Searcharxiv⌕ Search

arXiv subjects

Martin Rinard

Publications and source records attributed to Martin Rinard.

At least 37 records · Page 2Linked to original sources

Incompatibility Clustering as a Defense Against Backdoor Poisoning Attacks

We propose a novel clustering mechanism based on an incompatibility property between subsets of data that emerges during model training. This mechanism partitions the dataset into subsets that generalize only to themselves, i.e., training on one subset does not improve performance on the other subsets. Leveraging the interaction between the dataset and the training process, our clustering mechanism partitions datasets into clusters that are defined by--and therefore meaningful to--the objective of the training process. We apply our clustering mechanism to defend against data poisoning attacks, in which the attacker injects malicious poisoned data into the training dataset to affect the trained model's output. Our evaluation focuses on backdoor attacks against deep neural networks trained to perform image classification using the GTSRB and CIFAR-10 datasets. Our results show that (1) these attacks produce poisoned datasets in which the poisoned and clean data are incompatible and (2) our technique successfully identifies (and removes) the poisoned data. In an end-to-end evaluation, our defense reduces the attack success rate to below 1% on 134 out of 165 scenarios, with only a 2% drop in clean accuracy on CIFAR-10 and a negligible drop in clean accuracy on GTSRB.

cs.LG↗

Decentralized Inference via Capability Type Structures in Cooperative Multi-Agent Systems

This work studies the problem of ad hoc teamwork in teams composed of agents with differing computational capabilities. We consider cooperative multi-player games in which each agent's policy is constrained by a private capability parameter, and agents with higher capabilities are able to simulate the behavior of agents with lower capabilities (but not vice-versa). To address this challenge, we propose an algorithm that maintains a belief over the other agents' capabilities and incorporates this belief into the planning process. Our primary innovation is a novel framework based on capability type structures, which ensures that the belief updates remain consistent and informative without constructing the infinite hierarchy of beliefs. We also extend our techniques to settings where the agents' observations are subject to noise. We provide examples of games in which deviations in capability between oblivious agents can lead to arbitrarily poor outcomes, and experimentally validate that our capability-aware algorithm avoids the anti-cooperative behavior of the naive approach in these toy settings as well as a more complex cooperative checkers environment.

cs.MA↗

Effective Neural Network $L_0$ Regularization With BinMask

$L_0$ regularization of neural networks is a fundamental problem. In addition to regularizing models for better generalizability, $L_0$ regularization also applies to selecting input features and training sparse neural networks. There is a large body of research on related topics, some with quite complicated methods. In this paper, we show that a straightforward formulation, BinMask, which multiplies weights with deterministic binary masks and uses the identity straight-through estimator for backpropagation, is an effective $L_0$ regularizer. We evaluate BinMask on three tasks: feature selection, network sparsification, and model regularization. Despite its simplicity, BinMask achieves competitive performance on all the benchmarks without task-specific tuning compared to methods designed for each task. Our results suggest that decoupling weights from mask optimization, which has been widely adopted by previous work, is a key component for effective $L_0$ regularization.

cs.LG↗

Emergence of Locally Suboptimal Behavior in Finitely Repeated Games

We study the emergence of locally suboptimal behavior in finitely repeated games. Locally suboptimal behavior refers to players play suboptimally in some rounds of the repeated game (i.e., not maximizing their payoffs in those rounds) while maximizing their total payoffs in the whole repeated game. The central research question we aim to answer is when locally suboptimal behavior can arise from rational play in finitely repeated games. In this research, we focus on the emergence of locally suboptimal behavior in subgame-perfect equilibria (SPE) of finitely repeated games with complete information. We prove the first sufficient and necessary condition on the stage game G that ensure that, for all T and all subgame-perfect equilibria of the repeated game G(T), the strategy profile at every round of G(T) forms a Nash equilibrium of the stage game G. We prove the sufficient and necessary conditions for three cases: 1) only pure strategies are allowed, 2) the general case where mixed strategies are allowed, and 3) one player can only use pure strategies and the other player can use mixed strategies. Based on these results, we obtain complete characterizations on when allowing players to play mixed strategies will change whether local suboptimality can ever occur in some repeated game. Furthermore, we present an algorithm for the computational problem of, given an arbitrary stage game, deciding if locally suboptimal behavior can arise in the corresponding finitely repeated games. This addresses the practical side of the research question.

cs.GT↗

Correctness Verification of Neural Networks

We present a novel framework for specifying and verifying correctness globally for neural networks on perception tasks. Most previous works on neural network verification for perception tasks focus on robustness verification. Unlike robustness verification, which aims to verify that the prediction of a network is stable in some local regions around labelled points, our framework provides a way to specify correctness globally in the whole target input space and verify that the network is correct for all target inputs (or find the regions where the network is not correct). We provide a specification through 1) a state space consisting of all relevant states of the world and 2) an observation process that produces neural network inputs from the states of the world. Tiling the state and input spaces with a finite number of tiles, obtaining ground truth bounds from the state tiles and network output bounds from the input tiles, then comparing the ground truth and network output bounds delivers an upper bound on the network output error for any inputs of interest. The presented framework also enables detecting illegal inputs -- inputs that are not contained in (or close to) the target input space as defined by the state space and observation process (the neural network is not designed to work on them), so that we can flag when we don't have guarantees. Results from two case studies highlight the ability of our technique to verify error bounds over the whole target input space and show how the error bounds vary over the state and input spaces.

cs.LG↗

On the Impact of Player Capability on Congestion Games

We study the impact of player capability on social welfare in congestion games. We introduce a new game, the Distance-bounded Network Congestion game (DNC), as the basis of our study. DNC is a symmetric network congestion game with a bound on the number of edges each player can use. We show that DNC is PLS-complete in contrast to standard symmetric network congestion games which are in P. To model different player capabilities, we propose using programs in a Domain-Specific Language (DSL) to compactly represent player strategies. We define a player's capability as the maximum size of the programs they can use. We introduce two variants of DNC with accompanying DSLs representing the strategy spaces. We propose four capability preference properties to characterize the impact of player capability on social welfare at equilibrium. We then establish necessary and sufficient conditions for the four properties in the context of our DNC variants. Finally, we study a specific game where we derive exact expressions of the social welfare in terms of the capability bound. This provides examples where the social welfare at equilibrium increases, stays the same, or decreases as players become more capable.

cs.GT↗

Mixed Capability Games

We present a new class of strategic games, mixed capability games, as a foundation for studying how different player capabilities impact the dynamics and outcomes of strategic games. We analyze the impact of different player capabilities via a capability transfer function that characterizes the payoff of each player at equilibrium given capabilities for all players in the game. In this paper, we model a player's capability as the size of the strategy space available to that player. We analyze a mixed capability variant of the Gold and Mines Game recently proposed by Yang et al. and derive its capability transfer function in closed form.

cs.GT↗

Towards Context-Agnostic Learning Using Synthetic Data

We propose a novel setting for learning, where the input domain is the image of a map defined on the product of two sets, one of which completely determines the labels. We derive a new risk bound for this setting that decomposes into a bias and an error term, and exhibits a surprisingly weak dependence on the true labels. Inspired by these results, we present an algorithm aimed at minimizing the bias term by exploiting the ability to sample from each set independently. We apply our setting to visual classification tasks, where our approach enables us to train classifiers on datasets that consist entirely of a single synthetic example of each class. On several standard benchmarks for real-world image classification, we achieve robust performance in the context-agnostic setting, with good generalization to real world domains, whereas training directly on real world data without our techniques yields classifiers that are brittle to perturbations of the background.

cs.LG↗

Program Synthesis Guided Reinforcement Learning for Partially Observed Environments

A key challenge for reinforcement learning is solving long-horizon planning problems. Recent work has leveraged programs to guide reinforcement learning in these settings. However, these approaches impose a high manual burden on the user since they must provide a guiding program for every new task. Partially observed environments further complicate the programming task because the program must implement a strategy that correctly, and ideally optimally, handles every possible configuration of the hidden regions of the environment. We propose a new approach, model predictive program synthesis (MPPS), that uses program synthesis to automatically generate the guiding programs. It trains a generative model to predict the unobserved portions of the world, and then synthesizes a program based on samples from this model in a way that is robust to its uncertainty. In our experiments, we show that our approach significantly outperforms non-program-guided approaches on a set of challenging benchmarks, including a 2D Minecraft-inspired environment where the agent must complete a complex sequence of subtasks to achieve its goal, and achieves a similar performance as using handcrafted programs to guide the agent. Our results demonstrate that our approach can obtain the benefits of program-guided reinforcement learning without requiring the user to provide a new guiding program for every new task.

cs.AI↗

Exploiting Verified Neural Networks via Floating Point Numerical Error

Researchers have developed neural network verification algorithms motivated by the need to characterize the robustness of deep neural networks. The verifiers aspire to answer whether a neural network guarantees certain properties with respect to all inputs in a space. However, many verifiers inaccurately model floating point arithmetic but do not thoroughly discuss the consequences. We show that the negligence of floating point error leads to unsound verification that can be systematically exploited in practice. For a pretrained neural network, we present a method that efficiently searches inputs as witnesses for the incorrectness of robustness claims made by a complete verifier. We also present a method to construct neural network architectures and weights that induce wrong results of an incomplete verifier. Our results highlight that, to achieve practically reliable verification of neural networks, any verification system must accurately (or conservatively) model the effects of any floating point computations in the network inference or verification system.

cs.LG↗

Automatic Synthesis of Parallel Unix Commands and Pipelines with KumQuat

We present KumQuat, a system for automatically generating data parallel implementations of Unix shell commands and pipelines. The generated parallel versions split input streams, execute multiple instantiations of the original pipeline commands to process the splits in parallel, then combine the resulting parallel outputs to produce the final output stream. KumQuat automatically synthesizes the combine operators, with a domain-specific combiner language acting as a strong regularizer that promotes efficient inference of correct combiners. We evaluate KumQuat on 70 benchmark scripts that together have a total of 427 stages. KumQuat synthesizes a correct combiner for 113 of the 121 unique commands that appear in these benchmark scripts. The synthesis times vary between 39 seconds and 331 seconds with a median of 60 seconds. We present experimental results that show that these combiners enable the effective parallelization of our benchmark scripts.

cs.PL↗

Verifying Low-dimensional Input Neural Networks via Input Quantization

Deep neural networks are an attractive tool for compressing the control policy lookup tables in systems such as the Airborne Collision Avoidance System (ACAS). It is vital to ensure the safety of such neural controllers via verification techniques. The problem of analyzing ACAS Xu networks has motivated many successful neural network verifiers. These verifiers typically analyze the internal computation of neural networks to decide whether a property regarding the input/output holds. The intrinsic complexity of neural network computation renders such verifiers slow to run and vulnerable to floating-point error. This paper revisits the original problem of verifying ACAS Xu networks. The networks take low-dimensional sensory inputs with training data provided by a precomputed lookup table. We propose to prepend an input quantization layer to the network. Quantization allows efficient verification via input state enumeration, whose complexity is bounded by the size of the quantization space. Quantization is equivalent to nearest-neighbor interpolation at run time, which has been shown to provide acceptable accuracy for ACAS in simulation. Moreover, our technique can deliver exact verification results immune to floating-point error if we directly enumerate the network outputs on the target inference implementation or on an accurate simulation of the target implementation.

cs.LG↗

An Order-Aware Dataflow Model for Parallel Unix Pipelines

We present a dataflow model for modelling parallel Unix shell pipelines. To accurately capture the semantics of complex Unix pipelines, the dataflow model is order-aware, i.e., the order in which a node in the dataflow graph consumes inputs from different edges plays a central role in the semantics of the computation and therefore in the resulting parallelization. We use this model to capture the semantics of transformations that exploit data parallelism available in Unix shell computations and prove their correctness. We additionally formalize the translations from the Unix shell to the dataflow model and from the dataflow model back to a parallel shell script. We implement our model and transformations as the compiler and optimization passes of a system parallelizing shell pipelines, and use it to evaluate the speedup achieved on 47 pipelines.

cs.PL↗

The Three Pillars of Machine Programming

In this position paper, we describe our vision of the future of machine programming through a categorical examination of three pillars of research. Those pillars are: (i) intention, (ii) invention, and(iii) adaptation. Intention emphasizes advancements in the human-to-computer and computer-to-machine-learning interfaces. Invention emphasizes the creation or refinement of algorithms or core hardware and software building blocks through machine learning (ML). Adaptation emphasizes advances in the use of ML-based constructs to autonomously evolve software.

cs.AI↗

Program Synthesis Over Noisy Data with Guarantees

We explore and formalize the task of synthesizing programs over noisy data, i.e., data that may contain corrupted input-output examples. By formalizing the concept of a Noise Source, an Input Source, and a prior distribution over programs, we formalize the probabilistic process which constructs a noisy dataset. This formalism allows us to define the correctness of a synthesis algorithm, in terms of its ability to synthesize the hidden underlying program. The probability of a synthesis algorithm being correct depends upon the match between the Noise Source and the Loss Function used in the synthesis algorithm's optimization process. We formalize the concept of an optimal Loss Function given prior information about the Noise Source. We provide a technique to design optimal Loss Functions given perfect and imperfect information about the Noise Sources. We also formalize the concept and conditions required for convergence, i.e., conditions under which the probability that the synthesis algorithm produces a correct program increases as the size of the noisy data set increases. This paper presents the first formalization of the concept of optimal Loss Functions, the first closed form definition of optimal Loss Functions, and the first conditions that ensure that a noisy synthesis algorithm will have convergence guarantees.

cs.PL↗

Inductive Program Synthesis over Noisy Datasets using Abstraction Refinement Based Optimization

We present a new synthesis algorithm to solve program synthesis over noisy datasets, i.e., data that may contain incorrect/corrupted input-output examples. Our algorithm uses an abstraction refinement based optimization process to synthesize programs which optimize the tradeoff between the loss over the noisy dataset and the complexity of the synthesized program. The algorithm uses abstractions to divide the search space of programs into subspaces by computing an abstract value that represents outputs for all programs in a subspace. The abstract value allows our algorithm to compute, for each subspace, a sound approximate lower bound of the loss over all programs in the subspace. It iteratively refines these abstractions to further subdivide the space into smaller subspaces, prune subspaces that do not contain an optimal program, and eventually synthesize an optimal program. We implemented this algorithm in a tool called Rose. We compare Rose to a current state-of-the-art noisy program synthesis system using the SyGuS 2018 benchmark suite. Our evaluation demonstrates that Rose significantly outperforms this previous system: on two noisy benchmark program synthesis problems sets drawn from the SyGus 2018 benchmark suite, Rose delivers speedups of up to 1587 and 81.7, with median speedups of 20.5 and 81.7. Rose also terminates on 20 (out of 54) and 4 (out of 11) more benchmark problems than the previous system. Both Rose and the previous system synthesize programs that are optimal over the provided noisy data sets. For the majority of the problems in the benchmark sets ($272$ out of $286$), the synthesized programs also produce correct outputs for all inputs in the original (unseen) noise-free data set. These results highlight the benefits that Rose can deliver for effective noisy program synthesis.

cs.PL↗

Neurosymbolic Transformers for Multi-Agent Communication

We study the problem of inferring communication structures that can solve cooperative multi-agent planning problems while minimizing the amount of communication. We quantify the amount of communication as the maximum degree of the communication graph; this metric captures settings where agents have limited bandwidth. Minimizing communication is challenging due to the combinatorial nature of both the decision space and the objective; for instance, we cannot solve this problem by training neural networks using gradient descent. We propose a novel algorithm that synthesizes a control policy that combines a programmatic communication policy used to generate the communication graph with a transformer policy network used to choose actions. Our algorithm first trains the transformer policy, which implicitly generates a "soft" communication graph; then, it synthesizes a programmatic communication policy that "hardens" this graph, forming a neurosymbolic transformer. Our experiments demonstrate how our approach can synthesize policies that generate low-degree communication graphs while maintaining near-optimal performance.

cs.MA↗

Efficient Exact Verification of Binarized Neural Networks

Concerned with the reliability of neural networks, researchers have developed verification techniques to prove their robustness. Most verifiers work with real-valued networks. Unfortunately, the exact (complete and sound) verifiers face scalability challenges and provide no correctness guarantees due to floating point errors. We argue that Binarized Neural Networks (BNNs) provide comparable robustness and allow exact and significantly more efficient verification. We present a new system, EEV, for efficient and exact verification of BNNs. EEV consists of two parts: (i) a novel SAT solver that speeds up BNN verification by natively handling the reified cardinality constraints arising in BNN encodings; and (ii) strategies to train solver-friendly robust BNNs by inducing balanced layer-wise sparsity and low cardinality bounds, and adaptively cancelling the gradients. We demonstrate the effectiveness of EEV by presenting the first exact verification results for L-inf-bounded adversarial robustness of nontrivial convolutional BNNs on the MNIST and CIFAR10 datasets. Compared to exact verification of real-valued networks of the same architectures on the same tasks, EEV verifies BNNs hundreds to thousands of times faster, while delivering comparable verifiable accuracy in most cases.

cs.AI↗