Abstract:We study a multi-agent imitation learning (MAIL) problem where we take the perspective of a learner attempting to coordinate a group of agents based on demonstrations of an expert doing so. Most prior work in MAIL essentially reduces the problem to matching the behavior of the expert within the support of the demonstrations. While doing so is sufficient to drive the value gap between the learner and the expert to zero under the assumption that agents are non-strategic, it does not guarantee robustness to deviations by strategic agents. Intuitively, this is because strategic deviations can depend on a counterfactual quantity: the coordinator's recommendations outside of the state distribution their recommendations induce. In response, we initiate the study of an alternative objective for MAIL in Markov Games we term the regret gap that explicitly accounts for potential deviations by agents in the group. We first perform an in-depth exploration of the relationship between the value and regret gaps. First, we show that while the value gap can be efficiently minimized via a direct extension of single-agent IL algorithms, even value equivalence can lead to an arbitrarily large regret gap. This implies that achieving regret equivalence is harder than achieving value equivalence in MAIL. We then provide a pair of efficient reductions to no-regret online convex optimization that are capable of minimizing the regret gap (a) under a coverage assumption on the expert (MALICE) or (b) with access to a queryable expert (BLADES).
Abstract:Restless multi-armed bandits (RMAB) extend multi-armed bandits so pulling an arm impacts future states. Despite the success of RMABs, a key limiting assumption is the separability of rewards into a sum across arms. We address this deficiency by proposing restless-multi-armed bandit with global rewards (RMAB-G), a generalization of RMABs to global non-separable rewards. To solve RMAB-G, we develop the Linear- and Shapley-Whittle indices, which extend Whittle indices from RMABs to RMAB-Gs. We prove approximation bounds but also point out how these indices could fail when reward functions are highly non-linear. To overcome this, we propose two sets of adaptive policies: the first computes indices iteratively, and the second combines indices with Monte-Carlo Tree Search (MCTS). Empirically, we demonstrate that our proposed policies outperform baselines and index-based policies with synthetic data and real-world data from food rescue.
Abstract:Mental illness remains one of the most critical public health issues, with a significant gap between the available mental health support and patient needs. Many mental health professionals highlight a disconnect between their training and real-world patient interactions, leaving some trainees feeling unprepared and potentially affecting their early career success. In this paper, we propose PATIENT-{\Psi}, a novel patient simulation framework for cognitive behavior therapy (CBT) training. To build PATIENT-{\Psi}, we constructed diverse patient profiles and their corresponding cognitive models based on CBT principles, and then used large language models (LLMs) programmed with the patient cognitive models to act as a simulated therapy patient. We propose an interactive training scheme, PATIENT-{\Psi}-TRAINER, for mental health trainees to practice a key skill in CBT -- formulating the cognitive model of the patient -- through role-playing a therapy session with PATIENT-{\Psi}. To evaluate PATIENT-{\Psi}, we conducted a user study of 4 mental health trainees and 10 experts. The results demonstrate that practice using PATIENT-{\Psi}-TRAINER greatly enhances the perceived skill acquisition and confidence of the trainees beyond existing forms of training such as textbooks, videos, and role-play with non-patients. Based on the experts' perceptions, PATIENT-{\Psi} is perceived to be closer to real patient interactions than GPT-4, and PATIENT-{\Psi}-TRAINER holds strong promise to improve trainee competencies. Our pioneering patient simulation training framework, using LLMs, holds great potential to enhance and advance mental health training, ultimately leading to improved patient care and outcomes. We will release all our data, code, and the training platform.
Abstract:Multi-agent reinforcement learning (MARL) algorithms often struggle to find strategies close to Pareto optimal Nash Equilibrium, owing largely to the lack of efficient exploration. The problem is exacerbated in sparse-reward settings, caused by the larger variance exhibited in policy learning. This paper introduces MESA, a novel meta-exploration method for cooperative multi-agent learning. It learns to explore by first identifying the agents' high-rewarding joint state-action subspace from training tasks and then learning a set of diverse exploration policies to "cover" the subspace. These trained exploration policies can be integrated with any off-policy MARL algorithm for test-time tasks. We first showcase MESA's advantage in a multi-step matrix game. Furthermore, experiments show that with learned exploration policies, MESA achieves significantly better performance in sparse-reward tasks in several multi-agent particle environments and multi-agent MuJoCo environments, and exhibits the ability to generalize to more challenging tasks at test time.
Abstract:Environmental conservation organizations routinely monitor news content on conservation in protected areas to maintain situational awareness of developments that can have an environmental impact. Existing automated media monitoring systems require large amounts of data labeled by domain experts, which is only feasible at scale for high-resource languages like English. However, such tools are most needed in the global south where news of interest is mainly in local low-resource languages, and far fewer experts are available to annotate datasets sustainably. In this paper, we propose NewsSerow, a method to automatically recognize environmental conservation content in low-resource languages. NewsSerow is a pipeline of summarization, in-context few-shot classification, and self-reflection using large language models (LLMs). Using at most 10 demonstration example news articles in Nepali, NewsSerow significantly outperforms other few-shot methods and achieves comparable performance with models fully fine-tuned using thousands of examples. The World Wide Fund for Nature (WWF) has deployed NewsSerow for media monitoring in Nepal, significantly reducing their operational burden, and ensuring that AI tools for conservation actually reach the communities that need them the most. NewsSerow has also been deployed for countries with other languages like Colombia.
Abstract:A major threat to the peer-review systems of computer science conferences is the existence of "collusion rings" between reviewers. In such collusion rings, reviewers who have also submitted their own papers to the conference work together to manipulate the conference's paper assignment, with the aim of being assigned to review each other's papers. The most straightforward way that colluding reviewers can manipulate the paper assignment is by indicating their interest in each other's papers through strategic paper bidding. One potential approach to solve this important problem would be to detect the colluding reviewers from their manipulated bids, after which the conference can take appropriate action. While prior work has has developed effective techniques to detect other kinds of fraud, no research has yet established that detecting collusion rings is even possible. In this work, we tackle the question of whether it is feasible to detect collusion rings from the paper bidding. To answer this question, we conduct empirical analysis of two realistic conference bidding datasets, including evaluations of existing algorithms for fraud detection in other applications. We find that collusion rings can achieve considerable success at manipulating the paper assignment while remaining hidden from detection: for example, in one dataset, undetected colluders are able to achieve assignment to up to 30% of the papers authored by other colluders. In addition, when 10 colluders bid on all of each other's papers, no detection algorithm outputs a group of reviewers with more than 31% overlap with the true colluders. These results suggest that collusion cannot be effectively detected from the bidding, demonstrating the need to develop more complex detection algorithms that leverage additional metadata.
Abstract:Stackelberg Security Games are often used to model strategic interactions in high-stakes security settings. The majority of existing models focus on single-defender settings where a single entity assumes command of all security assets. However, many realistic scenarios feature multiple heterogeneous defenders with their own interests and priorities embedded in a more complex system. Furthermore, defenders rarely choose targets to protect. Instead, they have a multitude of defensive resources or schedules at its disposal, each with different protective capabilities. In this paper, we study security games featuring multiple defenders and schedules simultaneously. We show that unlike prior work on multi-defender security games, the introduction of schedules can cause non-existence of equilibrium even under rather restricted environments. We prove that under the mild restriction that any subset of a schedule is also a schedule, non-existence of equilibrium is not only avoided, but can be computed in polynomial time in games with two defenders. Under additional assumptions, our algorithm can be extended to games with more than two defenders and its computation scaled up in special classes of games with compactly represented schedules such as those used in patrolling applications. Experimental results suggest that our methods scale gracefully with game size, making our algorithms amongst the few that can tackle multiple heterogeneous defenders.
Abstract:Traffic simulators are used to generate data for learning in intelligent transportation systems (ITSs). A key question is to what extent their modelling assumptions affect the capabilities of ITSs to adapt to various scenarios when deployed in the real world. This work focuses on two simulators commonly used to train reinforcement learning (RL) agents for traffic applications, CityFlow and SUMO. A controlled virtual experiment varying driver behavior and simulation scale finds evidence against distributional equivalence in RL-relevant measures from these simulators, with the root mean squared error and KL divergence being significantly greater than 0 for all assessed measures. While granular real-world validation generally remains infeasible, these findings suggest that traffic simulators are not a deus ex machina for RL training: understanding the impacts of inter-simulator differences is necessary to train and deploy RL-based ITSs.
Abstract:Landmines remain a threat to war-affected communities for years after conflicts have ended, partly due to the laborious nature of demining tasks. Humanitarian demining operations begin by collecting relevant information from the sites to be cleared, which is then analyzed by human experts to determine the potential risk of remaining landmines. In this paper, we propose RELand system to support these tasks, which consists of three major components. We (1) provide general feature engineering and label assigning guidelines to enhance datasets for landmine risk modeling, which are widely applicable to global demining routines, (2) formulate landmine presence as a classification problem and design a novel interpretable model based on sparse feature masking and invariant risk minimization, and run extensive evaluation under proper protocols that resemble real-world demining operations to show a significant improvement over the state-of-the-art, and (3) build an interactive web interface to suggest priority areas for demining organizations. We are currently collaborating with a humanitarian demining NGO in Colombia that is using our system as part of their field operations in two areas recently prioritized for demining.
Abstract:Agents built with large language models (LLMs) have recently achieved great advancements. However, most of the efforts focus on single-agent or cooperative settings, leaving more general multi-agent environments underexplored. We propose a new framework powered by reinforcement learning (RL) to develop strategic language agents, i.e., LLM-based agents with strategic thinking ability, for a popular language game, Werewolf. Werewolf is a social deduction game with hidden roles that involves both cooperation and competition and emphasizes deceptive communication and diverse gameplay. Our agent tackles this game by first using LLMs to reason about potential deceptions and generate a set of strategically diverse actions. Then an RL policy, which selects an action from the candidates, is learned by population-based training to enhance the agents' decision-making ability. By combining LLMs with the RL policy, our agent produces a variety of emergent strategies, achieves the highest win rate against other LLM-based agents, and stays robust against adversarial human players in the Werewolf game.