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Michael Wooldridge

Publications and source records attributed to Michael Wooldridge.

At least 37 records · Page 2Linked to original sources

Jailbreaking Large Language Models in Infinitely Many Ways

We discuss the ``Infinitely Many Paraphrases'' attacks (IMP), a category of jailbreaks that leverages the increasing capabilities of a model to handle paraphrases and encoded communications to bypass their defensive mechanisms. IMPs' viability pairs and grows with a model's capabilities to handle and bind the semantics of simple mappings between tokens and work extremely well in practice, posing a concrete threat to the users of the most powerful LLMs in commerce. We show how one can bypass the safeguards of the most powerful open- and closed-source LLMs and generate content that explicitly violates their safety policies. One can protect against IMPs by improving the guardrails and making them scale with the LLMs' capabilities. For two categories of attacks that are straightforward to implement, i.e., bijection and encoding, we discuss two defensive strategies, one in token and the other in embedding space. We conclude with some research questions we believe should be prioritised to enhance the defensive mechanisms of LLMs and our understanding of their safety.

cs.LG↗

Multi-agent coordination via communication partitions

Coordinating the behaviour of self-interested agents in the presence of multiple Nash equilibria is a major research challenge for multi-agent systems. Pre-game communication between all the players can aid coordination in cases where the Pareto-optimal payoff is unique, but can lead to deadlocks when there are multiple payoffs on the Pareto frontier. We consider a communication partition, where only players within the same coalition can communicate with each other, and they can establish an agreement (a coordinated joint-action) if it is envy-free, credible, and Pareto-optimal. We show that under a natural assumption about symmetry, certain communication partitions can induce social optimal outcomes in singleton congestion games. This game is a reasonable model for a decentralised, anonymous system where players are required to choose from a range of identical resources, and incur costs that are increasing and convex in the total number of players sharing the same resource. The communication partition can be seen as a mechanism for inducing efficient outcomes in this context.

cs.GT↗

Designing Equilibria in Concurrent Games with Social Welfare and Temporal Logic Constraints

In game theory, mechanism design is concerned with the design of incentives so that a desired outcome of the game can be achieved. In this paper, we explore the concept of equilibrium design, where incentives are designed to obtain a desirable equilibrium that satisfies a specific temporal logic property. Our study is based on a framework where system specifications are represented as temporal logic formulae, games as quantitative concurrent game structures, and players' goals as mean-payoff objectives. We consider system specifications given by LTL and GR(1) formulae, and show that designing incentives to ensure that a given temporal logic property is satisfied on some/every Nash equilibrium of the game can be achieved in PSPACE for LTL properties and in NP/ΣP 2 for GR(1) specifications. We also examine the complexity of related decision and optimisation problems, such as optimality and uniqueness of solutions, as well as considering social welfare, and show that the complexities of these problems lie within the polynomial hierarchy. Equilibrium design can be used as an alternative solution to rational synthesis and verification problems for concurrent games with mean-payoff objectives when no solution exists or as a technique to repair concurrent games with undesirable Nash equilibria in an optimal way.

cs.LO↗

A Scalable Communication Protocol for Networks of Large Language Models

Communication is a prerequisite for collaboration. When scaling networks of AI-powered agents, communication must be versatile, efficient, and portable. These requisites, which we refer to as the Agent Communication Trilemma, are hard to achieve in large networks of agents. We introduce Agora, a meta protocol that leverages existing communication standards to make LLM-powered agents solve complex problems efficiently. In Agora, agents typically use standardised routines for frequent communications, natural language for rare communications, and LLM-written routines for everything in between. Agora sidesteps the Agent Communication Trilemma and robustly handles changes in interfaces and members, allowing unprecedented scalability with full decentralisation and minimal involvement of human beings. On large Agora networks, we observe the emergence of self-organising, fully automated protocols that achieve complex goals without human intervention.

cs.AI↗

A Notion of Complexity for Theory of Mind via Discrete World Models

Theory of Mind (ToM) can be used to assess the capabilities of Large Language Models (LLMs) in complex scenarios where social reasoning is required. While the research community has proposed many ToM benchmarks, their hardness varies greatly, and their complexity is not well defined. This work proposes a framework inspired by cognitive load theory to measure the complexity of ToM tasks. We quantify a problem's complexity as the number of states necessary to solve it correctly. Our complexity measure also accounts for spurious states of a ToM problem designed to make it apparently harder. We use our method to assess the complexity of five widely adopted ToM benchmarks. On top of this framework, we design a prompting technique that augments the information available to a model with a description of how the environment changes with the agents' interactions. We name this technique Discrete World Models (DWM) and show how it elicits superior performance on ToM tasks.

cs.AI↗

Fixed-budget and Multiple-issue Quadratic Voting

Quadratic Voting (QV) is a social choice mechanism that addresses the "tyranny of the majority" of one-person-one-vote mechanisms. Agents express not only their preference ordering but also their preference intensity by purchasing $x$ votes at a cost of $x^2$. Although this pricing rule maximizes utilitarian social welfare and is robust against strategic manipulation, it has not yet found many real-life applications. One key reason is that the original QV mechanism does not limit voter budgets. Two variations have since been proposed: a (no-budget) multiple-issue generalization and a fixed-budget version that allocates a constant number of credits to agents for use in multiple binary elections. While some analysis has been undertaken with respect to the multiple-issue variation, the fixed-budget version has not yet been rigorously studied. In this work, we formally propose a novel fixed-budget multiple-issue QV mechanism. This integrates the advantages of both the aforementioned variations, laying the theoretical foundations for practical use cases of QV, such as multi-agent resource allocation. We analyse our fixed-budget multiple-issue QV by comparing it with traditional voting systems, exploring potential collusion strategies, and showing that checking whether strategy profiles form a Nash equilibrium is tractable.

cs.GT↗

Causally Abstracted Multi-armed Bandits

Multi-armed bandits (MAB) and causal MABs (CMAB) are established frameworks for decision-making problems. The majority of prior work typically studies and solves individual MAB and CMAB in isolation for a given problem and associated data. However, decision-makers are often faced with multiple related problems and multi-scale observations where joint formulations are needed in order to efficiently exploit the problem structures and data dependencies. Transfer learning for CMABs addresses the situation where models are defined on identical variables, although causal connections may differ. In this work, we extend transfer learning to setups involving CMABs defined on potentially different variables, with varying degrees of granularity, and related via an abstraction map. Formally, we introduce the problem of causally abstracted MABs (CAMABs) by relying on the theory of causal abstraction in order to express a rigorous abstraction map. We propose algorithms to learn in a CAMAB, and study their regret. We illustrate the limitations and the strengths of our algorithms on a real-world scenario related to online advertising.

cs.LG↗

A multi-objective combinatorial optimisation framework for large scale hierarchical population synthesis

In agent-based simulations, synthetic populations of agents are commonly used to represent the structure, behaviour, and interactions of individuals. However, generating a synthetic population that accurately reflects real population statistics is a challenging task, particularly when performed at scale. In this paper, we propose a multi objective combinatorial optimisation technique for large scale population synthesis. We demonstrate the effectiveness of our approach by generating a synthetic population for selected regions and validating it on contingency tables from real population data. Our approach supports complex hierarchical structures between individuals and households, is scalable to large populations and achieves minimal contigency table reconstruction error. Hence, it provides a useful tool for policymakers and researchers for simulating the dynamics of complex populations.

cs.MA↗

Characterising Interventions in Causal Games

Causal games are probabilistic graphical models that enable causal queries to be answered in multi-agent settings. They extend causal Bayesian networks by specifying decision and utility variables to represent the agents' degrees of freedom and objectives. In multi-agent settings, whether each agent decides on their policy before or after knowing the causal intervention is important as this affects whether they can respond to the intervention by adapting their policy. Consequently, previous work in causal games imposed chronological constraints on permissible interventions. We relax this by outlining a sound and complete set of primitive causal interventions so the effect of any arbitrarily complex interventional query can be studied in multi-agent settings. We also demonstrate applications to the design of safe AI systems by considering causal mechanism design and commitment.

cs.GT↗

Code Simulation Challenges for Large Language Models

Many reasoning, planning, and problem-solving tasks share an intrinsic algorithmic nature: correctly simulating each step is a sufficient condition to solve them correctly. This work studies to what extent Large Language Models (LLMs) can simulate coding and algorithmic tasks to provide insights into general capabilities in such algorithmic reasoning tasks. We introduce benchmarks for straight-line programs, code that contains critical paths, and approximate and redundant instructions. We further assess the simulation capabilities of LLMs with sorting algorithms and nested loops and show that a routine's computational complexity directly affects an LLM's ability to simulate its execution. While the most powerful LLMs exhibit relatively strong simulation capabilities, the process is fragile, seems to rely heavily on pattern recognition, and is affected by memorisation. We propose a novel off-the-shelf prompting method, Chain of Simulation (CoSm), which instructs LLMs to simulate code execution line by line/follow the computation pattern of compilers. CoSm efficiently helps LLMs reduce memorisation and shallow pattern recognition while improving simulation performance. We consider the success of CoSm in code simulation to be inspirational for other general routine simulation reasoning tasks.

cs.LG↗

Private Agent-Based Modeling

The practical utility of agent-based models in decision-making relies on their capacity to accurately replicate populations while seamlessly integrating real-world data streams. Yet, the incorporation of such data poses significant challenges due to privacy concerns. To address this issue, we introduce a paradigm for private agent-based modeling wherein the simulation, calibration, and analysis of agent-based models can be achieved without centralizing the agents attributes or interactions. The key insight is to leverage techniques from secure multi-party computation to design protocols for decentralized computation in agent-based models. This ensures the confidentiality of the simulated agents without compromising on simulation accuracy. We showcase our protocols on a case study with an epidemiological simulation comprising over 150,000 agents. We believe this is a critical step towards deploying agent-based models to real-world applications.

cs.MA↗

Interventionally Consistent Surrogates for Agent-based Simulators

Agent-based simulators provide granular representations of complex intelligent systems by directly modelling the interactions of the system's constituent agents. Their high-fidelity nature enables hyper-local policy evaluation and testing of what-if scenarios, but is associated with large computational costs that inhibits their widespread use. Surrogate models can address these computational limitations, but they must behave consistently with the agent-based model under policy interventions of interest. In this paper, we capitalise on recent developments on causal abstractions to develop a framework for learning interventionally consistent surrogate models for agent-based simulators. Our proposed approach facilitates rapid experimentation with policy interventions in complex systems, while inducing surrogates to behave consistently with high probability with respect to the agent-based simulator across interventions of interest. We demonstrate with empirical studies that observationally trained surrogates can misjudge the effect of interventions and misguide policymakers towards suboptimal policies, while surrogates trained for interventional consistency with our proposed method closely mimic the behaviour of an agent-based model under interventions of interest.

cs.MA↗

Language Models as a Service: Overview of a New Paradigm and its Challenges

Some of the most powerful language models currently are proprietary systems, accessible only via (typically restrictive) web or software programming interfaces. This is the Language-Models-as-a-Service (LMaaS) paradigm. In contrast with scenarios where full model access is available, as in the case of open-source models, such closed-off language models present specific challenges for evaluating, benchmarking, and testing them. This paper has two goals: on the one hand, we delineate how the aforementioned challenges act as impediments to the accessibility, replicability, reliability, and trustworthiness of LMaaS. We systematically examine the issues that arise from a lack of information about language models for each of these four aspects. We conduct a detailed analysis of existing solutions and put forth a number of considered recommendations, and highlight the directions for future advancements. On the other hand, it serves as a comprehensive resource for existing knowledge on current, major LMaaS, offering a synthesized overview of the licences and capabilities their interfaces offer.

cs.AI↗

Characterising and Verifying the Core in Concurrent Multi-Player Mean-Payoff Games (Full Version)

Concurrent multi-player mean-payoff games are important models for systems of agents with individual, non-dichotomous preferences. Whilst these games have been extensively studied in terms of their equilibria in non-cooperative settings, this paper explores an alternative solution concept: the core from cooperative game theory. This concept is particularly relevant for cooperative AI systems, as it enables the modelling of cooperation among agents, even when their goals are not fully aligned. Our contribution is twofold. First, we provide a characterisation of the core using discrete geometry techniques and establish a necessary and sufficient condition for its non-emptiness. We then use the characterisation to prove the existence of polynomial witnesses in the core. Second, we use the existence of such witnesses to solve key decision problems in rational verification and provide tight complexity bounds for the problem of checking whether some/every equilibrium in a game satisfies a given LTL or GR(1) specification. Our approach is general and can be adapted to handle other specifications expressed in various fragments of LTL without incurring additional computational costs.

cs.GT↗

Learning Task Automata for Reinforcement Learning using Hidden Markov Models

Training reinforcement learning (RL) agents using scalar reward signals is often infeasible when an environment has sparse and non-Markovian rewards. Moreover, handcrafting these reward functions before training is prone to misspecification, especially when the environment's dynamics are only partially known. This paper proposes a novel pipeline for learning non-Markovian task specifications as succinct finite-state `task automata' from episodes of agent experience within unknown environments. We leverage two key algorithmic insights. First, we learn a product MDP, a model composed of the specification's automaton and the environment's MDP (both initially unknown), by treating the product MDP as a partially observable MDP and using the well-known Baum-Welch algorithm for learning hidden Markov models. Second, we propose a novel method for distilling the task automaton (assumed to be a deterministic finite automaton) from the learnt product MDP. Our learnt task automaton enables the decomposition of a task into its constituent sub-tasks, which improves the rate at which an RL agent can later synthesise an optimal policy. It also provides an interpretable encoding of high-level environmental and task features, so a human can readily verify that the agent has learnt coherent tasks with no misspecifications. In addition, we take steps towards ensuring that the learnt automaton is environment-agnostic, making it well-suited for use in transfer learning. Finally, we provide experimental results compared with two baselines to illustrate our algorithm's performance in different environments and tasks.

cs.LG↗

Cognitive Effects in Large Language Models

Large Language Models (LLMs) such as ChatGPT have received enormous attention over the past year and are now used by hundreds of millions of people every day. The rapid adoption of this technology naturally raises questions about the possible biases such models might exhibit. In this work, we tested one of these models (GPT-3) on a range of cognitive effects, which are systematic patterns that are usually found in human cognitive tasks. We found that LLMs are indeed prone to several human cognitive effects. Specifically, we show that the priming, distance, SNARC, and size congruity effects were presented with GPT-3, while the anchoring effect is absent. We describe our methodology, and specifically the way we converted real-world experiments to text-based experiments. Finally, we speculate on the possible reasons why GPT-3 exhibits these effects and discuss whether they are imitated or reinvented.

cs.AI↗

On Imperfect Recall in Multi-Agent Influence Diagrams

Multi-agent influence diagrams (MAIDs) are a popular game-theoretic model based on Bayesian networks. In some settings, MAIDs offer significant advantages over extensive-form game representations. Previous work on MAIDs has assumed that agents employ behavioural policies, which set independent conditional probability distributions over actions for each of their decisions. In settings with imperfect recall, however, a Nash equilibrium in behavioural policies may not exist. We overcome this by showing how to solve MAIDs with forgetful and absent-minded agents using mixed policies and two types of correlated equilibrium. We also analyse the computational complexity of key decision problems in MAIDs, and explore tractable cases. Finally, we describe applications of MAIDs to Markov games and team situations, where imperfect recall is often unavoidable.

cs.GT↗

Incentive Engineering for Concurrent Games

We consider the problem of incentivising desirable behaviours in multi-agent systems by way of taxation schemes. Our study employs the concurrent games model: in this model, each agent is primarily motivated to seek the satisfaction of a goal, expressed as a Linear Temporal Logic (LTL) formula; secondarily, agents seek to minimise costs, where costs are imposed based on the actions taken by agents in different states of the game. In this setting, we consider an external principal who can influence agents' preferences by imposing taxes (additional costs) on the actions chosen by agents in different states. The principal imposes taxation schemes to motivate agents to choose a course of action that will lead to the satisfaction of their goal, also expressed as an LTL formula. However, taxation schemes are limited in their ability to influence agents' preferences: an agent will always prefer to satisfy its goal rather than otherwise, no matter what the costs. The fundamental question that we study is whether the principal can impose a taxation scheme such that, in the resulting game, the principal's goal is satisfied in at least one or all runs of the game that could arise by agents choosing to follow game-theoretic equilibrium strategies. We consider two different types of taxation schemes: in a static scheme, the same tax is imposed on a state-action profile pair in all circumstances, while in a dynamic scheme, the principal can choose to vary taxes depending on the circumstances. We investigate the main game-theoretic properties of this model as well as the computational complexity of the relevant decision problems.

cs.GT↗