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Jakob Foerster

Publications and source records attributed to Jakob Foerster.

At least 91 records · Page 5Linked to original sources

PARDEN, Can You Repeat That? Defending against Jailbreaks via Repetition

Large language models (LLMs) have shown success in many natural language processing tasks. Despite rigorous safety alignment processes, supposedly safety-aligned LLMs like Llama 2 and Claude 2 are still susceptible to jailbreaks, leading to security risks and abuse of the models. One option to mitigate such risks is to augment the LLM with a dedicated "safeguard", which checks the LLM's inputs or outputs for undesired behaviour. A promising approach is to use the LLM itself as the safeguard. Nonetheless, baseline methods, such as prompting the LLM to self-classify toxic content, demonstrate limited efficacy. We hypothesise that this is due to domain shift: the alignment training imparts a self-censoring behaviour to the model ("Sorry I can't do that"), while the self-classify approach shifts it to a classification format ("Is this prompt malicious"). In this work, we propose PARDEN, which avoids this domain shift by simply asking the model to repeat its own outputs. PARDEN neither requires finetuning nor white box access to the model. We empirically verify the effectiveness of our method and show that PARDEN significantly outperforms existing jailbreak detection baselines for Llama-2 and Claude-2. Code and data are available at https://github.com/Ed-Zh/PARDEN. We find that PARDEN is particularly powerful in the relevant regime of high True Positive Rate (TPR) and low False Positive Rate (FPR). For instance, for Llama2-7B, at TPR equal to 90%, PARDEN accomplishes a roughly 11x reduction in the FPR from 24.8% to 2.0% on the harmful behaviours dataset.

cs.CL↗

Select to Perfect: Imitating desired behavior from large multi-agent data

AI agents are commonly trained with large datasets of demonstrations of human behavior. However, not all behaviors are equally safe or desirable. Desired characteristics for an AI agent can be expressed by assigning desirability scores, which we assume are not assigned to individual behaviors but to collective trajectories. For example, in a dataset of vehicle interactions, these scores might relate to the number of incidents that occurred. We first assess the effect of each individual agent's behavior on the collective desirability score, e.g., assessing how likely an agent is to cause incidents. This allows us to selectively imitate agents with a positive effect, e.g., only imitating agents that are unlikely to cause incidents. To enable this, we propose the concept of an agent's Exchange Value, which quantifies an individual agent's contribution to the collective desirability score. The Exchange Value is the expected change in desirability score when substituting the agent for a randomly selected agent. We propose additional methods for estimating Exchange Values from real-world datasets, enabling us to learn desired imitation policies that outperform relevant baselines. The project website can be found at https://tinyurl.com/select-to-perfect.

cs.LG↗

Equivariant Networks for Zero-Shot Coordination

Successful coordination in Dec-POMDPs requires agents to adopt robust strategies and interpretable styles of play for their partner. A common failure mode is symmetry breaking, when agents arbitrarily converge on one out of many equivalent but mutually incompatible policies. Commonly these examples include partial observability, e.g. waving your right hand vs. left hand to convey a covert message. In this paper, we present a novel equivariant network architecture for use in Dec-POMDPs that effectively leverages environmental symmetry for improving zero-shot coordination, doing so more effectively than prior methods. Our method also acts as a ``coordination-improvement operator'' for generic, pre-trained policies, and thus may be applied at test-time in conjunction with any self-play algorithm. We provide theoretical guarantees of our work and test on the AI benchmark task of Hanabi, where we demonstrate our methods outperforming other symmetry-aware baselines in zero-shot coordination, as well as able to improve the coordination ability of a variety of pre-trained policies. In particular, we show our method can be used to improve on the state of the art for zero-shot coordination on the Hanabi benchmark.

cs.LG↗

Rethinking Out-of-Distribution Detection for Reinforcement Learning: Advancing Methods for Evaluation and Detection

While reinforcement learning (RL) algorithms have been successfully applied across numerous sequential decision-making problems, their generalization to unforeseen testing environments remains a significant concern. In this paper, we study the problem of out-of-distribution (OOD) detection in RL, which focuses on identifying situations at test time that RL agents have not encountered in their training environments. We first propose a clarification of terminology for OOD detection in RL, which aligns it with the literature from other machine learning domains. We then present new benchmark scenarios for OOD detection, which introduce anomalies with temporal autocorrelation into different components of the agent-environment loop. We argue that such scenarios have been understudied in the current literature, despite their relevance to real-world situations. Confirming our theoretical predictions, our experimental results suggest that state-of-the-art OOD detectors are not able to identify such anomalies. To address this problem, we propose a novel method for OOD detection, which we call DEXTER (Detection via Extraction of Time Series Representations). By treating environment observations as time series data, DEXTER extracts salient time series features, and then leverages an ensemble of isolation forest algorithms to detect anomalies. We find that DEXTER can reliably identify anomalies across benchmark scenarios, exhibiting superior performance compared to both state-of-the-art OOD detectors and high-dimensional changepoint detectors adopted from statistics.

cs.LG↗

Policy-Guided Diffusion

In many real-world settings, agents must learn from an offline dataset gathered by some prior behavior policy. Such a setting naturally leads to distribution shift between the behavior policy and the target policy being trained - requiring policy conservatism to avoid instability and overestimation bias. Autoregressive world models offer a different solution to this by generating synthetic, on-policy experience. However, in practice, model rollouts must be severely truncated to avoid compounding error. As an alternative, we propose policy-guided diffusion. Our method uses diffusion models to generate entire trajectories under the behavior distribution, applying guidance from the target policy to move synthetic experience further on-policy. We show that policy-guided diffusion models a regularized form of the target distribution that balances action likelihood under both the target and behavior policies, leading to plausible trajectories with high target policy probability, while retaining a lower dynamics error than an offline world model baseline. Using synthetic experience from policy-guided diffusion as a drop-in substitute for real data, we demonstrate significant improvements in performance across a range of standard offline reinforcement learning algorithms and environments. Our approach provides an effective alternative to autoregressive offline world models, opening the door to the controllable generation of synthetic training data.

cs.LG↗

The Danger Of Arrogance: Welfare Equilibra As A Solution To Stackelberg Self-Play In Non-Coincidental Games

The increasing prevalence of multi-agent learning systems in society necessitates understanding how to learn effective and safe policies in general-sum multi-agent environments against a variety of opponents, including self-play. General-sum learning is difficult because of non-stationary opponents and misaligned incentives. Our first main contribution is to show that many recent approaches to general-sum learning can be derived as approximations to Stackelberg strategies, which suggests a framework for developing new multi-agent learning algorithms. We then define non-coincidental games as games in which the Stackelberg strategy profile is not a Nash Equilibrium. This notably includes several canonical matrix games and provides a normative theory for why existing algorithms fail in self-play in such games. We address this problem by introducing Welfare Equilibria (WE) as a generalisation of Stackelberg Strategies, which can recover desirable Nash Equilibria even in non-coincidental games. Finally, we introduce Welfare Function Search (WelFuSe) as a practical approach to finding desirable WE against unknown opponents, which finds more mutually desirable solutions in self-play, while preserving performance against naive learning opponents.

cs.GT↗

JaxUED: A simple and useable UED library in Jax

We present JaxUED, an open-source library providing minimal dependency implementations of modern Unsupervised Environment Design (UED) algorithms in Jax. JaxUED leverages hardware acceleration to obtain on the order of 100x speedups compared to prior, CPU-based implementations. Inspired by CleanRL, we provide fast, clear, understandable, and easily modifiable implementations, with the aim of accelerating research into UED. This paper describes our library and contains baseline results. Code can be found at https://github.com/DramaCow/jaxued.

cs.LG↗

Scaling Opponent Shaping to High Dimensional Games

In multi-agent settings with mixed incentives, methods developed for zero-sum games have been shown to lead to detrimental outcomes. To address this issue, opponent shaping (OS) methods explicitly learn to influence the learning dynamics of co-players and empirically lead to improved individual and collective outcomes. However, OS methods have only been evaluated in low-dimensional environments due to the challenges associated with estimating higher-order derivatives or scaling model-free meta-learning. Alternative methods that scale to more complex settings either converge to undesirable solutions or rely on unrealistic assumptions about the environment or co-players. In this paper, we successfully scale an OS-based approach to general-sum games with temporally-extended actions and long-time horizons for the first time. After analysing the representations of the meta-state and history used by previous algorithms, we propose a simplified version called Shaper. We show empirically that Shaper leads to improved individual and collective outcomes in a range of challenging settings from literature. We further formalize a technique previously implicit in the literature, and analyse its contribution to opponent shaping. We show empirically that this technique is helpful for the functioning of prior methods in certain environments. Lastly, we show that previous environments, such as the CoinGame, are inadequate for analysing temporally-extended general-sum interactions.

cs.AI↗

Analysing the Sample Complexity of Opponent Shaping

Learning in general-sum games often yields collectively sub-optimal results. Addressing this, opponent shaping (OS) methods actively guide the learning processes of other agents, empirically leading to improved individual and group performances in many settings. Early OS methods use higher-order derivatives to shape the learning of co-players, making them unsuitable for shaping multiple learning steps. Follow-up work, Model-free Opponent Shaping (M-FOS), addresses these by reframing the OS problem as a meta-game. In contrast to early OS methods, there is little theoretical understanding of the M-FOS framework. Providing theoretical guarantees for M-FOS is hard because A) there is little literature on theoretical sample complexity bounds for meta-reinforcement learning B) M-FOS operates in continuous state and action spaces, so theoretical analysis is challenging. In this work, we present R-FOS, a tabular version of M-FOS that is more suitable for theoretical analysis. R-FOS discretises the continuous meta-game MDP into a tabular MDP. Within this discretised MDP, we adapt the $R_{max}$ algorithm, most prominently used to derive PAC-bounds for MDPs, as the meta-learner in the R-FOS algorithm. We derive a sample complexity bound that is exponential in the cardinality of the inner state and action space and the number of agents. Our bound guarantees that, with high probability, the final policy learned by an R-FOS agent is close to the optimal policy, apart from a constant factor. Finally, we investigate how R-FOS's sample complexity scales in the size of state-action space. Our theoretical results on scaling are supported empirically in the Matching Pennies environment.

cs.LG↗

Learning Multi-Agent Communication with Contrastive Learning

Communication is a powerful tool for coordination in multi-agent RL. But inducing an effective, common language is a difficult challenge, particularly in the decentralized setting. In this work, we introduce an alternative perspective where communicative messages sent between agents are considered as different incomplete views of the environment state. By examining the relationship between messages sent and received, we propose to learn to communicate using contrastive learning to maximize the mutual information between messages of a given trajectory. In communication-essential environments, our method outperforms previous work in both performance and learning speed. Using qualitative metrics and representation probing, we show that our method induces more symmetric communication and captures global state information from the environment. Overall, we show the power of contrastive learning and the importance of leveraging messages as encodings for effective communication.

cs.AI↗

A Model-Based Solution to the Offline Multi-Agent Reinforcement Learning Coordination Problem

Training multiple agents to coordinate is an essential problem with applications in robotics, game theory, economics, and social sciences. However, most existing Multi-Agent Reinforcement Learning (MARL) methods are online and thus impractical for real-world applications in which collecting new interactions is costly or dangerous. While these algorithms should leverage offline data when available, doing so gives rise to what we call the offline coordination problem. Specifically, we identify and formalize the strategy agreement (SA) and the strategy fine-tuning (SFT) coordination challenges, two issues at which current offline MARL algorithms fail. Concretely, we reveal that the prevalent model-free methods are severely deficient and cannot handle coordination-intensive offline multi-agent tasks in either toy or MuJoCo domains. To address this setback, we emphasize the importance of inter-agent interactions and propose the very first model-based offline MARL method. Our resulting algorithm, Model-based Offline Multi-Agent Proximal Policy Optimization (MOMA-PPO) generates synthetic interaction data and enables agents to converge on a strategy while fine-tuning their policies accordingly. This simple model-based solution solves the coordination-intensive offline tasks, significantly outperforming the prevalent model-free methods even under severe partial observability and with learned world models.

cs.LG↗

Structured State Space Models for In-Context Reinforcement Learning

Structured state space sequence (S4) models have recently achieved state-of-the-art performance on long-range sequence modeling tasks. These models also have fast inference speeds and parallelisable training, making them potentially useful in many reinforcement learning settings. We propose a modification to a variant of S4 that enables us to initialise and reset the hidden state in parallel, allowing us to tackle reinforcement learning tasks. We show that our modified architecture runs asymptotically faster than Transformers in sequence length and performs better than RNN's on a simple memory-based task. We evaluate our modified architecture on a set of partially-observable environments and find that, in practice, our model outperforms RNN's while also running over five times faster. Then, by leveraging the model's ability to handle long-range sequences, we achieve strong performance on a challenging meta-learning task in which the agent is given a randomly-sampled continuous control environment, combined with a randomly-sampled linear projection of the environment's observations and actions. Furthermore, we show the resulting model can adapt to out-of-distribution held-out tasks. Overall, the results presented in this paper show that structured state space models are fast and performant for in-context reinforcement learning tasks. We provide code at https://github.com/luchris429/popjaxrl.

cs.LG↗

Similarity-based cooperative equilibrium

As machine learning agents act more autonomously in the world, they will increasingly interact with each other. Unfortunately, in many social dilemmas like the one-shot Prisoner's Dilemma, standard game theory predicts that ML agents will fail to cooperate with each other. Prior work has shown that one way to enable cooperative outcomes in the one-shot Prisoner's Dilemma is to make the agents mutually transparent to each other, i.e., to allow them to access one another's source code (Rubinstein 1998, Tennenholtz 2004) -- or weights in the case of ML agents. However, full transparency is often unrealistic, whereas partial transparency is commonplace. Moreover, it is challenging for agents to learn their way to cooperation in the full transparency setting. In this paper, we introduce a more realistic setting in which agents only observe a single number indicating how similar they are to each other. We prove that this allows for the same set of cooperative outcomes as the full transparency setting. We also demonstrate experimentally that cooperation can be learned using simple ML methods.

cs.GT↗

Perfectly Secure Steganography Using Minimum Entropy Coupling

Steganography is the practice of encoding secret information into innocuous content in such a manner that an adversarial third party would not realize that there is hidden meaning. While this problem has classically been studied in security literature, recent advances in generative models have led to a shared interest among security and machine learning researchers in developing scalable steganography techniques. In this work, we show that a steganography procedure is perfectly secure under Cachin (1998)'s information-theoretic model of steganography if and only if it is induced by a coupling. Furthermore, we show that, among perfectly secure procedures, a procedure maximizes information throughput if and only if it is induced by a minimum entropy coupling. These insights yield what are, to the best of our knowledge, the first steganography algorithms to achieve perfect security guarantees for arbitrary covertext distributions. To provide empirical validation, we compare a minimum entropy coupling-based approach to three modern baselines -- arithmetic coding, Meteor, and adaptive dynamic grouping -- using GPT-2, WaveRNN, and Image Transformer as communication channels. We find that the minimum entropy coupling-based approach achieves superior encoding efficiency, despite its stronger security constraints. In aggregate, these results suggest that it may be natural to view information-theoretic steganography through the lens of minimum entropy coupling.

cs.CR↗

Evolving Curricula with Regret-Based Environment Design

It remains a significant challenge to train generally capable agents with reinforcement learning (RL). A promising avenue for improving the robustness of RL agents is through the use of curricula. One such class of methods frames environment design as a game between a student and a teacher, using regret-based objectives to produce environment instantiations (or levels) at the frontier of the student agent's capabilities. These methods benefit from their generality, with theoretical guarantees at equilibrium, yet they often struggle to find effective levels in challenging design spaces. By contrast, evolutionary approaches seek to incrementally alter environment complexity, resulting in potentially open-ended learning, but often rely on domain-specific heuristics and vast amounts of computational resources. In this paper we propose to harness the power of evolution in a principled, regret-based curriculum. Our approach, which we call Adversarially Compounding Complexity by Editing Levels (ACCEL), seeks to constantly produce levels at the frontier of an agent's capabilities, resulting in curricula that start simple but become increasingly complex. ACCEL maintains the theoretical benefits of prior regret-based methods, while providing significant empirical gains in a diverse set of environments. An interactive version of the paper is available at accelagent.github.io.

cs.LG↗

JAX-LOB: A GPU-Accelerated limit order book simulator to unlock large scale reinforcement learning for trading

Financial exchanges across the world use limit order books (LOBs) to process orders and match trades. For research purposes it is important to have large scale efficient simulators of LOB dynamics. LOB simulators have previously been implemented in the context of agent-based models (ABMs), reinforcement learning (RL) environments, and generative models, processing order flows from historical data sets and hand-crafted agents alike. For many applications, there is a requirement for processing multiple books, either for the calibration of ABMs or for the training of RL agents. We showcase the first GPU-enabled LOB simulator designed to process thousands of books in parallel, with a notably reduced per-message processing time. The implementation of our simulator - JAX-LOB - is based on design choices that aim to best exploit the powers of JAX without compromising on the realism of LOB-related mechanisms. We integrate JAX-LOB with other JAX packages, to provide an example of how one may address an optimal execution problem with reinforcement learning, and to share some preliminary results from end-to-end RL training on GPUs.

q-fin.TR↗

Generative AI for End-to-End Limit Order Book Modelling: A Token-Level Autoregressive Generative Model of Message Flow Using a Deep State Space Network

Developing a generative model of realistic order flow in financial markets is a challenging open problem, with numerous applications for market participants. Addressing this, we propose the first end-to-end autoregressive generative model that generates tokenized limit order book (LOB) messages. These messages are interpreted by a Jax-LOB simulator, which updates the LOB state. To handle long sequences efficiently, the model employs simplified structured state-space layers to process sequences of order book states and tokenized messages. Using LOBSTER data of NASDAQ equity LOBs, we develop a custom tokenizer for message data, converting groups of successive digits to tokens, similar to tokenization in large language models. Out-of-sample results show promising performance in approximating the data distribution, as evidenced by low model perplexity. Furthermore, the mid-price returns calculated from the generated order flow exhibit a significant correlation with the data, indicating impressive conditional forecast performance. Due to the granularity of generated data, and the accuracy of the model, it offers new application areas for future work beyond forecasting, e.g. acting as a world model in high-frequency financial reinforcement learning applications. Overall, our results invite the use and extension of the model in the direction of autoregressive large financial models for the generation of high-frequency financial data and we commit to open-sourcing our code to facilitate future research.

q-fin.TR↗

Unbiased Decisions Reduce Regret: Adversarial Domain Adaptation for the Bank Loan Problem

In many real world settings binary classification decisions are made based on limited data in near real-time, e.g. when assessing a loan application. We focus on a class of these problems that share a common feature: the true label is only observed when a data point is assigned a positive label by the principal, e.g. we only find out whether an applicant defaults if we accepted their loan application. As a consequence, the false rejections become self-reinforcing and cause the labelled training set, that is being continuously updated by the model decisions, to accumulate bias. Prior work mitigates this effect by injecting optimism into the model, however this comes at the cost of increased false acceptance rate. We introduce adversarial optimism (AdOpt) to directly address bias in the training set using adversarial domain adaptation. The goal of AdOpt is to learn an unbiased but informative representation of past data, by reducing the distributional shift between the set of accepted data points and all data points seen thus far. AdOpt significantly exceeds state-of-the-art performance on a set of challenging benchmark problems. Our experiments also provide initial evidence that the introduction of adversarial domain adaptation improves fairness in this setting.

cs.LG↗