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Muqsit Azeem

Publications and source records attributed to Muqsit Azeem.

9 recordsLinked to original sources

Computing Actual Causes for Neural Network Predictions under Structured Causal Inputs

Explaining the predictions of neural networks is a central challenge in trustworthy AI. Existing explanation methods, such as those based on feature attribution or minimal sufficient sets, typically treat input features as independent, which can yield misleading explanations when inputs exhibit structured dependencies. We address this by formalizing explanations as Halpern-Pearl (HP) actual causes, modeling input dependencies using Boolean Structural Causal Models (SCMs). We compute HP causes by applying bound propagation and branch-and-bound techniques, while providing formal guarantees of completeness and minimality. Our experiments show that we substantially outperform brute-force and ILP baselines in scalability, and outperform heuristic search as graph size grows, computing all minimal actual causes on instances with search spaces of up to $2.3\times10^{13}$ candidate (cause, contingency) pairs, on SCMs with up to 28 nodes, within a 180s per-instance budget. In a case study, we further show that ignoring input dependencies inflates the number of reported causes, 14.9% of which are spurious under our SCM.

cs.AI

Resilient Strategies for Stochastic Systems: How Much Does It Take to Break a Winning Strategy?

We study the problem of resilient strategies in the presence of uncertainty. Resilient strategies enable an agent to make decisions that are robust against disturbances. In particular, we are interested in those disturbances that are able to flip a decision made by the agent. Such a disturbance may, for instance, occur when the intended action of the agent cannot be executed due to a malfunction of an actuator in the environment. In this work, we introduce the concept of resilience in the stochastic setting and present a comprehensive set of fundamental problems. Specifically, we discuss such problems for Markov decision processes with reachability and safety objectives, which also smoothly extend to stochastic games. To account for the stochastic setting, we provide various ways of aggregating the amounts of disturbances that may have occurred, for instance, in expectation or in the worst case. Moreover, to reason about infinite disturbances, we use quantitative measures, like their frequency of occurrence.

cs.GT

Sound Value Iteration for Simple Stochastic Games

Algorithmic analysis of Markov decision processes (MDP) and stochastic games (SG) in practice relies on value-iteration (VI) algorithms. Since basic VI does not provide guarantees on the precision of the result, variants of VI have been proposed that offer such guarantees. In particular, sound value iteration (SVI) not only provides precise lower and upper bounds on the result, but also converges faster in the presence of probabilistic cycles. Unfortunately, it is neither applicable to SG, nor to MDP with end components. In this paper, we extend SVI and cover both cases. The technical challenge consists mainly in proper treatment of end components, which require different handling than in the literature. Moreover, we provide several optimizations of SVI. Finally, we evaluate our prototype implementation experimentally to demonstrate its potential on systems with probabilistic cycles.

cs.GT

Explainable Representation of Finite-Memory Policies for POMDPs using Decision Trees

Partially Observable Markov Decision Processes (POMDPs) are a fundamental framework for decision-making under uncertainty and partial observability. Since in general optimal policies may require infinite memory, they are hard to implement and often render most problems undecidable. Consequently, finite-memory policies are mostly considered instead. However, the algorithms for computing them are typically very complex, and so are the resulting policies. Facing the need for their explainability, we provide a representation of such policies, both (i) in an interpretable formalism and (ii) typically of smaller size, together yielding higher explainability. To that end, we combine models of Mealy machines and decision trees; the latter describing simple, stationary parts of the policies and the former describing how to switch among them. We design a translation for policies of the finite-state-controller (FSC) form from standard literature and show how our method smoothly generalizes to other variants of finite-memory policies. Further, we identify specific properties of recently used "attractor-based" policies, which allow us to construct yet simpler and smaller representations. Finally, we illustrate the higher explainability in a few case studies.

cs.AI

Sound Value Iteration for Simple Stochastic Games

Algorithmic analysis of Markov decision processes (MDP) and stochastic games (SG) in practice relies on value-iteration (VI) algorithms. Since the basic version of VI does not provide guarantees on the precision of the result, variants of VI have been proposed that offer such guarantees. In particular, sound value iteration (SVI) not only provides precise lower and upper bounds on the result, but also converges faster in the presence of probabilistic cycles. Unfortunately, it is neither applicable to SG, nor to MDP with end components. In this paper, we extend SVI and cover both cases. The technical challenge consists mainly in proper treatment of end components, which require different handling than in the literature. Moreover, we provide several optimizations of SVI. Finally, we also evaluate our prototype implementation experimentally to confirm its advantages on systems with probabilistic cycles.

cs.GT

1-2-3-Go! Policy Synthesis for Parameterized Markov Decision Processes via Decision-Tree Learning and Generalization

Despite the advances in probabilistic model checking, the scalability of the verification methods remains limited. In particular, the state space often becomes extremely large when instantiating parameterized Markov decision processes (MDPs) even with moderate values. Synthesizing policies for such \emph{huge} MDPs is beyond the reach of available tools. We propose a learning-based approach to obtain a reasonable policy for such huge MDPs. The idea is to generalize optimal policies obtained by model-checking small instances to larger ones using decision-tree learning. Consequently, our method bypasses the need for explicit state-space exploration of large models, providing a practical solution to the state-space explosion problem. We demonstrate the efficacy of our approach by performing extensive experimentation on the relevant models from the quantitative verification benchmark set. The experimental results indicate that our policies perform well, even when the size of the model is orders of magnitude beyond the reach of state-of-the-art analysis tools.

cs.AI

Monitizer: Automating Design and Evaluation of Neural Network Monitors

The behavior of neural networks (NNs) on previously unseen types of data (out-of-distribution or OOD) is typically unpredictable. This can be dangerous if the network's output is used for decision-making in a safety-critical system. Hence, detecting that an input is OOD is crucial for the safe application of the NN. Verification approaches do not scale to practical NNs, making runtime monitoring more appealing for practical use. While various monitors have been suggested recently, their optimization for a given problem, as well as comparison with each other and reproduction of results, remain challenging. We present a tool for users and developers of NN monitors. It allows for (i) application of various types of monitors from the literature to a given input NN, (ii) optimization of the monitor's hyperparameters, and (iii) experimental evaluation and comparison to other approaches. Besides, it facilitates the development of new monitoring approaches. We demonstrate the tool's usability on several use cases of different types of users as well as on a case study comparing different approaches from recent literature.

cs.LG

Optimistic and Topological Value Iteration for Simple Stochastic Games

While value iteration (VI) is a standard solution approach to simple stochastic games (SSGs), it suffered from the lack of a stopping criterion. Recently, several solutions have appeared, among them also "optimistic" VI (OVI). However, OVI is applicable only to one-player SSGs with no end components. We lift these two assumptions, making it available to general SSGs. Further, we utilize the idea in the context of topological VI, where we provide an efficient precise solution. In order to compare the new algorithms with the state of the art, we use not only the standard benchmarks, but we also design a random generator of SSGs, which can be biased towards various types of models, aiding in understanding the advantages of different algorithms on SSGs.

cs.GT

Direct Construction of Program Alignment Automata for Equivalence Checking

The problem of checking whether two programs are semantically equivalent or not has a diverse range of applications, and is consequently of substantial importance. There are several techniques that address this problem, chiefly by constructing a product program that makes it easier to derive useful invariants. A novel addition to these is a technique that uses alignment predicates to align traces of the two programs, in order to construct a program alignment automaton. Being guided by predicates is not just beneficial in dealing with syntactic dissimilarities, but also in staying relevant to the property. However, there are also drawbacks of a trace-based technique. Obtaining traces that cover all program behaviors is difficult, and any under-approximation may lead to an incomplete product program. Moreover, an indirect construction of this kind is unaware of the missing behaviors, and has no control over the aforesaid incompleteness. This paper, addressing these concerns, presents an algorithm to construct the program alignment automaton directly instead of relying on traces.

cs.SE