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Debmalya Mandal

Publications and source records attributed to Debmalya Mandal.

At least 37 records · Page 2Linked to original sources

Agent-Specific Effects: A Causal Effect Propagation Analysis in Multi-Agent MDPs

Establishing causal relationships between actions and outcomes is fundamental for accountable multi-agent decision-making. However, interpreting and quantifying agents' contributions to such relationships pose significant challenges. These challenges are particularly prominent in the context of multi-agent sequential decision-making, where the causal effect of an agent's action on the outcome depends on how other agents respond to that action. In this paper, our objective is to present a systematic approach for attributing the causal effects of agents' actions to the influence they exert on other agents. Focusing on multi-agent Markov decision processes, we introduce agent-specific effects (ASE), a novel causal quantity that measures the effect of an agent's action on the outcome that propagates through other agents. We then turn to the counterfactual counterpart of ASE (cf-ASE), provide a sufficient set of conditions for identifying cf-ASE, and propose a practical sampling-based algorithm for estimating it. Finally, we experimentally evaluate the utility of cf-ASE through a simulation-based testbed, which includes a sepsis management environment.

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Reward Model Learning vs. Direct Policy Optimization: A Comparative Analysis of Learning from Human Preferences

In this paper, we take a step towards a deeper understanding of learning from human preferences by systematically comparing the paradigm of reinforcement learning from human feedback (RLHF) with the recently proposed paradigm of direct preference optimization (DPO). We focus our attention on the class of loglinear policy parametrization and linear reward functions. In order to compare the two paradigms, we first derive minimax statistical bounds on the suboptimality gap induced by both RLHF and DPO, assuming access to an oracle that exactly solves the optimization problems. We provide a detailed discussion on the relative comparison between the two paradigms, simultaneously taking into account the sample size, policy and reward class dimensions, and the regularization temperature. Moreover, we extend our analysis to the approximate optimization setting and derive exponentially decaying convergence rates for both RLHF and DPO. Next, we analyze the setting where the ground-truth reward is not realizable and find that, while RLHF incurs a constant additional error, DPO retains its asymptotically decaying gap by just tuning the temperature accordingly. Finally, we extend our comparison to the Markov decision process setting, where we generalize our results with exact optimization. To the best of our knowledge, we are the first to provide such a comparative analysis for RLHF and DPO.

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The Surprising Effectiveness of SP Voting with Partial Preferences

We consider the problem of recovering the ground truth ordering (ranking, top-$k$, or others) over a large number of alternatives. The wisdom of crowd is a heuristic approach based on Condorcet's Jury theorem to address this problem through collective opinions. This approach fails to recover the ground truth when the majority of the crowd is misinformed. The surprisingly popular (SP) algorithm cite{prelec2017solution} is an alternative approach that is able to recover the ground truth even when experts are in minority. The SP algorithm requires the voters to predict other voters' report in the form of a full probability distribution over all rankings of alternatives. However, when the number of alternatives, $m$, is large, eliciting the prediction report or even the vote over $m$ alternatives might be too costly. In this paper, we design a scalable alternative of the SP algorithm which only requires eliciting partial preferences from the voters, and propose new variants of the SP algorithm. In particular, we propose two versions -- Aggregated-SP and Partial-SP -- that ask voters to report vote and prediction on a subset of size $k$ ($\ll m$) in terms of top alternative, partial rank, or an approval set. Through a large-scale crowdsourcing experiment on MTurk, we show that both of our approaches outperform conventional preference aggregation algorithms for the recovery of ground truth rankings, when measured in terms of Kendall-Tau distance and Spearman's $ρ$. We further analyze the collected data and demonstrate that voters' behavior in the experiment, including the minority of the experts, and the SP phenomenon, can be correctly simulated by a concentric mixtures of Mallows model. Finally, we provide theoretical bounds on the sample complexity of SP algorithms with partial rankings to demonstrate the theoretical guarantees of the proposed methods.

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Performative Reinforcement Learning in Gradually Shifting Environments

When Reinforcement Learning (RL) agents are deployed in practice, they might impact their environment and change its dynamics. We propose a new framework to model this phenomenon, where the current environment depends on the deployed policy as well as its previous dynamics. This is a generalization of Performative RL (PRL) [Mandal et al., 2023]. Unlike PRL, our framework allows to model scenarios where the environment gradually adjusts to a deployed policy. We adapt two algorithms from the performative prediction literature to our setting and propose a novel algorithm called Mixed Delayed Repeated Retraining (MDRR). We provide conditions under which these algorithms converge and compare them using three metrics: number of retrainings, approximation guarantee, and number of samples per deployment. MDRR is the first algorithm in this setting which combines samples from multiple deployments in its training. This makes MDRR particularly suitable for scenarios where the environment's response strongly depends on its previous dynamics, which are common in practice. We experimentally compare the algorithms using a simulation-based testbed and our results show that MDRR converges significantly faster than previous approaches.

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Corruption-Robust Offline Two-Player Zero-Sum Markov Games

We study data corruption robustness in offline two-player zero-sum Markov games. Given a dataset of realized trajectories of two players, an adversary is allowed to modify an $ε$-fraction of it. The learner's goal is to identify an approximate Nash Equilibrium policy pair from the corrupted data. We consider this problem in linear Markov games under different degrees of data coverage and corruption. We start by providing an information-theoretic lower bound on the suboptimality gap of any learner. Next, we propose robust versions of the Pessimistic Minimax Value Iteration algorithm, both under coverage on the corrupted data and under coverage only on the clean data, and show that they achieve (near)-optimal suboptimality gap bounds with respect to $ε$. We note that we are the first to provide such a characterization of the problem of learning approximate Nash Equilibrium policies in offline two-player zero-sum Markov games under data corruption.

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Markov Decision Processes with Time-Varying Geometric Discounting

Canonical models of Markov decision processes (MDPs) usually consider geometric discounting based on a constant discount factor. While this standard modeling approach has led to many elegant results, some recent studies indicate the necessity of modeling time-varying discounting in certain applications. This paper studies a model of infinite-horizon MDPs with time-varying discount factors. We take a game-theoretic perspective -- whereby each time step is treated as an independent decision maker with their own (fixed) discount factor -- and we study the subgame perfect equilibrium (SPE) of the resulting game as well as the related algorithmic problems. We present a constructive proof of the existence of an SPE and demonstrate the EXPTIME-hardness of computing an SPE. We also turn to the approximate notion of $ε$-SPE and show that an $ε$-SPE exists under milder assumptions. An algorithm is presented to compute an $ε$-SPE, of which an upper bound of the time complexity, as a function of the convergence property of the time-varying discount factor, is provided.

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Implicit Poisoning Attacks in Two-Agent Reinforcement Learning: Adversarial Policies for Training-Time Attacks

In targeted poisoning attacks, an attacker manipulates an agent-environment interaction to force the agent into adopting a policy of interest, called target policy. Prior work has primarily focused on attacks that modify standard MDP primitives, such as rewards or transitions. In this paper, we study targeted poisoning attacks in a two-agent setting where an attacker implicitly poisons the effective environment of one of the agents by modifying the policy of its peer. We develop an optimization framework for designing optimal attacks, where the cost of the attack measures how much the solution deviates from the assumed default policy of the peer agent. We further study the computational properties of this optimization framework. Focusing on a tabular setting, we show that in contrast to poisoning attacks based on MDP primitives (transitions and (unbounded) rewards), which are always feasible, it is NP-hard to determine the feasibility of implicit poisoning attacks. We provide characterization results that establish sufficient conditions for the feasibility of the attack problem, as well as an upper and a lower bound on the optimal cost of the attack. We propose two algorithmic approaches for finding an optimal adversarial policy: a model-based approach with tabular policies and a model-free approach with parametric/neural policies. We showcase the efficacy of the proposed algorithms through experiments.

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Performative Reinforcement Learning

We introduce the framework of performative reinforcement learning where the policy chosen by the learner affects the underlying reward and transition dynamics of the environment. Following the recent literature on performative prediction~\cite{Perdomo et. al., 2020}, we introduce the concept of performatively stable policy. We then consider a regularized version of the reinforcement learning problem and show that repeatedly optimizing this objective converges to a performatively stable policy under reasonable assumptions on the transition dynamics. Our proof utilizes the dual perspective of the reinforcement learning problem and may be of independent interest in analyzing the convergence of other algorithms with decision-dependent environments. We then extend our results for the setting where the learner just performs gradient ascent steps instead of fully optimizing the objective, and for the setting where the learner has access to a finite number of trajectories from the changed environment. For both settings, we leverage the dual formulation of performative reinforcement learning and establish convergence to a stable solution. Finally, through extensive experiments on a grid-world environment, we demonstrate the dependence of convergence on various parameters e.g. regularization, smoothness, and the number of samples.

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Online Reinforcement Learning with Uncertain Episode Lengths

Existing episodic reinforcement algorithms assume that the length of an episode is fixed across time and known a priori. In this paper, we consider a general framework of episodic reinforcement learning when the length of each episode is drawn from a distribution. We first establish that this problem is equivalent to online reinforcement learning with general discounting where the learner is trying to optimize the expected discounted sum of rewards over an infinite horizon, but where the discounting function is not necessarily geometric. We show that minimizing regret with this new general discounting is equivalent to minimizing regret with uncertain episode lengths. We then design a reinforcement learning algorithm that minimizes regret with general discounting but acts for the setting with uncertain episode lengths. We instantiate our general bound for different types of discounting, including geometric and polynomial discounting. We also show that we can obtain similar regret bounds even when the uncertainty over the episode lengths is unknown, by estimating the unknown distribution over time. Finally, we compare our learning algorithms with existing value-iteration based episodic RL algorithms in a grid-world environment.

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Feature-based Individual Fairness in k-Clustering

Ensuring fairness in machine learning algorithms is a challenging and essential task. We consider the problem of clustering a set of points while satisfying fairness constraints. While there have been several attempts to capture group fairness in the $k$-clustering problem, fairness at an individual level is relatively less explored. We introduce a new notion of individual fairness in $k$-clustering based on features not necessarily used for clustering. We show that this problem is NP-hard and does not admit a constant factor approximation. Therefore, we design a randomized algorithm that guarantees approximation both in terms of minimizing the clustering distance objective and individual fairness under natural restrictions on the distance metric and fairness constraints. Finally, our experimental results against six competing baselines validate that our algorithm produces individually fairer clusters than the fairest baseline by 12.5% on average while also being less costly in terms of the clustering objective than the best baseline by 34.5% on average.

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Socially Fair Reinforcement Learning

We consider the problem of episodic reinforcement learning where there are multiple stakeholders with different reward functions. Our goal is to output a policy that is socially fair with respect to different reward functions. Prior works have proposed different objectives that a fair policy must optimize including minimum welfare, and generalized Gini welfare. We first take an axiomatic view of the problem, and propose four axioms that any such fair objective must satisfy. We show that the Nash social welfare is the unique objective that uniquely satisfies all four objectives, whereas prior objectives fail to satisfy all four axioms. We then consider the learning version of the problem where the underlying model i.e. Markov decision process is unknown. We consider the problem of minimizing regret with respect to the fair policies maximizing three different fair objectives -- minimum welfare, generalized Gini welfare, and Nash social welfare. Based on optimistic planning, we propose a generic learning algorithm and derive its regret bound with respect to the three different policies. For the objective of Nash social welfare, we also derive a lower bound in regret that grows exponentially with $n$, the number of agents. Finally, we show that for the objective of minimum welfare, one can improve regret by a factor of $O(H)$ for a weaker notion of regret.

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Sequential Blocked Matching

We consider a sequential blocked matching (SBM) model where strategic agents repeatedly report ordinal preferences over a set of services to a central planner. The planner's goal is to elicit agents' true preferences and design a policy that matches services to agents in order to maximize the expected social welfare with the added constraint that each matched service can be \emph{blocked} or unavailable for a number of time periods. Naturally, SBM models the repeated allocation of reusable services to a set of agents where each allocated service becomes unavailable for a fixed duration. We first consider the offline SBM setting, where the strategic agents are aware of their true preferences. We measure the performance of any policy by \emph{distortion}, the worst-case multiplicative approximation guaranteed by any policy. For the setting with $s$ services, we establish lower bounds of $Ω(s)$ and $Ω(\sqrt{s})$ on the distortions of any deterministic and randomised mechanisms, respectively. We complement these results by providing approximately truthful, measured by \emph{incentive ratio}, deterministic and randomised policies based on random serial dictatorship which match our lower bounds. Our results show that there is a significant improvement if one considers the class of randomised policies. Finally, we consider the online SBM setting with bandit feedback where each agent is initially unaware of her true preferences, and the planner must facilitate each agent in the learning of their preferences through the matching of services over time. We design an approximately truthful mechanism based on the Explore-then-Commit paradigm, which achieves logarithmic dynamic approximate regret.

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Learning Tensor Representations for Meta-Learning

We introduce a tensor-based model of shared representation for meta-learning from a diverse set of tasks. Prior works on learning linear representations for meta-learning assume that there is a common shared representation across different tasks, and do not consider the additional task-specific observable side information. In this work, we model the meta-parameter through an order-$3$ tensor, which can adapt to the observed task features of the task. We propose two methods to estimate the underlying tensor. The first method solves a tensor regression problem and works under natural assumptions on the data generating process. The second method uses the method of moments under additional distributional assumptions and has an improved sample complexity in terms of the number of tasks. We also focus on the meta-test phase, and consider estimating task-specific parameters on a new task. Substituting the estimated tensor from the first step allows us estimating the task-specific parameters with very few samples of the new task, thereby showing the benefits of learning tensor representations for meta-learning. Finally, through simulation and several real-world datasets, we evaluate our methods and show that it improves over previous linear models of shared representations for meta-learning.

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Improving Teacher-Student Interactions in Online Educational Forums using a Markov Chain based Stackelberg Game Model

With the rapid proliferation of the Internet, the area of education has undergone a massive transformation in terms of how students and instructors interact in a classroom. Online learning now takes more than one form, including the use of technology to enhance a face-to-face class, a hybrid class that combines both face-to-face meetings and online work, and fully online courses. Further, online classrooms are usually composed of an online education forum (OEF) where students and instructor discuss open-ended questions for gaining better understanding of the subject. However, empirical studies have repeatedly shown that the dropout rates in these online courses are very high partly due to the lack of motivation among the enrolled students. We undertake an empirical comparison of student behavior in OEFs associated with a graduate-level course during two terms. We identify key parameters dictating the dynamics of OEFs like effective incentive design, student heterogeneity, and super-posters phenomenon. Motivated by empirical observations, we propose an analytical model based on continuous time Markov chains (CTMCs) to capture instructor-student interactions in an OEF. Using concepts from lumpability of CTMCs, we compute steady state and transient probabilities along with expected net-rewards for the instructor and the students. We formulate a mixed-integer linear program which views an OEF as a single-leader-multiple-followers Stackelberg game. Through simulations, we observe that students exhibit varied degree of non-monotonicity in their participation (with increasing instructor involvement). We also study the effect of instructor bias and budget on the student participation levels. Our model exhibits the empirically observed super-poster phenomenon under certain parameter configurations and recommends an optimal plan to the instructor for maximizing student participation in OEFs.

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Meta-Learning with Graph Neural Networks: Methods and Applications

Graph Neural Networks (GNNs), a generalization of deep neural networks on graph data have been widely used in various domains, ranging from drug discovery to recommender systems. However, GNNs on such applications are limited when there are few available samples. Meta-learning has been an important framework to address the lack of samples in machine learning, and in recent years, researchers have started to apply meta-learning to GNNs. In this work, we provide a comprehensive survey of different meta-learning approaches involving GNNs on various graph problems showing the power of using these two approaches together. We categorize the literature based on proposed architectures, shared representations, and applications. Finally, we discuss several exciting future research directions and open problems.

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Surprisingly Popular Voting Recovers Rankings, Surprisingly!

The wisdom of the crowd has long become the de facto approach for eliciting information from individuals or experts in order to predict the ground truth. However, classical democratic approaches for aggregating individual \emph{votes} only work when the opinion of the majority of the crowd is relatively accurate. A clever recent approach, \emph{surprisingly popular voting}, elicits additional information from the individuals, namely their \emph{prediction} of other individuals' votes, and provably recovers the ground truth even when experts are in minority. This approach works well when the goal is to pick the correct option from a small list, but when the goal is to recover a true ranking of the alternatives, a direct application of the approach requires eliciting too much information. We explore practical techniques for extending the surprisingly popular algorithm to ranked voting by partial votes and predictions and designing robust aggregation rules. We experimentally demonstrate that even a little prediction information helps surprisingly popular voting outperform classical approaches.

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Ensuring Fairness Beyond the Training Data

We initiate the study of fair classifiers that are robust to perturbations in the training distribution. Despite recent progress, the literature on fairness has largely ignored the design of fair and robust classifiers. In this work, we develop classifiers that are fair not only with respect to the training distribution, but also for a class of distributions that are weighted perturbations of the training samples. We formulate a min-max objective function whose goal is to minimize a distributionally robust training loss, and at the same time, find a classifier that is fair with respect to a class of distributions. We first reduce this problem to finding a fair classifier that is robust with respect to the class of distributions. Based on online learning algorithm, we develop an iterative algorithm that provably converges to such a fair and robust solution. Experiments on standard machine learning fairness datasets suggest that, compared to the state-of-the-art fair classifiers, our classifier retains fairness guarantees and test accuracy for a large class of perturbations on the test set. Furthermore, our experiments show that there is an inherent trade-off between fairness robustness and accuracy of such classifiers.

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Weighted Tensor Completion for Time-Series Causal Inference

Marginal Structural Models (MSM) are the most popular models for causal inference from time-series observational data. However, they have two main drawbacks: (a) they do not capture subject heterogeneity, and (b) they only consider fixed time intervals and do not scale gracefully with longer intervals. In this work, we propose a new family of MSMs to address these two concerns. We model the potential outcomes as a three-dimensional tensor of low rank, where the three dimensions correspond to the agents, time periods and the set of possible histories. Unlike the traditional MSM, we allow the dimensions of the tensor to increase with the number of agents and time periods. We set up a weighted tensor completion problem as our estimation procedure, and show that the solution to this problem converges to the true model in an appropriate sense. Then we show how to solve the estimation problem, providing conditions under which we can approximately and efficiently solve the estimation problem. Finally we propose an algorithm based on projected gradient descent, which is easy to implement, and evaluate its performance on a simulated dataset.

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