Abstract:Large language models (LLMs) have shown success in many natural language processing tasks. Despite rigorous safety alignment processes, supposedly safety-aligned LLMs like Llama 2 and Claude 2 are still susceptible to jailbreaks, leading to security risks and abuse of the models. One option to mitigate such risks is to augment the LLM with a dedicated "safeguard", which checks the LLM's inputs or outputs for undesired behaviour. A promising approach is to use the LLM itself as the safeguard. Nonetheless, baseline methods, such as prompting the LLM to self-classify toxic content, demonstrate limited efficacy. We hypothesise that this is due to domain shift: the alignment training imparts a self-censoring behaviour to the model ("Sorry I can't do that"), while the self-classify approach shifts it to a classification format ("Is this prompt malicious"). In this work, we propose PARDEN, which avoids this domain shift by simply asking the model to repeat its own outputs. PARDEN neither requires finetuning nor white box access to the model. We empirically verify the effectiveness of our method and show that PARDEN significantly outperforms existing jailbreak detection baselines for Llama-2 and Claude-2. Code and data are available at https://github.com/Ed-Zh/PARDEN. We find that PARDEN is particularly powerful in the relevant regime of high True Positive Rate (TPR) and low False Positive Rate (FPR). For instance, for Llama2-7B, at TPR equal to 90%, PARDEN accomplishes a roughly 11x reduction in the FPR from 24.8% to 2.0% on the harmful behaviours dataset.
Abstract:Learning in general-sum games often yields collectively sub-optimal results. Addressing this, opponent shaping (OS) methods actively guide the learning processes of other agents, empirically leading to improved individual and group performances in many settings. Early OS methods use higher-order derivatives to shape the learning of co-players, making them unsuitable for shaping multiple learning steps. Follow-up work, Model-free Opponent Shaping (M-FOS), addresses these by reframing the OS problem as a meta-game. In contrast to early OS methods, there is little theoretical understanding of the M-FOS framework. Providing theoretical guarantees for M-FOS is hard because A) there is little literature on theoretical sample complexity bounds for meta-reinforcement learning B) M-FOS operates in continuous state and action spaces, so theoretical analysis is challenging. In this work, we present R-FOS, a tabular version of M-FOS that is more suitable for theoretical analysis. R-FOS discretises the continuous meta-game MDP into a tabular MDP. Within this discretised MDP, we adapt the $R_{max}$ algorithm, most prominently used to derive PAC-bounds for MDPs, as the meta-learner in the R-FOS algorithm. We derive a sample complexity bound that is exponential in the cardinality of the inner state and action space and the number of agents. Our bound guarantees that, with high probability, the final policy learned by an R-FOS agent is close to the optimal policy, apart from a constant factor. Finally, we investigate how R-FOS's sample complexity scales in the size of state-action space. Our theoretical results on scaling are supported empirically in the Matching Pennies environment.
Abstract:In this paper, we investigate the intersection of large generative AI models and cloud-native computing architectures. Recent large models such as ChatGPT, while revolutionary in their capabilities, face challenges like escalating costs and demand for high-end GPUs. Drawing analogies between large-model-as-a-service (LMaaS) and cloud database-as-a-service (DBaaS), we describe an AI-native computing paradigm that harnesses the power of both cloud-native technologies (e.g., multi-tenancy and serverless computing) and advanced machine learning runtime (e.g., batched LoRA inference). These joint efforts aim to optimize costs-of-goods-sold (COGS) and improve resource accessibility. The journey of merging these two domains is just at the beginning and we hope to stimulate future research and development in this area.
Abstract:Reinforcement learning (RL) in partially observable, fully cooperative multi-agent settings (Dec-POMDPs) can in principle be used to address many real-world challenges such as controlling a swarm of rescue robots or a synchronous team of quadcopters. However, Dec-POMDPs are significantly harder to solve than single-agent problems, with the former being NEXP-complete and the latter, MDPs, being just P-complete. Hence, current RL algorithms for Dec-POMDPs suffer from poor sample complexity, thereby reducing their applicability to practical problems where environment interaction is costly. Our key insight is that using just a polynomial number of samples, one can learn a centralized model that generalizes across different policies. We can then optimize the policy within the learned model instead of the true system, reducing the number of environment interactions. We also learn a centralized exploration policy within our model that learns to collect additional data in state-action regions with high model uncertainty. Finally, we empirically evaluate the proposed model-based algorithm, MARCO, in three cooperative communication tasks, where it improves sample efficiency by up to 20x.