Searcharxiv⌕ Search

arXiv subjects

Xiaojin Zhu

Publications and source records attributed to Xiaojin Zhu.

At least 37 records · Page 2Linked to original sources

VISER: A Tractable Solution Concept for Games with Information Asymmetry

Many real-world games suffer from information asymmetry: one player is only aware of their own payoffs while the other player has the full game information. Examples include the critical domain of security games and adversarial multi-agent reinforcement learning. Information asymmetry renders traditional solution concepts such as Strong Stackelberg Equilibrium (SSE) and Robust-Optimization Equilibrium (ROE) inoperative. We propose a novel solution concept called VISER (Victim Is Secure, Exploiter best-Responds). VISER enables an external observer to predict the outcome of such games. In particular, for security applications, VISER allows the victim to better defend itself while characterizing the most damaging attacks available to the attacker. We show that each player's VISER strategy can be computed independently in polynomial time using linear programming (LP). We also extend VISER to its Markov-perfect counterpart for Markov games, which can be solved efficiently using a series of LPs.

cs.GT↗

Using Machine Teaching to Investigate Human Assumptions when Teaching Reinforcement Learners

Successful teaching requires an assumption of how the learner learns - how the learner uses experiences from the world to update their internal states. We investigate what expectations people have about a learner when they teach them in an online manner using rewards and punishment. We focus on a common reinforcement learning method, Q-learning, and examine what assumptions people have using a behavioral experiment. To do so, we first establish a normative standard, by formulating the problem as a machine teaching optimization problem. To solve the machine teaching optimization problem, we use a deep learning approximation method which simulates learners in the environment and learns to predict how feedback affects the learner's internal states. What do people assume about a learner's learning and discount rates when they teach them an idealized exploration-exploitation task? In a behavioral experiment, we find that people can teach the task to Q-learners in a relatively efficient and effective manner when the learner uses a small value for its discounting rate and a large value for its learning rate. However, they still are suboptimal. We also find that providing people with real-time updates of how possible feedback would affect the Q-learner's internal states weakly helps them teach. Our results reveal how people teach using evaluative feedback and provide guidance for how engineers should design machine agents in a manner that is intuitive for people.

cs.LG↗

Reward Poisoning Attacks on Offline Multi-Agent Reinforcement Learning

In offline multi-agent reinforcement learning (MARL), agents estimate policies from a given dataset. We study reward-poisoning attacks in this setting where an exogenous attacker modifies the rewards in the dataset before the agents see the dataset. The attacker wants to guide each agent into a nefarious target policy while minimizing the $L^p$ norm of the reward modification. Unlike attacks on single-agent RL, we show that the attacker can install the target policy as a Markov Perfect Dominant Strategy Equilibrium (MPDSE), which rational agents are guaranteed to follow. This attack can be significantly cheaper than separate single-agent attacks. We show that the attack works on various MARL agents including uncertainty-aware learners, and we exhibit linear programs to efficiently solve the attack problem. We also study the relationship between the structure of the datasets and the minimal attack cost. Our work paves the way for studying defense in offline MARL.

cs.LG↗

Non-Parametric Outlier Synthesis

Out-of-distribution (OOD) detection is indispensable for safely deploying machine learning models in the wild. One of the key challenges is that models lack supervision signals from unknown data, and as a result, can produce overconfident predictions on OOD data. Recent work on outlier synthesis modeled the feature space as parametric Gaussian distribution, a strong and restrictive assumption that might not hold in reality. In this paper, we propose a novel framework, Non-Parametric Outlier Synthesis (NPOS), which generates artificial OOD training data and facilitates learning a reliable decision boundary between ID and OOD data. Importantly, our proposed synthesis approach does not make any distributional assumption on the ID embeddings, thereby offering strong flexibility and generality. We show that our synthesis approach can be mathematically interpreted as a rejection sampling framework. Extensive experiments show that NPOS can achieve superior OOD detection performance, outperforming the competitive rivals by a significant margin. Code is publicly available at https://github.com/deeplearning-wisc/npos.

cs.LG↗

Out-of-Distribution Detection with Deep Nearest Neighbors

Out-of-distribution (OOD) detection is a critical task for deploying machine learning models in the open world. Distance-based methods have demonstrated promise, where testing samples are detected as OOD if they are relatively far away from in-distribution (ID) data. However, prior methods impose a strong distributional assumption of the underlying feature space, which may not always hold. In this paper, we explore the efficacy of non-parametric nearest-neighbor distance for OOD detection, which has been largely overlooked in the literature. Unlike prior works, our method does not impose any distributional assumption, hence providing stronger flexibility and generality. We demonstrate the effectiveness of nearest-neighbor-based OOD detection on several benchmarks and establish superior performance. Under the same model trained on ImageNet-1k, our method substantially reduces the false positive rate (FPR@TPR95) by 24.77% compared to a strong baseline SSD+, which uses a parametric approach Mahalanobis distance in detection. Code is available: https://github.com/deeplearning-wisc/knn-ood.

cs.LG↗

Provable Defense against Backdoor Policies in Reinforcement Learning

We propose a provable defense mechanism against backdoor policies in reinforcement learning under subspace trigger assumption. A backdoor policy is a security threat where an adversary publishes a seemingly well-behaved policy which in fact allows hidden triggers. During deployment, the adversary can modify observed states in a particular way to trigger unexpected actions and harm the agent. We assume the agent does not have the resources to re-train a good policy. Instead, our defense mechanism sanitizes the backdoor policy by projecting observed states to a 'safe subspace', estimated from a small number of interactions with a clean (non-triggered) environment. Our sanitized policy achieves $ε$ approximate optimality in the presence of triggers, provided the number of clean interactions is $O\left(\frac{D}{(1-γ)^4 ε^2}\right)$ where $γ$ is the discounting factor and $D$ is the dimension of state space. Empirically, we show that our sanitization defense performs well on two Atari game environments.

cs.LG↗

Byzantine-Robust Online and Offline Distributed Reinforcement Learning

We consider a distributed reinforcement learning setting where multiple agents separately explore the environment and communicate their experiences through a central server. However, $α$-fraction of agents are adversarial and can report arbitrary fake information. Critically, these adversarial agents can collude and their fake data can be of any sizes. We desire to robustly identify a near-optimal policy for the underlying Markov decision process in the presence of these adversarial agents. Our main technical contribution is Weighted-Clique, a novel algorithm for the robust mean estimation from batches problem, that can handle arbitrary batch sizes. Building upon this new estimator, in the offline setting, we design a Byzantine-robust distributed pessimistic value iteration algorithm; in the online setting, we design a Byzantine-robust distributed optimistic value iteration algorithm. Both algorithms obtain near-optimal sample complexities and achieve superior robustness guarantee than prior works.

cs.LG↗

Game Redesign in No-regret Game Playing

We study the game redesign problem in which an external designer has the ability to change the payoff function in each round, but incurs a design cost for deviating from the original game. The players apply no-regret learning algorithms to repeatedly play the changed games with limited feedback. The goals of the designer are to (i) incentivize all players to take a specific target action profile frequently; and (ii) incur small cumulative design cost. We present game redesign algorithms with the guarantee that the target action profile is played in T-o(T) rounds while incurring only o(T) cumulative design cost. Game redesign describes both positive and negative applications: a benevolent designer who incentivizes players to take a target action profile with better social welfare compared to the solution of the original game, or a malicious attacker whose target action profile benefits themselves but not the players. Simulations on four classic games confirm the effectiveness of our proposed redesign algorithms.

cs.GT↗

Provable Training Set Debugging for Linear Regression

We investigate problems in penalized $M$-estimation, inspired by applications in machine learning debugging. Data are collected from two pools, one containing data with possibly contaminated labels, and the other which is known to contain only cleanly labeled points. We first formulate a general statistical algorithm for identifying buggy points and provide rigorous theoretical guarantees under the assumption that the data follow a linear model. We then present two case studies to illustrate the results of our general theory and the dependence of our estimator on clean versus buggy points. We further propose an algorithm for tuning parameter selection of our Lasso-based algorithm and provide corresponding theoretical guarantees. Finally, we consider a two-person "game" played between a bug generator and a debugger, where the debugger can augment the contaminated data set with cleanly labeled versions of points in the original data pool. We establish a theoretical result showing a sufficient condition under which the bug generator can always fool the debugger. Nonetheless, we provide empirical results showing that such a situation may not occur in practice, making it possible for natural augmentation strategies combined with our Lasso debugging algorithm to succeed.

cs.LG↗

Robust Policy Gradient against Strong Data Corruption

We study the problem of robust reinforcement learning under adversarial corruption on both rewards and transitions. Our attack model assumes an \textit{adaptive} adversary who can arbitrarily corrupt the reward and transition at every step within an episode, for at most $ε$-fraction of the learning episodes. Our attack model is strictly stronger than those considered in prior works. Our first result shows that no algorithm can find a better than $O(ε)$-optimal policy under our attack model. Next, we show that surprisingly the natural policy gradient (NPG) method retains a natural robustness property if the reward corruption is bounded, and can find an $O(\sqrtε)$-optimal policy. Consequently, we develop a Filtered Policy Gradient (FPG) algorithm that can tolerate even unbounded reward corruption and can find an $O(ε^{1/4})$-optimal policy. We emphasize that FPG is the first that can achieve a meaningful learning guarantee when a constant fraction of episodes are corrupted. Complimentary to the theoretical results, we show that a neural implementation of FPG achieves strong robust learning performance on the MuJoCo continuous control benchmarks.

cs.LG↗

The Sample Complexity of Teaching-by-Reinforcement on Q-Learning

We study the sample complexity of teaching, termed as "teaching dimension" (TDim) in the literature, for the teaching-by-reinforcement paradigm, where the teacher guides the student through rewards. This is distinct from the teaching-by-demonstration paradigm motivated by robotics applications, where the teacher teaches by providing demonstrations of state/action trajectories. The teaching-by-reinforcement paradigm applies to a wider range of real-world settings where a demonstration is inconvenient, but has not been studied systematically. In this paper, we focus on a specific family of reinforcement learning algorithms, Q-learning, and characterize the TDim under different teachers with varying control power over the environment, and present matching optimal teaching algorithms. Our TDim results provide the minimum number of samples needed for reinforcement learning, and we discuss their connections to standard PAC-style RL sample complexity and teaching-by-demonstration sample complexity results. Our teaching algorithms have the potential to speed up RL agent learning in applications where a helpful teacher is available.

cs.LG↗

Reward Poisoning in Reinforcement Learning: Attacks Against Unknown Learners in Unknown Environments

We study black-box reward poisoning attacks against reinforcement learning (RL), in which an adversary aims to manipulate the rewards to mislead a sequence of RL agents with unknown algorithms to learn a nefarious policy in an environment unknown to the adversary a priori. That is, our attack makes minimum assumptions on the prior knowledge of the adversary: it has no initial knowledge of the environment or the learner, and neither does it observe the learner's internal mechanism except for its performed actions. We design a novel black-box attack, U2, that can provably achieve a near-matching performance to the state-of-the-art white-box attack, demonstrating the feasibility of reward poisoning even in the most challenging black-box setting.

cs.LG↗

Sequential Attacks on Kalman Filter-based Forward Collision Warning Systems

Kalman Filter (KF) is widely used in various domains to perform sequential learning or variable estimation. In the context of autonomous vehicles, KF constitutes the core component of many Advanced Driver Assistance Systems (ADAS), such as Forward Collision Warning (FCW). It tracks the states (distance, velocity etc.) of relevant traffic objects based on sensor measurements. The tracking output of KF is often fed into downstream logic to produce alerts, which will then be used by human drivers to make driving decisions in near-collision scenarios. In this paper, we study adversarial attacks on KF as part of the more complex machine-human hybrid system of Forward Collision Warning. Our attack goal is to negatively affect human braking decisions by causing KF to output incorrect state estimations that lead to false or delayed alerts. We accomplish this by sequentially manipulating measure ments fed into the KF, and propose a novel Model Predictive Control (MPC) approach to compute the optimal manipulation. Via experiments conducted in a simulated driving environment, we show that the attacker is able to successfully change FCW alert signals through planned manipulation over measurements prior to the desired target time. These results demonstrate that our attack can stealthily mislead a distracted human driver and cause vehicle collisions.

cs.RO↗

Policy Teaching in Reinforcement Learning via Environment Poisoning Attacks

We study a security threat to reinforcement learning where an attacker poisons the learning environment to force the agent into executing a target policy chosen by the attacker. As a victim, we consider RL agents whose objective is to find a policy that maximizes reward in infinite-horizon problem settings. The attacker can manipulate the rewards and the transition dynamics in the learning environment at training-time, and is interested in doing so in a stealthy manner. We propose an optimization framework for finding an optimal stealthy attack for different measures of attack cost. We provide lower/upper bounds on the attack cost, and instantiate our attacks in two settings: (i) an offline setting where the agent is doing planning in the poisoned environment, and (ii) an online setting where the agent is learning a policy with poisoned feedback. Our results show that the attacker can easily succeed in teaching any target policy to the victim under mild conditions and highlight a significant security threat to reinforcement learning agents in practice.

cs.LG↗

Preference-Based Batch and Sequential Teaching

Algorithmic machine teaching studies the interaction between a teacher and a learner where the teacher selects labeled examples aiming at teaching a target hypothesis. In a quest to lower teaching complexity, several teaching models and complexity measures have been proposed for both the batch settings (e.g., worst-case, recursive, preference-based, and non-clashing models) and the sequential settings (e.g., local preference-based model). To better understand the connections between these models, we develop a novel framework that captures the teaching process via preference functions $Σ$. In our framework, each function $σ\in Σ$ induces a teacher-learner pair with teaching complexity as $TD(σ)$. We show that the above-mentioned teaching models are equivalent to specific types/families of preference functions. We analyze several properties of the teaching complexity parameter $TD(σ)$ associated with different families of the preference functions, e.g., comparison to the VC dimension of the hypothesis class and additivity/sub-additivity of $TD(σ)$ over disjoint domains. Finally, we identify preference functions inducing a novel family of sequential models with teaching complexity linear in the VC dimension: this is in contrast to the best-known complexity result for the batch models, which is quadratic in the VC dimension.

cs.LG↗

Policy Teaching via Environment Poisoning: Training-time Adversarial Attacks against Reinforcement Learning

We study a security threat to reinforcement learning where an attacker poisons the learning environment to force the agent into executing a target policy chosen by the attacker. As a victim, we consider RL agents whose objective is to find a policy that maximizes average reward in undiscounted infinite-horizon problem settings. The attacker can manipulate the rewards or the transition dynamics in the learning environment at training-time and is interested in doing so in a stealthy manner. We propose an optimization framework for finding an \emph{optimal stealthy attack} for different measures of attack cost. We provide sufficient technical conditions under which the attack is feasible and provide lower/upper bounds on the attack cost. We instantiate our attacks in two settings: (i) an \emph{offline} setting where the agent is doing planning in the poisoned environment, and (ii) an \emph{online} setting where the agent is learning a policy using a regret-minimization framework with poisoned feedback. Our results show that the attacker can easily succeed in teaching any target policy to the victim under mild conditions and highlight a significant security threat to reinforcement learning agents in practice.

cs.LG↗

Learning to Read through Machine Teaching

Learning to read words aloud is a major step towards becoming a reader. Many children struggle with the task because of the inconsistencies of English spelling-sound correspondences. Curricula vary enormously in how these patterns are taught. Children are nonetheless expected to master the system in limited time (by grade 4). We used a cognitively interesting neural network architecture to examine whether the sequence of learning trials could be structured to facilitate learning. This is a hard combinatorial optimization problem even for a modest number of learning trials (e.g., 10K). We show how this sequence optimization problem can be posed as optimizing over a time varying distribution i.e., defining probability distributions over words at different steps in training. We then use stochastic gradient descent to find an optimal time-varying distribution and a corresponding optimal training sequence. We observed significant improvement on generalization accuracy compared to baseline conditions (random sequences; sequences biased by word frequency). These findings suggest an approach to improving learning outcomes in domains where performance depends on ability to generalize beyond limited training experience.

cs.LG↗

Adaptive Reward-Poisoning Attacks against Reinforcement Learning

In reward-poisoning attacks against reinforcement learning (RL), an attacker can perturb the environment reward $r_t$ into $r_t+δ_t$ at each step, with the goal of forcing the RL agent to learn a nefarious policy. We categorize such attacks by the infinity-norm constraint on $δ_t$: We provide a lower threshold below which reward-poisoning attack is infeasible and RL is certified to be safe; we provide a corresponding upper threshold above which the attack is feasible. Feasible attacks can be further categorized as non-adaptive where $δ_t$ depends only on $(s_t,a_t, s_{t+1})$, or adaptive where $δ_t$ depends further on the RL agent's learning process at time $t$. Non-adaptive attacks have been the focus of prior works. However, we show that under mild conditions, adaptive attacks can achieve the nefarious policy in steps polynomial in state-space size $|S|$, whereas non-adaptive attacks require exponential steps. We provide a constructive proof that a Fast Adaptive Attack strategy achieves the polynomial rate. Finally, we show that empirically an attacker can find effective reward-poisoning attacks using state-of-the-art deep RL techniques.

cs.LG↗