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Adish Singla

Publications and source records attributed to Adish Singla.

At least 91 records · Page 5Linked to original sources

Fairness Degrading Adversarial Attacks Against Clustering Algorithms

Clustering algorithms are ubiquitous in modern data science pipelines, and are utilized in numerous fields ranging from biology to facility location. Due to their widespread use, especially in societal resource allocation problems, recent research has aimed at making clustering algorithms fair, with great success. Furthermore, it has also been shown that clustering algorithms, much like other machine learning algorithms, are susceptible to adversarial attacks where a malicious entity seeks to subvert the performance of the learning algorithm. However, despite these known vulnerabilities, there has been no research undertaken that investigates fairness degrading adversarial attacks for clustering. We seek to bridge this gap by formulating a generalized attack optimization problem aimed at worsening the group-level fairness of centroid-based clustering algorithms. As a first step, we propose a fairness degrading attack algorithm for k-median clustering that operates under a whitebox threat model -- where the clustering algorithm, fairness notion, and the input dataset are known to the adversary. We provide empirical results as well as theoretical analysis for our simple attack algorithm, and find that the addition of the generated adversarial samples can lead to significantly lower fairness values. In this manner, we aim to motivate fairness degrading adversarial attacks as a direction for future research in fair clustering.

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Reinforcement Learning Under Algorithmic Triage

Methods to learn under algorithmic triage have predominantly focused on supervised learning settings where each decision, or prediction, is independent of each other. Under algorithmic triage, a supervised learning model predicts a fraction of the instances and humans predict the remaining ones. In this work, we take a first step towards developing reinforcement learning models that are optimized to operate under algorithmic triage. To this end, we look at the problem through the framework of options and develop a two-stage actor-critic method to learn reinforcement learning models under triage. The first stage performs offline, off-policy training using human data gathered in an environment where the human has operated on their own. The second stage performs on-policy training to account for the impact that switching may have on the human policy, which may be difficult to anticipate from the above human data. Extensive simulation experiments in a synthetic car driving task show that the machine models and the triage policies trained using our two-stage method effectively complement human policies and outperform those provided by several competitive baselines.

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Reinforcement Learning for Education: Opportunities and Challenges

This survey article has grown out of the RL4ED workshop organized by the authors at the Educational Data Mining (EDM) 2021 conference. We organized this workshop as part of a community-building effort to bring together researchers and practitioners interested in the broad areas of reinforcement learning (RL) and education (ED). This article aims to provide an overview of the workshop activities and summarize the main research directions in the area of RL for ED.

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Defense Against Reward Poisoning Attacks in Reinforcement Learning

We study defense strategies against reward poisoning attacks in reinforcement learning. As a threat model, we consider attacks that minimally alter rewards to make the attacker's target policy uniquely optimal under the poisoned rewards, with the optimality gap specified by an attack parameter. Our goal is to design agents that are robust against such attacks in terms of the worst-case utility w.r.t. the true, unpoisoned, rewards while computing their policies under the poisoned rewards. We propose an optimization framework for deriving optimal defense policies, both when the attack parameter is known and unknown. Moreover, we show that defense policies that are solutions to the proposed optimization problems have provable performance guarantees. In particular, we provide the following bounds with respect to the true, unpoisoned, rewards: a) lower bounds on the expected return of the defense policies, and b) upper bounds on how suboptimal these defense policies are compared to the attacker's target policy. We conclude the paper by illustrating the intuitions behind our formal results, and showing that the derived bounds are non-trivial.

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Accounting for Model Uncertainty in Algorithmic Discrimination

Traditional approaches to ensure group fairness in algorithmic decision making aim to equalize ``total'' error rates for different subgroups in the population. In contrast, we argue that the fairness approaches should instead focus only on equalizing errors arising due to model uncertainty (a.k.a epistemic uncertainty), caused due to lack of knowledge about the best model or due to lack of data. In other words, our proposal calls for ignoring the errors that occur due to uncertainty inherent in the data, i.e., aleatoric uncertainty. We draw a connection between predictive multiplicity and model uncertainty and argue that the techniques from predictive multiplicity could be used to identify errors made due to model uncertainty. We propose scalable convex proxies to come up with classifiers that exhibit predictive multiplicity and empirically show that our methods are comparable in performance and up to four orders of magnitude faster than the current state-of-the-art. We further propose methods to achieve our goal of equalizing group error rates arising due to model uncertainty in algorithmic decision making and demonstrate the effectiveness of these methods using synthetic and real-world datasets.

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The Sample Complexity of Teaching-by-Reinforcement on Q-Learning

We study the sample complexity of teaching, termed as "teaching dimension" (TDim) in the literature, for the teaching-by-reinforcement paradigm, where the teacher guides the student through rewards. This is distinct from the teaching-by-demonstration paradigm motivated by robotics applications, where the teacher teaches by providing demonstrations of state/action trajectories. The teaching-by-reinforcement paradigm applies to a wider range of real-world settings where a demonstration is inconvenient, but has not been studied systematically. In this paper, we focus on a specific family of reinforcement learning algorithms, Q-learning, and characterize the TDim under different teachers with varying control power over the environment, and present matching optimal teaching algorithms. Our TDim results provide the minimum number of samples needed for reinforcement learning, and we discuss their connections to standard PAC-style RL sample complexity and teaching-by-demonstration sample complexity results. Our teaching algorithms have the potential to speed up RL agent learning in applications where a helpful teacher is available.

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The Teaching Dimension of Kernel Perceptron

Algorithmic machine teaching has been studied under the linear setting where exact teaching is possible. However, little is known for teaching nonlinear learners. Here, we establish the sample complexity of teaching, aka teaching dimension, for kernelized perceptrons for different families of feature maps. As a warm-up, we show that the teaching complexity is $Θ(d)$ for the exact teaching of linear perceptrons in $\mathbb{R}^d$, and $Θ(d^k)$ for kernel perceptron with a polynomial kernel of order $k$. Furthermore, under certain smooth assumptions on the data distribution, we establish a rigorous bound on the complexity for approximately teaching a Gaussian kernel perceptron. We provide numerical examples of the optimal (approximate) teaching set under several canonical settings for linear, polynomial and Gaussian kernel perceptrons.

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Reward Poisoning in Reinforcement Learning: Attacks Against Unknown Learners in Unknown Environments

We study black-box reward poisoning attacks against reinforcement learning (RL), in which an adversary aims to manipulate the rewards to mislead a sequence of RL agents with unknown algorithms to learn a nefarious policy in an environment unknown to the adversary a priori. That is, our attack makes minimum assumptions on the prior knowledge of the adversary: it has no initial knowledge of the environment or the learner, and neither does it observe the learner's internal mechanism except for its performed actions. We design a novel black-box attack, U2, that can provably achieve a near-matching performance to the state-of-the-art white-box attack, demonstrating the feasibility of reward poisoning even in the most challenging black-box setting.

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Policy Teaching in Reinforcement Learning via Environment Poisoning Attacks

We study a security threat to reinforcement learning where an attacker poisons the learning environment to force the agent into executing a target policy chosen by the attacker. As a victim, we consider RL agents whose objective is to find a policy that maximizes reward in infinite-horizon problem settings. The attacker can manipulate the rewards and the transition dynamics in the learning environment at training-time, and is interested in doing so in a stealthy manner. We propose an optimization framework for finding an optimal stealthy attack for different measures of attack cost. We provide lower/upper bounds on the attack cost, and instantiate our attacks in two settings: (i) an offline setting where the agent is doing planning in the poisoned environment, and (ii) an online setting where the agent is learning a policy with poisoned feedback. Our results show that the attacker can easily succeed in teaching any target policy to the victim under mild conditions and highlight a significant security threat to reinforcement learning agents in practice.

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Synthesizing Tasks for Block-based Programming

Block-based visual programming environments play a critical role in introducing computing concepts to K-12 students. One of the key pedagogical challenges in these environments is in designing new practice tasks for a student that match a desired level of difficulty and exercise specific programming concepts. In this paper, we formalize the problem of synthesizing visual programming tasks. In particular, given a reference visual task $\rm T^{in}$ and its solution code $\rm C^{in}$, we propose a novel methodology to automatically generate a set $\{(\rm T^{out}, \rm C^{out})\}$ of new tasks along with solution codes such that tasks $\rm T^{in}$ and $\rm T^{out}$ are conceptually similar but visually dissimilar. Our methodology is based on the realization that the mapping from the space of visual tasks to their solution codes is highly discontinuous; hence, directly mutating reference task $\rm T^{in}$ to generate new tasks is futile. Our task synthesis algorithm operates by first mutating code $\rm C^{in}$ to obtain a set of codes $\{\rm C^{out}\}$. Then, the algorithm performs symbolic execution over a code $\rm C^{out}$ to obtain a visual task $\rm T^{out}$; this step uses the Monte Carlo Tree Search (MCTS) procedure to guide the search in the symbolic tree. We demonstrate the effectiveness of our algorithm through an extensive empirical evaluation and user study on reference tasks taken from the \emph{Hour of Code: Classic Maze} challenge by \emph{Code.org} and the \emph{Intro to Programming with Karel} course by \emph{CodeHS.com}.

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Average-case Complexity of Teaching Convex Polytopes via Halfspace Queries

We examine the task of locating a target region among those induced by intersections of $n$ halfspaces in $\mathbb{R}^d$. This generic task connects to fundamental machine learning problems, such as training a perceptron and learning a $ϕ$-separable dichotomy. We investigate the average teaching complexity of the task, i.e., the minimal number of samples (halfspace queries) required by a teacher to help a version-space learner in locating a randomly selected target. As our main result, we show that the average-case teaching complexity is $Θ(d)$, which is in sharp contrast to the worst-case teaching complexity of $Θ(n)$. If instead, we consider the average-case learning complexity, the bounds have a dependency on $n$ as $Θ(n)$ for \tt{i.i.d.} queries and $Θ(d \log(n))$ for actively chosen queries by the learner. Our proof techniques are based on novel insights from computational geometry, which allow us to count the number of convex polytopes and faces in a Euclidean space depending on the arrangement of halfspaces. Our insights allow us to establish a tight bound on the average-case complexity for $ϕ$-separable dichotomies, which generalizes the known $\mathcal{O}(d)$ bound on the average number of "extreme patterns" in the classical computational geometry literature (Cover, 1965).

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Preference-Based Batch and Sequential Teaching

Algorithmic machine teaching studies the interaction between a teacher and a learner where the teacher selects labeled examples aiming at teaching a target hypothesis. In a quest to lower teaching complexity, several teaching models and complexity measures have been proposed for both the batch settings (e.g., worst-case, recursive, preference-based, and non-clashing models) and the sequential settings (e.g., local preference-based model). To better understand the connections between these models, we develop a novel framework that captures the teaching process via preference functions $Σ$. In our framework, each function $σ\in Σ$ induces a teacher-learner pair with teaching complexity as $TD(σ)$. We show that the above-mentioned teaching models are equivalent to specific types/families of preference functions. We analyze several properties of the teaching complexity parameter $TD(σ)$ associated with different families of the preference functions, e.g., comparison to the VC dimension of the hypothesis class and additivity/sub-additivity of $TD(σ)$ over disjoint domains. Finally, we identify preference functions inducing a novel family of sequential models with teaching complexity linear in the VC dimension: this is in contrast to the best-known complexity result for the batch models, which is quadratic in the VC dimension.

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Optimal Decision Making Under Strategic Behavior

We are witnessing an increasing use of data-driven predictive models to inform decisions. As decisions have implications for individuals and society, there is increasing pressure on decision makers to be transparent about their decision policies. At the same time, individuals may use knowledge, gained by transparency, to invest effort strategically in order to maximize their chances of receiving a beneficial decision. Our goal is to find decision policies that are optimal in terms of utility in such a strategic setting. To this end, we first characterize how strategic investment of effort by individuals leads to a change in the feature distribution. Using this characterization, we first show that, in general, we cannot expect to find optimal decision policies in polynomial time and there are cases in which deterministic policies are suboptimal. Then, we demonstrate that, if the cost individuals pay to change their features satisfies a natural monotonicity assumption, we can narrow down the search for the optimal policy to a particular family of decision policies with a set of desirable properties, which allow for a highly effective polynomial time heuristic search algorithm using dynamic programming. Finally, under no assumptions on the cost individuals pay to change their features, we develop an iterative search algorithm that is guaranteed to find locally optimal decision policies also in polynomial time. Experiments on synthetic and real credit card data illustrate our theoretical findings and show that the decision policies found by our algorithms achieve higher utility than those that do not account for strategic behavior.

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Policy Teaching via Environment Poisoning: Training-time Adversarial Attacks against Reinforcement Learning

We study a security threat to reinforcement learning where an attacker poisons the learning environment to force the agent into executing a target policy chosen by the attacker. As a victim, we consider RL agents whose objective is to find a policy that maximizes average reward in undiscounted infinite-horizon problem settings. The attacker can manipulate the rewards or the transition dynamics in the learning environment at training-time and is interested in doing so in a stealthy manner. We propose an optimization framework for finding an \emph{optimal stealthy attack} for different measures of attack cost. We provide sufficient technical conditions under which the attack is feasible and provide lower/upper bounds on the attack cost. We instantiate our attacks in two settings: (i) an \emph{offline} setting where the agent is doing planning in the poisoned environment, and (ii) an \emph{online} setting where the agent is learning a policy using a regret-minimization framework with poisoned feedback. Our results show that the attacker can easily succeed in teaching any target policy to the victim under mild conditions and highlight a significant security threat to reinforcement learning agents in practice.

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Environment Shaping in Reinforcement Learning using State Abstraction

One of the central challenges faced by a reinforcement learning (RL) agent is to effectively learn a (near-)optimal policy in environments with large state spaces having sparse and noisy feedback signals. In real-world applications, an expert with additional domain knowledge can help in speeding up the learning process via \emph{shaping the environment}, i.e., making the environment more learner-friendly. A popular paradigm in literature is \emph{potential-based reward shaping}, where the environment's reward function is augmented with additional local rewards using a potential function. However, the applicability of potential-based reward shaping is limited in settings where (i) the state space is very large, and it is challenging to compute an appropriate potential function, (ii) the feedback signals are noisy, and even with shaped rewards the agent could be trapped in local optima, and (iii) changing the rewards alone is not sufficient, and effective shaping requires changing the dynamics. We address these limitations of potential-based shaping methods and propose a novel framework of \emph{environment shaping using state abstraction}. Our key idea is to compress the environment's large state space with noisy signals to an abstracted space, and to use this abstraction in creating smoother and more effective feedback signals for the agent. We study the theoretical underpinnings of our abstraction-based environment shaping, and show that the agent's policy learnt in the shaped environment preserves near-optimal behavior in the original environment.

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Adaptive Reward-Poisoning Attacks against Reinforcement Learning

In reward-poisoning attacks against reinforcement learning (RL), an attacker can perturb the environment reward $r_t$ into $r_t+δ_t$ at each step, with the goal of forcing the RL agent to learn a nefarious policy. We categorize such attacks by the infinity-norm constraint on $δ_t$: We provide a lower threshold below which reward-poisoning attack is infeasible and RL is certified to be safe; we provide a corresponding upper threshold above which the attack is feasible. Feasible attacks can be further categorized as non-adaptive where $δ_t$ depends only on $(s_t,a_t, s_{t+1})$, or adaptive where $δ_t$ depends further on the RL agent's learning process at time $t$. Non-adaptive attacks have been the focus of prior works. However, we show that under mild conditions, adaptive attacks can achieve the nefarious policy in steps polynomial in state-space size $|S|$, whereas non-adaptive attacks require exponential steps. We provide a constructive proof that a Fast Adaptive Attack strategy achieves the polynomial rate. Finally, we show that empirically an attacker can find effective reward-poisoning attacks using state-of-the-art deep RL techniques.

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Task-agnostic Exploration in Reinforcement Learning

Efficient exploration is one of the main challenges in reinforcement learning (RL). Most existing sample-efficient algorithms assume the existence of a single reward function during exploration. In many practical scenarios, however, there is not a single underlying reward function to guide the exploration, for instance, when an agent needs to learn many skills simultaneously, or multiple conflicting objectives need to be balanced. To address these challenges, we propose the \textit{task-agnostic RL} framework: In the exploration phase, the agent first collects trajectories by exploring the MDP without the guidance of a reward function. After exploration, it aims at finding near-optimal policies for $N$ tasks, given the collected trajectories augmented with \textit{sampled rewards} for each task. We present an efficient task-agnostic RL algorithm, \textsc{UCBZero}, that finds $ε$-optimal policies for $N$ arbitrary tasks after at most $\tilde O(\log(N)H^5SA/ε^2)$ exploration episodes. We also provide an $Ω(\log (N)H^2SA/ε^2)$ lower bound, showing that the $\log$ dependency on $N$ is unavoidable. Furthermore, we provide an $N$-independent sample complexity bound of \textsc{UCBZero} in the statistically easier setting when the ground truth reward functions are known.

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Towards Deployment of Robust AI Agents for Human-Machine Partnerships

We study the problem of designing AI agents that can robustly cooperate with people in human-machine partnerships. Our work is inspired by real-life scenarios in which an AI agent, e.g., a virtual assistant, has to cooperate with new users after its deployment. We model this problem via a parametric MDP framework where the parameters correspond to a user's type and characterize her behavior. In the test phase, the AI agent has to interact with a user of unknown type. Our approach to designing a robust AI agent relies on observing the user's actions to make inferences about the user's type and adapting its policy to facilitate efficient cooperation. We show that without being adaptive, an AI agent can end up performing arbitrarily bad in the test phase. We develop two algorithms for computing policies that automatically adapt to the user in the test phase. We demonstrate the effectiveness of our approach in solving a two-agent collaborative task.

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