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Mingyan Liu

Publications and source records attributed to Mingyan Liu.

At least 37 records · Page 2Linked to original sources

PlayBest: Professional Basketball Player Behavior Synthesis via Planning with Diffusion

Dynamically planning in complex systems has been explored to improve decision-making in various domains. Professional basketball serves as a compelling example of a dynamic spatio-temporal game, encompassing context-dependent decision-making. However, processing the diverse on-court signals and navigating the vast space of potential actions and outcomes make it difficult for existing approaches to swiftly identify optimal strategies in response to evolving circumstances. In this study, we formulate the sequential decision-making process as a conditional trajectory generation process. Based on the formulation, we introduce PlayBest (PLAYer BEhavior SynThesis), a method to improve player decision-making. We extend the diffusion probabilistic model to learn challenging environmental dynamics from historical National Basketball Association (NBA) player motion tracking data. To incorporate data-driven strategies, an auxiliary value function is trained with corresponding rewards. To accomplish reward-guided trajectory generation, we condition the diffusion model on the value function via classifier-guided sampling. We validate the effectiveness of PlayBest through simulation studies, contrasting the generated trajectories with those employed by professional basketball teams. Our results reveal that the model excels at generating reasonable basketball trajectories that produce efficient plays. Moreover, the synthesized play strategies exhibit an alignment with professional tactics, highlighting the model's capacity to capture the intricate dynamics of basketball games.

cs.AI↗

Fair Classifiers that Abstain without Harm

In critical applications, it is vital for classifiers to defer decision-making to humans. We propose a post-hoc method that makes existing classifiers selectively abstain from predicting certain samples. Our abstaining classifier is incentivized to maintain the original accuracy for each sub-population (i.e. no harm) while achieving a set of group fairness definitions to a user specified degree. To this end, we design an Integer Programming (IP) procedure that assigns abstention decisions for each training sample to satisfy a set of constraints. To generalize the abstaining decisions to test samples, we then train a surrogate model to learn the abstaining decisions based on the IP solutions in an end-to-end manner. We analyze the feasibility of the IP procedure to determine the possible abstention rate for different levels of unfairness tolerance and accuracy constraint for achieving no harm. To the best of our knowledge, this work is the first to identify the theoretical relationships between the constraint parameters and the required abstention rate. Our theoretical results are important since a high abstention rate is often infeasible in practice due to a lack of human resources. Our framework outperforms existing methods in terms of fairness disparity without sacrificing accuracy at similar abstention rates.

cs.LG↗

Long-Term Fairness with Unknown Dynamics

While machine learning can myopically reinforce social inequalities, it may also be used to dynamically seek equitable outcomes. In this paper, we formalize long-term fairness in the context of online reinforcement learning. This formulation can accommodate dynamical control objectives, such as driving equity inherent in the state of a population, that cannot be incorporated into static formulations of fairness. We demonstrate that this framing allows an algorithm to adapt to unknown dynamics by sacrificing short-term incentives to drive a classifier-population system towards more desirable equilibria. For the proposed setting, we develop an algorithm that adapts recent work in online learning. We prove that this algorithm achieves simultaneous probabilistic bounds on cumulative loss and cumulative violations of fairness (as statistical regularities between demographic groups). We compare our proposed algorithm to the repeated retraining of myopic classifiers, as a baseline, and to a deep reinforcement learning algorithm that lacks safety guarantees. Our experiments model human populations according to evolutionary game theory and integrate real-world datasets.

cs.LG↗

The Erlang Weighted Tree, A New Branching Process

In this paper, we study a new discrete tree and the resulting branching process, which we call the \textbf{E}rlang \textbf{W}eighted \textbf{T}ree(\textbf{EWT}). The EWT appears as the local weak limit of a random graph model proposed in~\cite{La2015}. In contrast to the local weak limit of well-known random graph models, the EWT has an interdependent structure. In particular, its vertices encode a multi-type branching process with uncountably many types. We derive the main properties of the EWT, such as the probability of extinction, growth rate, etc. We show that the probability of extinction is the smallest fixed point of an operator. We then take a point process perspective and analyze the growth rate operator. We derive the Krein--Rutman eigenvalue $β_0$ and the corresponding eigenfunctions of the growth operator, and show that the probability of extinction equals one if and only if $β_0 \leq 1$.

math.PR↗

Performative Federated Learning: A Solution to Model-Dependent and Heterogeneous Distribution Shifts

We consider a federated learning (FL) system consisting of multiple clients and a server, where the clients aim to collaboratively learn a common decision model from their distributed data. Unlike the conventional FL framework that assumes the client's data is static, we consider scenarios where the clients' data distributions may be reshaped by the deployed decision model. In this work, we leverage the idea of distribution shift mappings in performative prediction to formalize this model-dependent data distribution shift and propose a performative federated learning framework. We first introduce necessary and sufficient conditions for the existence of a unique performative stable solution and characterize its distance to the performative optimal solution. Then we propose the performative FedAvg algorithm and show that it converges to the performative stable solution at a rate of O(1/T) under both full and partial participation schemes. In particular, we use novel proof techniques and show how the clients' heterogeneity influences the convergence. Numerical results validate our analysis and provide valuable insights into real-world applications.

cs.LG↗

Online Algorithms for the Multi-Armed Bandit Problem with Markovian Rewards

We consider the classical multi-armed bandit problem with Markovian rewards. When played an arm changes its state in a Markovian fashion while it remains frozen when not played. The player receives a state-dependent reward each time it plays an arm. The number of states and the state transition probabilities of an arm are unknown to the player. The player's objective is to maximize its long-term total reward by learning the best arm over time. We show that under certain conditions on the state transition probabilities of the arms, a sample mean based index policy achieves logarithmic regret uniformly over the total number of trials. The result shows that sample mean based index policies can be applied to learning problems under the rested Markovian bandit model without loss of optimality in the order. Moreover, comparision between Anantharam's index policy and UCB shows that by choosing a small exploration parameter UCB can have a smaller regret than Anantharam's index policy.

math.OC↗

DensePure: Understanding Diffusion Models towards Adversarial Robustness

Diffusion models have been recently employed to improve certified robustness through the process of denoising. However, the theoretical understanding of why diffusion models are able to improve the certified robustness is still lacking, preventing from further improvement. In this study, we close this gap by analyzing the fundamental properties of diffusion models and establishing the conditions under which they can enhance certified robustness. This deeper understanding allows us to propose a new method DensePure, designed to improve the certified robustness of a pretrained model (i.e. classifier). Given an (adversarial) input, DensePure consists of multiple runs of denoising via the reverse process of the diffusion model (with different random seeds) to get multiple reversed samples, which are then passed through the classifier, followed by majority voting of inferred labels to make the final prediction. This design of using multiple runs of denoising is informed by our theoretical analysis of the conditional distribution of the reversed sample. Specifically, when the data density of a clean sample is high, its conditional density under the reverse process in a diffusion model is also high; thus sampling from the latter conditional distribution can purify the adversarial example and return the corresponding clean sample with a high probability. By using the highest density point in the conditional distribution as the reversed sample, we identify the robust region of a given instance under the diffusion model's reverse process. We show that this robust region is a union of multiple convex sets, and is potentially much larger than the robust regions identified in previous works. In practice, DensePure can approximate the label of the high density region in the conditional distribution so that it can enhance certified robustness.

cs.LG↗

Impact of Community Structure on Cascades

We study cascades under the threshold model on sparse random graphs with community structure. In this model, individuals adopt the new behavior based on how many neighbors have already chosen it. Specifically, we consider the permanent adoption model wherein individuals that have adopted the new behavior (or opinion) cannot change their state. We present a differential-equation-based tight approximation to the stochastic process of adoption and prove the validity of the mean-field equations. In addition, we characterize both necessary and sufficient conditions for contagion to happen no matter how small the set of initial adopters is. Finally, we study the problem of optimum seeding given budget constraints and propose a gradient-based heuristic seeding strategy. Our algorithm, numerically, dispels commonly held beliefs in the literature that suggest the best seeding strategy is to seed over the vertices with the highest number of neighbors.

math.PR↗

Characterizing Attacks on Deep Reinforcement Learning

Recent studies show that Deep Reinforcement Learning (DRL) models are vulnerable to adversarial attacks, which attack DRL models by adding small perturbations to the observations. However, some attacks assume full availability of the victim model, and some require a huge amount of computation, making them less feasible for real world applications. In this work, we make further explorations of the vulnerabilities of DRL by studying other aspects of attacks on DRL using realistic and efficient attacks. First, we adapt and propose efficient black-box attacks when we do not have access to DRL model parameters. Second, to address the high computational demands of existing attacks, we introduce efficient online sequential attacks that exploit temporal consistency across consecutive steps. Third, we explore the possibility of an attacker perturbing other aspects in the DRL setting, such as the environment dynamics. Finally, to account for imperfections in how an attacker would inject perturbations in the physical world, we devise a method for generating a robust physical perturbations to be printed. The attack is evaluated on a real-world robot under various conditions. We conduct extensive experiments both in simulation such as Atari games, robotics and autonomous driving, and on real-world robotics, to compare the effectiveness of the proposed attacks with baseline approaches. To the best of our knowledge, we are the first to apply adversarial attacks on DRL systems to physical robots.

cs.LG↗

Data Trading with a Monopoly Social Network: Outcomes are Mostly Privacy Welfare Damaging

This paper argues that data of strategic individuals with heterogeneous privacy valuations in a distributed online social network (e.g., Facebook) will be under-priced, if traded in a monopoly buyer setting, and will lead to diminishing utilitarian welfare. This result, for a certain family of online community data trading problems, is in stark contrast to a popular information economics intuition that increased amounts of end-user data signals in a data market improves its efficiency. Our proposed theory paves the way for a future (counter-intuitive) analysis of data trading oligopoly markets for online social networks (OSNs).

cs.SI↗

Structural Stability of a Family of Group Formation Games

We introduce and study a group formation game in which individuals/agents, driven by self-interest, team up in disjoint groups so as to be in groups of high collective strength. This strength could be group identity, reputation, or protection, and is equally shared by all group members. The group's access to resources, obtained from its members, is traded off against the geographic dispersion of the group: spread-out groups are more costly to maintain. We seek to understand the stability and structure of such partitions. We define two types of equilibria: Acceptance Equilibria (AE), in which no agent will unilaterally change group affiliation, either because the agent cannot increase her utility by switching, or because the intended receiving group is unwilling to accept her (i.e., the utility of existing members would decrease if she joined); and Strong Acceptance Equilibria (SAE), in which no subset of any group will change group affiliations (move together) for the same reasons given above. We show that under natural assumptions on the group utility functions, both an AE and SAE always exist, and that any sequence of improving deviations by agents (resp., subsets of agents in the same group) converges to an AE (resp., SAE). We then characterize the properties of the AEs. We show that an "encroachment" relationship - which groups have members in the territory of other groups - always gives rise to a directed acyclic graph (DAG); conversely, given any DAG, we can construct a game with suitable conditions on the utility function that has an AE with the encroachment structure specified by the given graph.

cs.GT↗

Multi-planner intervention in network games with community structures

Network games study the strategic interaction of agents connected through a network. Interventions in such a game -- actions a coordinator or planner may take that change the utility of the agents and thus shift the equilibrium action profile -- are introduced to improve the planner's objective. We study the problem of intervention in network games where the network has a group structure with local planners, each associated with a group. The agents play a non-cooperative game while the planners may or may not have the same optimization objective. We model this problem using a sequential move game where planners make interventions followed by agents playing the intervened game. We provide equilibrium analysis and algorithms that find the subgame perfect equilibrium. We also propose a two-level efficiency definition to study the efficiency loss of equilibrium actions in this type of game.

cs.GT↗

Robust Deep Reinforcement Learning against Adversarial Perturbations on State Observations

A deep reinforcement learning (DRL) agent observes its states through observations, which may contain natural measurement errors or adversarial noises. Since the observations deviate from the true states, they can mislead the agent into making suboptimal actions. Several works have shown this vulnerability via adversarial attacks, but existing approaches on improving the robustness of DRL under this setting have limited success and lack for theoretical principles. We show that naively applying existing techniques on improving robustness for classification tasks, like adversarial training, is ineffective for many RL tasks. We propose the state-adversarial Markov decision process (SA-MDP) to study the fundamental properties of this problem, and develop a theoretically principled policy regularization which can be applied to a large family of DRL algorithms, including proximal policy optimization (PPO), deep deterministic policy gradient (DDPG) and deep Q networks (DQN), for both discrete and continuous action control problems. We significantly improve the robustness of PPO, DDPG and DQN agents under a suite of strong white box adversarial attacks, including new attacks of our own. Additionally, we find that a robust policy noticeably improves DRL performance even without an adversary in a number of environments. Our code is available at https://github.com/chenhongge/StateAdvDRL.

cs.LG↗

Invisible for both Camera and LiDAR: Security of Multi-Sensor Fusion based Perception in Autonomous Driving Under Physical-World Attacks

In Autonomous Driving (AD) systems, perception is both security and safety critical. Despite various prior studies on its security issues, all of them only consider attacks on camera- or LiDAR-based AD perception alone. However, production AD systems today predominantly adopt a Multi-Sensor Fusion (MSF) based design, which in principle can be more robust against these attacks under the assumption that not all fusion sources are (or can be) attacked at the same time. In this paper, we present the first study of security issues of MSF-based perception in AD systems. We directly challenge the basic MSF design assumption above by exploring the possibility of attacking all fusion sources simultaneously. This allows us for the first time to understand how much security guarantee MSF can fundamentally provide as a general defense strategy for AD perception. We formulate the attack as an optimization problem to generate a physically-realizable, adversarial 3D-printed object that misleads an AD system to fail in detecting it and thus crash into it. We propose a novel attack pipeline that addresses two main design challenges: (1) non-differentiable target camera and LiDAR sensing systems, and (2) non-differentiable cell-level aggregated features popularly used in LiDAR-based AD perception. We evaluate our attack on MSF included in representative open-source industry-grade AD systems in real-world driving scenarios. Our results show that the attack achieves over 90% success rate across different object types and MSF. Our attack is also found stealthy, robust to victim positions, transferable across MSF algorithms, and physical-world realizable after being 3D-printed and captured by LiDAR and camera devices. To concretely assess the end-to-end safety impact, we further perform simulation evaluation and show that it can cause a 100% vehicle collision rate for an industry-grade AD system.

cs.CR↗

Aggregate Cyber-Risk Management in the IoT Age: Cautionary Statistics for (Re)Insurers and Likes

In this paper, we provide (i) a rigorous general theory to elicit conditions on (tail-dependent) heavy-tailed cyber-risk distributions under which a risk management firm might find it (non)sustainable to provide aggregate cyber-risk coverage services for smart societies, and (ii)a real-data driven numerical study to validate claims made in theory assuming boundedly rational cyber-risk managers, alongside providing ideas to boost markets that aggregate dependent cyber-risks with heavy-tails.To the best of our knowledge, this is the only complete general theory till date on the feasibility of aggregate cyber-risk management.

cs.PF↗

Multi-Scale Games: Representing and Solving Games on Networks with Group Structure

Network games provide a natural machinery to compactly represent strategic interactions among agents whose payoffs exhibit sparsity in their dependence on the actions of others. Besides encoding interaction sparsity, however, real networks often exhibit a multi-scale structure, in which agents can be grouped into communities, those communities further grouped, and so on, and where interactions among such groups may also exhibit sparsity. We present a general model of multi-scale network games that encodes such multi-level structure. We then develop several algorithmic approaches that leverage this multi-scale structure, and derive sufficient conditions for convergence of these to a Nash equilibrium. Our numerical experiments demonstrate that the proposed approaches enable orders of magnitude improvements in scalability when computing Nash equilibria in such games. For example, we can solve previously intractable instances involving up to 1 million agents in under 15 minutes.

cs.CE↗

How Do Fair Decisions Fare in Long-term Qualification?

Although many fairness criteria have been proposed for decision making, their long-term impact on the well-being of a population remains unclear. In this work, we study the dynamics of population qualification and algorithmic decisions under a partially observed Markov decision problem setting. By characterizing the equilibrium of such dynamics, we analyze the long-term impact of static fairness constraints on the equality and improvement of group well-being. Our results show that static fairness constraints can either promote equality or exacerbate disparity depending on the driving factor of qualification transitions and the effect of sensitive attributes on feature distributions. We also consider possible interventions that can effectively improve group qualification or promote equality of group qualification. Our theoretical results and experiments on static real-world datasets with simulated dynamics show that our framework can be used to facilitate social science studies.

cs.LG↗

Using Private and Public Assessments in Security Information Sharing Agreements

Information sharing among organizations has been gaining attention as a method for improving cybersecurity. However, the associated disclosure costs act as deterrents for firms' voluntary cooperation. In this work, we take a game-theoretic approach to understanding firms' incentives in these agreements. We propose the design of inter-temporal incentives (i.e. conditioning future cooperation on past interactions). Specifically, we show that incentives for full cooperation can be designed if firms share their private assessments of other firms' disclosure decisions through a common communication platform. We further show that similar incentives can be designed based on outcomes of a public rating/assessment system.

cs.GT↗