SearcharxivSearch

arXiv subjects

Goran Radanovic

Publications and source records attributed to Goran Radanovic.

At least 19 recordsLinked to original sources

CONTRA: Red-Teaming Configurations of Personalizable Agents

Recent tools such as OpenClaw have extended the capabilities of LLM-based agents from simple dialog-based systems to fully autonomous agents. These systems allow personalization of the agent through modifiable internal files and the installation of skills. While this enables deployment in a wide range of settings and the automation of diverse tasks, greater capability and autonomy increases the risk of malicious actions being executed unintentionally. In this work, we explore the interplay between agent configuration and the risk of executing dangerous actions without explicit instruction. To this end, we propose CONfiguration Tree-search for Red-teaming Agents (CONTRA), an LLM-assisted tree-search algorithm that discovers agent configurations resulting in the execution of malicious actions. CONTRA works by reasoning about benign yet dangerous configurations and evaluating them in a simulated environment. We construct a dataset of the 473 most popular skills from a public repository, along with 2-5 corresponding malicious target actions per skill. In a large-scale analysis, we find that 75.1% of skills have at least one configuration resulting in the execution of a malicious action, most of which have not been detected as containing malicious content by existing scans. Overall, CONTRA successfully identifies a configuration leading to the execution of the target action in 39.2% of all tested cases. Our findings demonstrate that current agents provide insufficient safety with respect to personalization.

cs.CR

MaMa: A Game-Theoretic Approach for Designing Safe Agentic Systems

LLM-based multi-agent systems have demonstrated impressive capabilities, but they also introduce significant safety risks when individual agents fail or behave adversarially. In this work, we study the automated design of agentic systems that remain safe even when a subset of agents is compromised. Inspired by Stackelberg security games, we formalize this problem as a game between a system designer (the Meta-Agent) and a best-responding Meta-Adversary that selects and compromises a subset of agents to minimize safety. We propose Meta-Adversary-Meta-Agent (MaMa), a novel algorithm inspired by this formalization for automatically designing safe agentic systems. Our approach uses LLM-based adversarial search, where the Meta-Agent iteratively proposes system designs and receives feedback based on the strongest attacks discovered by the Meta-Adversary. Empirical evaluations across diverse environments show that systems designed with MaMa consistently defend against worst-case attacks while maintaining performance comparable to systems optimized solely for task success. Moreover, the resulting systems generalize to stronger adversaries, as well as ones with different attack objectives or underlying LLMs, demonstrating robust safety beyond the training setting.

cs.LG

Sparse Offline Reinforcement Learning with Corruption Robustness

We investigate robustness to strong data corruption in offline sparse reinforcement learning (RL). In our setting, an adversary may arbitrarily perturb a fraction of the collected trajectories from a high-dimensional but sparse Markov decision process, and our goal is to estimate a near optimal policy. The main challenge is that, in the high-dimensional regime where the number of samples $N$ is smaller than the feature dimension $d$, exploiting sparsity is essential for obtaining non-vacuous guarantees but has not been systematically studied in offline RL. We analyse the problem under uniform coverage and sparse single-concentrability assumptions. While Least Square Value Iteration (LSVI), a standard approach for robust offline RL, performs well under uniform coverage, we show that integrating sparsity into LSVI is unnatural, and its analysis may break down due to overly pessimistic bonuses. To overcome this, we propose actor-critic methods with sparse robust estimator oracles, which avoid the use of pointwise pessimistic bonuses and provide the first non-vacuous guarantees for sparse offline RL under single-policy concentrability coverage. Moreover, we extend our results to the contaminated setting and show that our algorithm remains robust under strong contamination. Our results provide the first non-vacuous guarantees in high-dimensional sparse MDPs with single-policy concentrability coverage and corruption, showing that learning a near-optimal policy remains possible in regimes where traditional robust offline RL techniques may fail.

stat.ML

Benchmarking the Robustness of Agentic Systems to Adversarially-Induced Harms

Ensuring the safe use of agentic systems requires a thorough understanding of the range of malicious behaviors these systems may exhibit. In this paper, we evaluate the robustness of LLM-based agentic systems against attacks that aim to elicit harmful actions from agents. To this end, we propose a novel taxonomy of harms for agentic systems and a novel benchmark, BAD-ACTS, for studying the security of agentic systems with respect to a wide range of harmful actions. BAD-ACTS consists of five implementations of agentic systems in distinct application environments, as well as a dataset of 238 high-quality examples of harmful actions and an extended dataset containing 699 additional adversarial actions. This enables a comprehensive study of the robustness of agentic systems across a wide range of categories of harmful behaviors, available tools, and inter-agent communication structures. Using this benchmark, we analyze the robustness of agentic systems under an array of attackers attempting to elicit malicious behaviors, including agents acting adversarially and prompt injections. We found that agents are often vulnerable, as indicated by success rates between 40% and 90% depending on the model. We additionally propose an effective defense based on zero-shot message monitoring. We believe that this benchmark provides a diverse testbed for the safety research of agentic systems. Code is available at https://github.com/JNoether/BAD-ACTS.

cs.LG

On Corruption-Robustness in Performative Reinforcement Learning

In performative Reinforcement Learning (RL), an agent faces a policy-dependent environment: the reward and transition functions depend on the agent's policy. Prior work on performative RL has studied the convergence of repeated retraining approaches to a performatively stable policy. In the finite sample regime, these approaches repeatedly solve for a saddle point of a convex-concave objective, which estimates the Lagrangian of a regularized version of the reinforcement learning problem. In this paper, we aim to extend such repeated retraining approaches, enabling them to operate under corrupted data. More specifically, we consider Huber's $\epsilon$-contamination model, where an $\epsilon$ fraction of data points is corrupted by arbitrary adversarial noise. We propose a repeated retraining approach based on convex-concave optimization under corrupted gradients and a novel problem-specific robust mean estimator for the gradients. We prove that our approach exhibits last-iterate convergence to an approximately stable policy, with the approximation error linear in $\sqrt{\epsilon}$. We experimentally demonstrate the importance of accounting for corruption in performative RL.

cs.LG

Distributionally Robust Reinforcement Learning with Human Feedback

Reinforcement learning from human feedback (RLHF) has evolved to be one of the main methods for fine-tuning large language models (LLMs). However, existing RLHF methods are non-robust, and their performance deteriorates if the downstream task differs significantly from the preference dataset used in fine-tuning. In order to mitigate this problem, we introduce a distributionally robust RLHF for fine-tuning LLMs. In particular, our goal is to ensure that a fine-tuned model retains its performance even when the distribution of prompts significantly differs from the distribution encountered during fine-tuning. We formulate distributionally robust optimization (DRO) version of two popular fine-tuning methods -- (1) reward-based RLHF and (2) reward-free DPO (direct preference optimization). We propose a minibatch gradient descent based algorithms for both of them, and theoretically prove convergence guarantees for the algorithms. Subsequently, we evaluate our algorithms on an out-of-distribution (OOD) task by first training the model on the Unified-Feedback dataset and evaluating its performance on two different datasets. The experimental results show that our robust training improves the accuracy of the learned reward models on average, and markedly on some tasks, such as reasoning. Furthermore, we show that the robust versions of policy optimization methods, similarly improve performance on OOD tasks.

cs.LG

Performative Reinforcement Learning with Linear Markov Decision Process

We study the setting of \emph{performative reinforcement learning} where the deployed policy affects both the reward, and the transition of the underlying Markov decision process. Prior work~\parencite{MTR23} has addressed this problem under the tabular setting and established last-iterate convergence of repeated retraining with iteration complexity explicitly depending on the number of states. In this work, we generalize the results to \emph{linear Markov decision processes} which is the primary theoretical model of large-scale MDPs. The main challenge with linear MDP is that the regularized objective is no longer strongly convex and we want a bound that scales with the dimension of the features, rather than states which can be infinite. Our first result shows that repeatedly optimizing a regularized objective converges to a \emph{performatively stable policy}. In the absence of strong convexity, our analysis leverages a new recurrence relation that uses a specific linear combination of optimal dual solutions for proving convergence. We then tackle the finite sample setting where the learner has access to a set of trajectories drawn from the current policy. We consider a reparametrized version of the primal problem, and construct an empirical Lagrangian which is to be optimized from the samples. We show that, under a \emph{bounded coverage} condition, repeatedly solving a saddle point of this empirical Lagrangian converges to a performatively stable solution, and also construct a primal-dual algorithm that solves the empirical Lagrangian efficiently. Finally, we show several applications of the general framework of performative RL including multi-agent systems.

cs.LG

Counterfactual Effect Decomposition in Multi-Agent Sequential Decision Making

We address the challenge of explaining counterfactual outcomes in multi-agent Markov decision processes. In particular, we aim to explain the total counterfactual effect of an agent's action on the outcome of a realized scenario through its influence on the environment dynamics and the agents' behavior. To achieve this, we introduce a novel causal explanation formula that decomposes the counterfactual effect by attributing to each agent and state variable a score reflecting their respective contributions to the effect. First, we show that the total counterfactual effect of an agent's action can be decomposed into two components: one measuring the effect that propagates through all subsequent agents' actions and another related to the effect that propagates through the state transitions. Building on recent advancements in causal contribution analysis, we further decompose these two effects as follows. For the former, we consider agent-specific effects -- a causal concept that quantifies the counterfactual effect of an agent's action that propagates through a subset of agents. Based on this notion, we use Shapley value to attribute the effect to individual agents. For the latter, we consider the concept of structure-preserving interventions and attribute the effect to state variables based on their "intrinsic" contributions. Through extensive experimentation, we demonstrate the interpretability of our approach in a Gridworld environment with LLM-assisted agents and a sepsis management simulator.

cs.AI

Stochastic Principal-Agent Problems: Efficient Computation and Learning

We introduce a stochastic principal-agent model. A principal and an agent interact in a stochastic environment, each privy to observations about the state not available to the other. The principal has the power of commitment, both to elicit information from the agent and to provide signals about her own information. The players communicate with each other and then select actions independently. Each of them receives a payoff based on the state and their joint action, and the environment transitions to a new state. The interaction continues over a finite time horizon. Both players are far-sighted, aiming to maximize their total payoffs over the time horizon. The model encompasses as special cases extensive-form games (EFGs) and stochastic games of incomplete information, partially observable Markov decision processes (POMDPs), as well as other forms of sequential principal-agent interactions, including Bayesian persuasion and automated mechanism design problems. We consider both the computation and learning of the principal's optimal policy. Since the general problem, which subsumes POMDPs, is intractable, we explore algorithmic solutions under hindsight observability, where the state and the interaction history are revealed at the end of each step. Though the problem becomes more amenable under this condition, the number of possible histories remains exponential in the length of the time horizon, making approaches for EFG-based models infeasible. We present an efficient algorithm based on the inducible value sets. The algorithm computes an $ε$-approximate optimal policy in time polynomial in $1/ε$. Additionally, we show an efficient learning algorithm for an episodic reinforcement learning setting where the transition probabilities are unknown. The algorithm guarantees sublinear regret $\tilde{O}(T^{2/3})$ for both players over $T$ episodes.

cs.GT

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.

cs.AI

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.

cs.LG

Learning Embeddings for Sequential Tasks Using Population of Agents

We present an information-theoretic framework to learn fixed-dimensional embeddings for tasks in reinforcement learning. We leverage the idea that two tasks are similar if observing an agent's performance on one task reduces our uncertainty about its performance on the other. This intuition is captured by our information-theoretic criterion which uses a diverse agent population as an approximation for the space of agents to measure similarity between tasks in sequential decision-making settings. In addition to qualitative assessment, we empirically demonstrate the effectiveness of our techniques based on task embeddings by quantitative comparisons against strong baselines on two application scenarios: predicting an agent's performance on a new task by observing its performance on a small quiz of tasks, and selecting tasks with desired characteristics from a given set of options.

cs.LG

Reward Design for Justifiable Sequential Decision-Making

Equipping agents with the capacity to justify made decisions using supporting evidence represents a cornerstone of accountable decision-making. Furthermore, ensuring that justifications are in line with human expectations and societal norms is vital, especially in high-stakes situations such as healthcare. In this work, we propose the use of a debate-based reward model for reinforcement learning agents, where the outcome of a zero-sum debate game quantifies the justifiability of a decision in a particular state. This reward model is then used to train a justifiable policy, whose decisions can be more easily corroborated with supporting evidence. In the debate game, two argumentative agents take turns providing supporting evidence for two competing decisions. Given the proposed evidence, a proxy of a human judge evaluates which decision is better justified. We demonstrate the potential of our approach in learning policies for prescribing and justifying treatment decisions of septic patients. We show that augmenting the reward with the feedback signal generated by the debate-based reward model yields policies highly favored by the judge when compared to the policy obtained solely from the environment rewards, while hardly sacrificing any performance. Moreover, in terms of the overall performance and justifiability of trained policies, the debate-based feedback is comparable to the feedback obtained from an ideal judge proxy that evaluates decisions using the full information encoded in the state. This suggests that the debate game outputs key information contained in states that is most relevant for evaluating decisions, which in turn substantiates the practicality of combining our approach with human-in-the-loop evaluations. Lastly, we showcase that agents trained via multi-agent debate learn to propose evidence that is resilient to refutations and closely aligns with human preferences.

cs.LG

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.

cs.AI

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.

cs.LG

Towards Computationally Efficient Responsibility Attribution in Decentralized Partially Observable MDPs

Responsibility attribution is a key concept of accountable multi-agent decision making. Given a sequence of actions, responsibility attribution mechanisms quantify the impact of each participating agent to the final outcome. One such popular mechanism is based on actual causality, and it assigns (causal) responsibility based on the actions that were found to be pivotal for the considered outcome. However, the inherent problem of pinpointing actual causes and consequently determining the exact responsibility assignment has shown to be computationally intractable. In this paper, we aim to provide a practical algorithmic solution to the problem of responsibility attribution under a computational budget. We first formalize the problem in the framework of Decentralized Partially Observable Markov Decision Processes (Dec-POMDPs) augmented by a specific class of Structural Causal Models (SCMs). Under this framework, we introduce a Monte Carlo Tree Search (MCTS) type of method which efficiently approximates the agents' degrees of responsibility. This method utilizes the structure of a novel search tree and a pruning technique, both tailored to the problem of responsibility attribution. Other novel components of our method are (a) a child selection policy based on linear scalarization and (b) a backpropagation procedure that accounts for a minimality condition that is typically used to define actual causality. We experimentally evaluate the efficacy of our algorithm through a simulation-based test-bed, which includes three team-based card games.

cs.AI

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.

cs.LG

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.

cs.LG