Searcharxiv⌕ Search

arXiv subjects

Jingqi Li

Publications and source records attributed to Jingqi Li.

33 records · Page 2Linked to original sources

Towards Optimal Branching of Linear and Semidefinite Relaxations for Neural Network Robustness Certification

In this paper, we study certifying the robustness of ReLU neural networks against adversarial input perturbations. To diminish the relaxation error suffered by the popular linear programming (LP) and semidefinite programming (SDP) certification methods, we take a branch-and-bound approach to propose partitioning the input uncertainty set and solving the relaxations on each part separately. We show that this approach reduces relaxation error, and that the error is eliminated entirely upon performing an LP relaxation with a partition intelligently designed to exploit the nature of the ReLU activations. To scale this approach to large networks, we consider using a coarser partition whereby the number of parts in the partition is reduced. We prove that computing such a coarse partition that directly minimizes the LP relaxation error is NP-hard. By instead minimizing the worst-case LP relaxation error, we develop a closed-form branching scheme in the single-hidden layer case. We extend the analysis to the SDP, where the feasible set geometry is exploited to design a branching scheme that minimizes the worst-case SDP relaxation error. Experiments on MNIST, CIFAR-10, and Wisconsin breast cancer diagnosis classifiers demonstrate significant increases in the percentages of test samples certified. By independently increasing the input size and the number of layers, we empirically illustrate under which regimes the branched LP and branched SDP are best applied. Finally, we extend our LP branching method into a multi-layer branching heuristic, which attains comparable performance to prior state-of-the-art heuristics on large-scale, deep neural network certification benchmarks.

cs.LG↗

Resolving Conflicting Constraints in Multi-Agent Reinforcement Learning with Layered Safety

Preventing collisions in multi-robot navigation is crucial for deployment. This requirement hinders the use of learning-based approaches, such as multi-agent reinforcement learning (MARL), on their own due to their lack of safety guarantees. Traditional control methods, such as reachability and control barrier functions, can provide rigorous safety guarantees when interactions are limited only to a small number of robots. However, conflicts between the constraints faced by different agents pose a challenge to safe multi-agent coordination. To overcome this challenge, we propose a method that integrates multiple layers of safety by combining MARL with safety filters. First, MARL is used to learn strategies that minimize multiple agent interactions, where multiple indicates more than two. Particularly, we focus on interactions likely to result in conflicting constraints within the engagement distance. Next, for agents that enter the engagement distance, we prioritize pairs requiring the most urgent corrective actions. Finally, a dedicated safety filter provides tactical corrective actions to resolve these conflicts. Crucially, the design decisions for all layers of this framework are grounded in reachability analysis and a control barrier-value function-based filtering mechanism. We validate our Layered Safe MARL framework in 1) hardware experiments using Crazyflie drones and 2) high-density advanced aerial mobility (AAM) operation scenarios, where agents navigate to designated waypoints while avoiding collisions. The results show that our method significantly reduces conflict while maintaining safety without sacrificing much efficiency (i.e., shorter travel time and distance) compared to baselines that do not incorporate layered safety. The project website is available at https://dinamo-mit.github.io/Layered-Safe-MARL/

cs.RO↗

Evolutionary Games on Infinite Strategy Sets: Convergence to Nash Equilibria via Dissipativity

We consider evolutionary dynamics for population games in which players have a continuum of strategies at their disposal. Models in this setting amount to infinite-dimensional differential equations evolving on the manifold of probability measures. We generalize dissipativity theory for evolutionary games from finite to infinite strategy sets that are compact metric spaces, and derive sufficient conditions for the stability of Nash equilibria under the infinite-dimensional dynamics. The resulting analysis is applicable to a broad class of evolutionary games, and is modular in the sense that the pertinent conditions on the dynamics and the game's payoff structure can be verified independently. By specializing our theory to the class of monotone games, we recover as special cases existing stability results for the Brown-von Neumann-Nash and impartial pairwise comparison dynamics. We also extend our theory to models with dynamic payoffs, further broadening the applicability of our framework. Throughout our analyses, we identify and elaborate on new technical conditions that are key in extending dissipativity theory from finite to infinite strategy sets, such as compactness of the set of Nash equilibria and evolution of dynamic payoffs within a compact positively invariant set. We illustrate our theory using a variety of case studies, including a novel, continuous variant of the war of attrition game.

math.DS↗

Approximate Feedback Nash Equilibria with Sparse Inter-Agent Dependencies

Feedback Nash equilibrium strategies in multi-agent dynamic games require availability of all players' state information to compute control actions. However, in real-world scenarios, sensing and communication limitations between agents make full state feedback expensive or impractical, and such strategies can become fragile when state information from other agents is inaccurate. To this end, we propose a regularized dynamic programming approach for finding sparse feedback policies that selectively depend on the states of a subset of agents in dynamic games. The proposed approach solves convex adaptive group Lasso problems to compute sparse policies approximating Nash equilibrium solutions. We prove the regularized solutions' asymptotic convergence to a neighborhood of Nash equilibrium policies in linear-quadratic (LQ) games. Further, we extend the proposed approach to general non-LQ games via an iterative algorithm. Simulation results in multi-robot interaction scenarios show that the proposed approach effectively computes feedback policies with varying sparsity levels. When agents have noisy observations of other agents' states, simulation results indicate that the proposed regularized policies consistently achieve lower costs than standard Nash equilibrium policies by up to 77% for all interacting agents whose costs are coupled with other agents' states.

cs.GT↗

The computation of approximate feedback Stackelberg equilibria in multi-player nonlinear constrained dynamic games

Solving feedback Stackelberg games with nonlinear dynamics and coupled constraints, a common scenario in practice, presents significant challenges. This work introduces an efficient method for computing approximate local feedback Stackelberg equilibria in multi-player general-sum dynamic games, with continuous state and action spaces. Different from existing (approximate) dynamic programming solutions that are primarily designed for unconstrained problems, our approach involves reformulating a feedback Stackelberg dynamic game into a sequence of nested optimization problems, enabling the derivation of Karush-Kuhn-Tucker (KKT) conditions and the establishment of a second-order sufficient condition for local feedback Stackelberg equilibria. We propose a Newton-style primal-dual interior point method for solving constrained linear quadratic (LQ) feedback Stackelberg games, offering provable convergence guarantees. Our method is further extended to compute local feedback Stackelberg equilibria for more general nonlinear games by iteratively approximating them using LQ games, ensuring that their KKT conditions are locally aligned with those of the original nonlinear games. We prove the exponential convergence of our algorithm in constrained nonlinear games. In a feedback Stackelberg game with nonlinear dynamics and (nonconvex) coupled costs and constraints, our experimental results reveal the algorithm's ability to handle infeasible initial conditions and achieve exponential convergence towards an approximate local feedback Stackelberg equilibrium.

math.OC↗

Certifiable Reachability Learning Using a New Lipschitz Continuous Value Function

We propose a new reachability learning framework for high-dimensional nonlinear systems, focusing on reach-avoid problems. These problems require computing the reach-avoid set, which ensures that all its elements can safely reach a target set despite disturbances within pre-specified bounds. Our framework has two main parts: offline learning of a newly designed reachavoid value function, and post-learning certification. Compared to prior work, our new value function is Lipschitz continuous and its associated Bellman operator is a contraction mapping, both of which improve the learning performance. To ensure deterministic guarantees of our learned reach-avoid set, we introduce two efficient post-learning certification methods. Both methods can be used online for real-time local certification or offline for comprehensive certification. We validate our framework in a 12-dimensional crazyflie drone racing hardware experiment and a simulated 10-dimensional highway take-over example.

eess.SY↗

To What Extent do Open-loop and Feedback Nash Equilibria Diverge in General-Sum Linear Quadratic Dynamic Games?

Dynamic games offer a versatile framework for modeling the evolving interactions of strategic agents, whose steady-state behavior can be captured by the Nash equilibria of the games. Nash equilibria are often computed in feedback, with policies depending on the state at each time, or in open-loop, with policies depending only on the initial state. Empirically, open-loop Nash equilibria (OLNE) could be more efficient to compute, while feedback Nash equilibria (FBNE) often encode more complex interactions. However, it remains unclear exactly which dynamic games yield FBNE and OLNE that differ significantly and which do not. To address this problem, we present a principled comparison study of OLNE and FBNE in linear quadratic (LQ) dynamic games. Specifically, we prove that the OLNE strategies of an LQ dynamic game can be synthesized by solving the coupled Riccati equations of an auxiliary LQ game with perturbed costs. The construction of the auxiliary game allows us to establish conditions under which OLNE and FBNE coincide and derive an upper bound on the deviation between FBNE and OLNE of an LQ game.

eess.SY↗

Infinite-Horizon Reach-Avoid Zero-Sum Games via Deep Reinforcement Learning

In this paper, we consider the infinite-horizon reach-avoid zero-sum game problem, where the goal is to find a set in the state space, referred to as the reach-avoid set, such that the system starting at a state therein could be controlled to reach a given target set without violating constraints under the worst-case disturbance. We address this problem by designing a new value function with a contracting Bellman backup, where the super-zero level set, i.e., the set of states where the value function is evaluated to be non-negative, recovers the reach-avoid set. Building upon this, we prove that the proposed method can be adapted to compute the viability kernel, or the set of states which could be controlled to satisfy given constraints, and the backward reachable set, or the set of states that could be driven towards a given target set. Finally, we propose to alleviate the curse of dimensionality issue in high-dimensional problems by extending Conservative Q-Learning, a deep reinforcement learning technique, to learn a value function such that the super-zero level set of the learned value function serves as a (conservative) approximation to the reach-avoid set. Our theoretical and empirical results suggest that the proposed method could learn reliably the reach-avoid set and the optimal control policy even with neural network approximation.

eess.SY↗

Constraint Inference in Control Tasks from Expert Demonstrations via Inverse Optimization

Inferring unknown constraints is a challenging and crucial problem in many robotics applications. When only expert demonstrations are available, it becomes essential to infer the unknown domain constraints to deploy additional agents effectively. In this work, we propose an approach to infer affine constraints in control tasks after observing expert demonstrations. We formulate the constraint inference problem as an inverse optimization problem, and we propose an alternating optimization scheme that infers the unknown constraints by minimizing a KKT residual objective. We demonstrate the effectiveness of our method in a number of simulations, and show that our method can infer less conservative constraints than a recent baseline method, while maintaining comparable safety guarantees.

cs.RO↗

Forget Less, Count Better: A Domain-Incremental Self-Distillation Learning Benchmark for Lifelong Crowd Counting

Crowd counting has important applications in public safety and pandemic control. A robust and practical crowd counting system has to be capable of continuously learning with the new incoming domain data in real-world scenarios instead of fitting one domain only. Off-the-shelf methods have some drawbacks when handling multiple domains: (1) the models will achieve limited performance (even drop dramatically) among old domains after training images from new domains due to the discrepancies of intrinsic data distributions from various domains, which is called catastrophic forgetting; (2) the well-trained model in a specific domain achieves imperfect performance among other unseen domains because of the domain shift; and (3) it leads to linearly increasing storage overhead, either mixing all the data for training or simply training dozens of separate models for different domains when new ones are available. To overcome these issues, we investigated a new crowd counting task in the incremental domains training setting called Lifelong Crowd Counting. Its goal is to alleviate the catastrophic forgetting and improve the generalization ability using a single model updated by the incremental domains. Specifically, we propose a self-distillation learning framework as a benchmark (Forget Less, Count Better, or FLCB) for lifelong crowd counting, which helps the model sustainably leverage previous meaningful knowledge for better crowd counting to mitigate the forgetting when the new data arrive. In addition, a new quantitative metric, normalized backward transfer (nBwT), is developed to evaluate the forgetting degree of the model in the lifelong learning process. Extensive experimental results demonstrate the superiority of our proposed benchmark in achieving a low catastrophic forgetting degree and strong generalization ability.

cs.CV↗

Motion Matters: A Novel Motion Modeling For Cross-View Gait Feature Learning

As a unique biometric that can be perceived at a distance, gait has broad applications in person authentication, social security, and so on. Existing gait recognition methods suffer from changes in viewpoint and clothing and barely consider extracting diverse motion features, a fundamental characteristic in gaits, from gait sequences. This paper proposes a novel motion modeling method to extract the discriminative and robust representation. Specifically, we first extract the motion features from the encoded motion sequences in the shallow layer. Then we continuously enhance the motion feature in deep layers. This motion modeling approach is independent of mainstream work in building network architectures. As a result, one can apply this motion modeling method to any backbone to improve gait recognition performance. In this paper, we combine motion modeling with one commonly used backbone~(GaitGL) as GaitGL-M to illustrate motion modeling. Extensive experimental results on two commonly-used cross-view gait datasets demonstrate the superior performance of GaitGL-M over existing state-of-the-art methods.

cs.CV↗

Cost Inference for Feedback Dynamic Games from Noisy Partial State Observations and Incomplete Trajectories

In multi-agent dynamic games, the Nash equilibrium state trajectory of each agent is determined by its cost function and the information pattern of the game. However, the cost and trajectory of each agent may be unavailable to the other agents. Prior work on using partial observations to infer the costs in dynamic games assumes an open-loop information pattern. In this work, we demonstrate that the feedback Nash equilibrium concept is more expressive and encodes more complex behavior. It is desirable to develop specific tools for inferring players' objectives in feedback games. Therefore, we consider the dynamic game cost inference problem under the feedback information pattern, using only partial state observations and incomplete trajectory data. To this end, we first propose an inverse feedback game loss function, whose minimizer yields a feedback Nash equilibrium state trajectory closest to the observation data. We characterize the landscape and differentiability of the loss function. Given the difficulty of obtaining the exact gradient, our main contribution is an efficient gradient approximator, which enables a novel inverse feedback game solver that minimizes the loss using first-order optimization. In thorough empirical evaluations, we demonstrate that our algorithm converges reliably and has better robustness and generalization performance than the open-loop baseline method when the observation data reflects a group of players acting in a feedback Nash game.

cs.MA↗

Tightened Convex Relaxations for Neural Network Robustness Certification

In this paper, we consider the problem of certifying the robustness of neural networks to perturbed and adversarial input data. Such certification is imperative for the application of neural networks in safety-critical decision-making and control systems. Certification techniques using convex optimization have been proposed, but they often suffer from relaxation errors that void the certificate. Our work exploits the structure of ReLU networks to improve relaxation errors through a novel partition-based certification procedure. The proposed method is proven to tighten existing linear programming relaxations, and asymptotically achieves zero relaxation error as the partition is made finer. We develop a finite partition that attains zero relaxation error and use the result to derive a tractable partitioning scheme that minimizes the worst-case relaxation error. Experiments using real data show that the partitioning procedure is able to issue robustness certificates in cases where prior methods fail. Consequently, partition-based certification procedures are found to provide an intuitive, effective, and theoretically justified method for tightening existing convex relaxation techniques.

cs.LG↗

Resilient Structural Stabilizability of Undirected Networks

In this paper, we consider the structural stabilizability problem of undirected networks. More specifically, we are tasked to infer the stabilizability of an undirected network from its underlying topology, where the undirected networks are modeled as continuous-time linear time-invariant (LTI) systems involving symmetric state matrices. Firstly, we derive a graph-theoretic necessary and sufficient condition for structural stabilizability of undirected networks. Then, we propose a method to infer the maximum dimension of stabilizable subspace solely based on the network structure. Based on these results, on one hand, we study the optimal actuator-disabling attack problem, i.e., removing a limited number of actuators to minimize the maximum dimension of stabilizable subspace. We show this problem is NP-hard. On the other hand, we study the optimal recovery problem with respect to the same kind of attacks, i.e., adding a limited number of new actuators such that the maximum dimension of stabilizable subspace is maximized. We prove the optimal recovery problem is also NP-hard, and we develop a (1-1/e) approximation algorithm to this problem.

math.OC↗

Structural Target Controllability of Undirected Networks

In this paper, we study the target controllability problem of networked dynamical systems, in which we are tasked to steer a subset of network states towards a desired objective. More specifically, we derive necessary and sufficient conditions for the structural target controllability problem of linear time-invariant (LTI) systems with symmetric state matrices, such as undirected dynamical networks with unknown link weights. To achieve our goal, we first characterize the generic rank of symmetrically structured matrices, as well as the modes of any numerical realization. Subsequently, we provide a graph-theoretic necessary and sufficient condition for the structural controllability of undirected networks with multiple control nodes. Finally, we derive a graph-theoretic necessary and sufficient condition for structural target controllability of undirected networks. Remarkably, apart from the standard reachability condition, only local topological information is needed for the verification of structural target controllability.

math.OC↗