solving separate time-intensive optimization problems to find CF explanations for each input data point (which negatively impacts their runtime). This work makes a novel departure from the prevalent post-hoc paradigm (of generating CF explanations) by presenting CounterNet, an end-to-end learning framework which integrates predictive model training and the generation of counterfactual (CF) explanations into a single pipeline. Unlike post-hoc methods, CounterNet enables the optimization of the CF explanation generation only once together with the predictive model. We adopt a block-wise coordinate descent procedure which helps in effectively training CounterNet's network. Our extensive experiments on multiple real-world datasets show that CounterNet generates high-quality predictions, and consistently achieves 100% CF validity and low proximity scores (thereby achieving a well-balanced cost-invalidity trade-off) for any new input instance, and runs 3X faster than existing state-of-the-art baselines.
Many problems in Reinforcement Learning (RL) seek an optimal policy with large discrete multidimensional yet unordered action spaces; these include problems in randomized allocation of resources such as placements of multiple security resources and emergency response units, etc. A challenge in this setting is that the underlying action space is categorical (discrete and unordered) and large, for which existing RL methods do not perform well. Moreover, these problems require validity of the realized action (allocation); this validity constraint is often difficult to express compactly in a closed mathematical form. The allocation nature of the problem also prefers stochastic optimal policies, if one exists. In this work, we address these challenges by (1) applying a (state) conditional normalizing flow to compactly represent the stochastic policy — the compactness arises due to the network only producing one sampled action and the corresponding log probability of the action, which is then used by an actor-critic method; and (2) employing an invalid action rejection method (via a valid action oracle) to update the base policy. The action rejection is enabled by a modified policy gradient that we derive. Finally, we conduct extensive experiments to show the scalability of our approach compared to prior methods and the ability to enforce arbitrary state-conditional constraints on the support of the distribution of actions in any state.
Many real-world problems involve building a predictive model about an adversary and then determining a decision accordingly, including two-stage (predict then optimize) and decision focused (joint predict and optimize) approaches. The involvement of a predictive model learned from adversary’s behavior data poses a critical threat that an adversary can influence the learning process, which will ultimately deteriorate the end-goal decision quality. In this paper, we study the problem of poisoning attacks in this data-based decision making setting. That is, the adversary can alter the training data by injecting some perturbation into the data to a certain limit that can substantially change the final decision outcome in the end towards the adversary goal. To our knowledge, this is the first work that studies poisoning attacks in such data-based decision making scenarios. In particular, we provide the following main contributions. We introduce a new meta-gradient based poisoning attack for various types of predict and optimize frameworks. We compare to a technique shown effective in computer vision. We find that the complexity of the problem makes attacking decision focused model difficult. We show that an attack crafted against a two-stage model is effectively transferable to a decision-focused model.
Recent research on vulnerabilities of deep reinforcement learning (RL) has shown that adversarial policies adopted by an adversary agent can influence a target RL agent (victim agent) to perform poorly in a multi-agent environment. In existing studies, adversarial policies are directly trained based on experiences of interacting with the victim agent. There is a key shortcoming of this approach; knowledge derived from historical interactions may not be properly generalized to unexplored policy regions of the victim agent, making the trained adversarial policy significantly less effective. In this work, we design a new effective adversarial policy learning algorithm that overcomes this shortcoming. The core idea of our new algorithm is to create a new imitator to imitate the victim agent's policy while the adversarial policy will be trained not only based on interactions with the victim agent but also based on feedback from the imitator to forecast victim's intention. By doing so, we can leverage the capability of imitation learning in well capturing underlying characteristics of the victim policy only based on sample trajectories of the victim. Our victim imitation learning model differs from prior models as the environment's dynamics are driven by adversary's policy and will keep changing during the adversarial policy training. We provide a provable bound to guarantee a desired imitating policy when the adversary's policy becomes stable. We further strengthen our adversarial policy learning by making our imitator a stronger version of the victim. Finally, our extensive experiments using four competitive MuJoCo game environments show that our proposed adversarial policy learning algorithm outperforms state-of-the-art algorithms.
This paper studies the problem of information design in a general security game setting in which multiple self-interested defenders attempt to provide protection simultaneously for the same set of important targets against an unknown attacker. A principal, who can be one of the defenders, has access to certain private information (i.e., attacker type), whereas other defenders do not. We investigate the question of how that principal, with additional private information, can influence the decisions of the defenders by partially and strategically revealing her information. In particular, we develop a polynomial time ellipsoid algorithm to compute an optimal private signaling scheme. Our key finding is that the separation oracle in the ellipsoid approach can be carefully reduced to bipartite matching. Furthermore, we introduce a compact representation of any ex ante persuasive signaling schemes by exploiting intrinsic security resource allocation structures, enabling us to compute an optimal scheme significantly faster. Our experiment results show that by strategically revealing private information, the principal can significantly enhance the protection effectiveness for the targets.
This paper studies defender patrol deception in general Stackelberg security games (SSGs), where a defender attempts to alter the attacker's perception of the defender's patrolling intensity so as to influence the attacker's decision making. We are interested in understanding the complexity and effectiveness of optimal defender deception under different attacker behavior models. Specifically, we consider three different attacker strategies of response (to the defender's deception) with increasing sophistication, and design efficient polynomial-time algorithms to compute the equilibrium for each. Moreover, we prove formal separation for the effectiveness of patrol deception when facing an attacker of increasing sophistication, until it becomes even harmful to the defender when facing the most intelligent attacker we consider. Our results shed light on when and how deception should be used in SSGs. We conduct extensive experiments to illustrate our theoretical results in various game settings.
In security games, the defender often has to predict the attacker's behavior based on some observed attack data. However, a clever attacker can intentionally change its behavior to mislead the defender's learning, leading to an ineffective defense strategy. This paper investigates the attacker's imitative behavior deception under uncertainty, in which the attacker mimics a (deceptive) Quantal Response behavior model by consistently playing according to a certain parameter value of that model, given that it is uncertain about the defender's actual learning outcome. We have three main contributions. First, we introduce a new maximin-based algorithm to compute a robust attacker deception decision under uncertainty, given the defender is unaware of the attacker deception. Our polynomial algorithm is built via characterizing the decomposability of the attacker deception space as well optimal deception behavior of the attacker against the worst case of uncertainty. Second, we propose a new counter-deception algorithm to tackle the attacker's deception. We theoretically show that there is a universal optimal defense solution, regardless of any private knowledge the defender has about the relation between their learning outcome and the attacker deception choice. Third, we conduct extensive experiments in various security game settings, demonstrating the effectiveness of our proposed counter-deception algorithms to handle the attacker manipulation.
Most algorithmic studies on multi-agent information design so far have focused on the restricted situation with no inter-agent externalities; a few exceptions investigated truly strategic games such as zero-sum games and second-price auctions but have all focused only on optimal public signaling. This paper initiates the algorithmic information design of both \emph{public} and \emph{private} signaling in a fundamental class of games with negative externalities, i.e., singleton congestion games, with wide application in today's digital economy, machine scheduling, routing, etc. For both public and private signaling, we show that the optimal information design can be efficiently computed when the number of resources is a constant. To our knowledge, this is the first set of efficient \emph{exact} algorithms for information design in succinctly representable many-player games. Our results hinge on novel techniques such as developing certain "reduced forms" to compactly characterize equilibria in public signaling or to represent players' marginal beliefs in private signaling. When there are many resources, we show computational intractability results. To overcome the issue of multiple equilibria, here we introduce a new notion of equilibrium-\emph{oblivious} hardness, which rules out any possibility of computing a good signaling scheme, irrespective of the equilibrium selection rule.