We describe our solution approach for Pommerman TeamRadio, a competition environment associated with NeurIPS 2019. The defining feature of our algorithm is achieving sample efficiency within a restrictive computational budget while beating the previous years learning agents. The proposed algorithm (i) uses imitation learning to seed the policy, (ii) explicitly defines the communication protocol between the two teammates, (iii) shapes the reward to provide a richer feedback signal to each agent during training and (iv) uses masking for catastrophic bad actions. We describe extensive tests against baselines, including those from the 2019 competition leaderboard, and also a specific investigation of the learned policy and the effect of each modification on performance. We show that the proposed approach is able to achieve competitive performance within half a million games of training, significantly faster than other studies in the literature.
Nagoya University(名古屋大学);RIKEN(理化学研究所);Japan Science and Technology Agency(日本科学技术振兴机构)
Evaluating the individual movements for teammates in soccer players is crucial for assessing teamwork, scouting, and fan engagement. It has been said that players in a 90-min game do not have the ball for about 87 minutes on average. However, it has remained difficult to evaluate an attacking player without receiving the ball, and to reveal how movement contributes to the creation of scoring opportunities for teammates. In this paper, we evaluate players who create off-ball scoring opportunities by comparing actual movements with the reference movements generated via trajectory prediction. Fir…
Johns Hopkins University Applied Physics Laboratory(约翰斯·霍普金斯大学应用物理实验室)
In 2021 the Johns Hopkins University Applied Physics Laboratory held an internal challenge to develop artificially intelligent (AI) agents that could excel at the collaborative card game Hanabi. Agents were evaluated on their ability to play with human players whom the agents had never previously encountered. This study details the development of the agent that won the challenge by achieving a human-play average score of 16.5, outperforming the current state-of-the-art for human-bot Hanabi scores. The winning agent's development consisted of observing and accurately modeling the author's decis…
Recent breakthroughs in AI for multi-agent games like Go, Poker, and Dota, have seen great strides in recent years. Yet none of these games address the real-life challenge of cooperation in the presence of unknown and uncertain teammates. This challenge is a key game mechanism in hidden role games. Here we develop the DeepRole algorithm, a multi-agent reinforcement learning agent that we test on The Resistance: Avalon, the most popular hidden role game. DeepRole combines counterfactual regret minimization (CFR) with deep value networks trained through self-play. Our algorithm integrates deduct…
Carnegie Mellon University(卡内基梅隆大学);University of Waterloo(滑铁卢大学)
Adversarial training is a standard technique for training adversarially robust models. In this paper, we study adversarial training as an alternating best-response strategy in a 2-player zero-sum game. We prove that even in a simple scenario of a linear classifier and a statistical model that abstracts robust vs. non-robust features, the alternating best response strategy of such game may not converge. On the other hand, a unique pure Nash equilibrium of the game exists and is provably robust. We support our theoretical results with experiments, showing the non-convergence of adversarial train…
University of California, Irvine(加州大学欧文分校);Carnegie Mellon University(卡内基梅隆大学);Columbia University(哥伦比亚大学);University of California, Santa Cruz(加州大学圣克鲁兹分校)
Computing Nash equilibrium policies is a central problem in multi-agent reinforcement learning that has received extensive attention both in theory and in practice. However, provable guarantees have been thus far either limited to fully competitive or cooperative scenarios or impose strong assumptions that are difficult to meet in most practical applications. In this work, we depart from those prior results by investigating infinite-horizon \emph{adversarial team Markov games}, a natural and well-motivated class of games in which a team of identically-interested players -- in the absence of an…
Academy of Mathematics and Systems Science, Chinese Academy of Sciences(中国科学院数学与系统科学研究院);University of Chinese Academy of Sciences(中国科学院大学)
Adversarial deep learning is to train robust DNNs against adversarial attacks, which is one of the major research focuses of deep learning. Game theory has been used to answer some of the basic questions about adversarial deep learning such as the existence of a classifier with optimal robustness and the existence of optimal adversarial samples for a given class of classifiers. In most previous work, adversarial deep learning was formulated as a simultaneous game and the strategy spaces are assumed to be certain probability distributions in order for the Nash equilibrium to exist. But, this as…
Autonomous game design, generating games algorithmically, has been a longtime goal within the technical games research field. However, existing autonomous game design systems have relied in large part on human-authoring for game design knowledge, such as fitness functions in search-based methods. In this paper, we describe an experiment to attempt to learn a human-like fitness function for autonomous game design in an adversarial manner. While our experimental work did not meet our expectations, we present an analysis of our system and results that we hope will be informative to future autonom…
IT University of Copenhagen(哥本哈根信息技术大学);Drexel University(德雷塞尔大学)
Applying neural network (NN) methods in games can lead to various new and exciting game dynamics not previously possible. However, they also lead to new challenges such as the lack of large, clean datasets, varying player skill levels, and changing gameplay strategies. In this paper, we focus on the adversarial player strategy aspect in the game iNNk, in which players try to communicate secret code words through drawings with the goal of not being deciphered by a NN. Some strategies exploit weaknesses in the NN that consistently trick it into making incorrect classifications, leading to unbala…
We study the problem of learning classifiers robust to universal adversarial perturbations. While prior work approaches this problem via robust optimization, adversarial training, or input transformation, we instead phrase it as a two-player zero-sum game. In this new formulation, both players simultaneously play the same game, where one player chooses a classifier that minimizes a classification loss whilst the other player creates an adversarial perturbation that increases the same loss when applied to every sample in the training set. By observing that performing a classification (respectiv…
Management Center Innsbruck(因斯布鲁克管理中心);Department of Computers and Engineering, Czech Technical University in Prague(布拉格捷克理工大学计算机与工程系)
Adversarial machine learning, i.e., increasing the robustness of machine learning algorithms against so-called adversarial examples, is now an established field. Yet, newly proposed methods are evaluated and compared under unrealistic scenarios where costs for adversary and defender are not considered and either all samples or no samples are adversarially perturbed. We scrutinize these assumptions and propose the advanced adversarial classification game, which incorporates all relevant parameters of an adversary and a defender. Especially, we take into account economic factors on both sides an…
Adversarial examples are input examples that are specifically crafted to deceive machine learning classifiers. State-of-the-art adversarial example detection methods characterize an input example as adversarial either by quantifying the magnitude of feature variations under multiple perturbations or by measuring its distance from estimated benign example distribution. Instead of using such metrics, the proposed method is based on the observation that the directions of adversarial gradients when crafting (new) adversarial examples play a key role in characterizing the adversarial space. Compare…
Isfahan University of Technology(伊斯法罕理工大学);University of Arizona(亚利桑那大学)
Generative Adversarial Networks (GANs) have recently attracted considerable attention in the AI community due to its ability to generate high-quality data of significant statistical resemblance to real data. Fundamentally, GAN is a game between two neural networks trained in an adversarial manner to reach a zero-sum Nash equilibrium profile. Despite the improvement accomplished in GANs in the last few years, several issues remain to be solved. This paper reviews the literature on the game theoretic aspects of GANs and addresses how game theory models can address specific challenges of generati…
Facebook AI Research(脸书人工智能研究院);Ecole Polytechnique Fédérale de Lausanne(洛桑联邦理工学院);Université Paris-Dauphine(巴黎第九大学);ENSAE(法国国立统计与经济管理学校)
This paper tackles the problem of adversarial examples from a game theoretic point of view. We study the open question of the existence of mixed Nash equilibria in the zero-sum game formed by the attacker and the classifier. While previous works usually allow only one player to use randomized strategies, we show the necessity of considering randomization for both the classifier and the attacker. We demonstrate that this game has no duality gap, meaning that it always admits approximate Nash equilibria. We also provide the first optimization algorithms to learn a mixture of classifiers that app…
Singapore Management University(新加坡管理大学);University of Oregon(俄勒冈大学)
Recent research on vulnerabilities of deep reinforcement learning (RL) has shown that adversarial policies adopted by an adversary agent can influence a target RL agent (victim agent) to perform poorly in a multi-agent environment. In existing studies, adversarial policies are directly trained based on experiences of interacting with the victim agent. There is a key shortcoming of this approach; knowledge derived from historical interactions may not be properly generalized to unexplored policy regions of the victim agent, making the trained adversarial policy significantly less effective. In t…
We consider the problem of prediction by a machine learning algorithm, called learner, within an adversarial learning setting. The learner's task is to correctly predict the class of data passed to it as a query. However, along with queries containing clean data, the learner could also receive malicious or adversarial queries from an adversary. The objective of the adversary is to evade the learner's prediction mechanism by sending adversarial queries that result in erroneous class prediction by the learner, while the learner's objective is to reduce the incorrect prediction of these adversari…
Research in adversarial learning follows a cat and mouse game between attackers and defenders where attacks are proposed, they are mitigated by new defenses, and subsequently new attacks are proposed that break earlier defenses, and so on. However, it has remained unclear as to whether there are conditions under which no better attacks or defenses can be proposed. In this paper, we propose a game-theoretic framework for studying attacks and defenses which exist in equilibrium. Under a locally linear decision boundary model for the underlying binary classifier, we prove that the Fast Gradient M…
This paper provides a unified view to explain different adversarial attacks and defense methods, i.e. the view of multi-order interactions between input variables of DNNs. Based on the multi-order interaction, we discover that adversarial attacks mainly affect high-order interactions to fool the DNN. Furthermore, we find that the robustness of adversarially trained DNNs comes from category-specific low-order interactions. Our findings provide a potential method to unify adversarial perturbations and robustness, which can explain the existing defense methods in a principle way. Besides, our fin…
This paper provides a unified view to explain different adversarial attacks and defense methods, \emph{i.e.} the view of multi-order interactions between input variables of DNNs. Based on the multi-order interaction, we discover that adversarial attacks mainly affect high-order interactions to fool the DNN. Furthermore, we find that the robustness of adversarially trained DNNs comes from category-specific low-order interactions. Our findings provide a potential method to unify adversarial perturbations and robustness, which can explain the existing defense methods in a principle way. Besides, …
Georgia Institute of Technology(佐治亚理工学院);Amazon(亚马逊);Microsoft(微软)
Adversarial regularization has been shown to improve the generalization performance of deep learning models in various natural language processing tasks. Existing works usually formulate the method as a zero-sum game, which is solved by alternating gradient descent/ascent algorithms. Such a formulation treats the adversarial and the defending players equally, which is undesirable because only the defending player contributes to the generalization performance. To address this issue, we propose Stackelberg Adversarial Regularization (SALT), which formulates adversarial regularization as a Stacke…
Mila(米拉研究所);McGill University(麦吉尔大学);Université de Montréal(蒙特利尔大学);Facebook AI Research(脸书人工智能研究院)
The existence of adversarial examples capable of fooling trained neural network classifiers calls for a much better understanding of possible attacks to guide the development of safeguards against them. This includes attack methods in the challenging non-interactive blackbox setting, where adversarial attacks are generated without any access, including queries, to the target model. Prior attacks in this setting have relied mainly on algorithmic innovations derived from empirical observations (e.g., that momentum helps), lacking principled transferability guarantees. In this work, we provide a …
Decision making in modern large-scale and complex systems such as communication networks, smart electricity grids, and cyber-physical systems motivate novel game-theoretic approaches. This paper investigates big strategic (non-cooperative) games where a finite number of individual players each have a large number of continuous decision variables and input data points. Such high-dimensional decision spaces and big data sets lead to computational challenges, relating to efforts in non-linear optimization scaling up to large systems of variables. In addition to these computational challenges, rea…
Robust Reinforcement Learning (RL) focuses on improving performances under model errors or adversarial attacks, which facilitates the real-life deployment of RL agents. Robust Adversarial Reinforcement Learning (RARL) is one of the most popular frameworks for robust RL. However, most of the existing literature models RARL as a zero-sum simultaneous game with Nash equilibrium as the solution concept, which could overlook the sequential nature of RL deployments, produce overly conservative agents, and induce training instability. In this paper, we introduce a novel hierarchical formulation of ro…
NVIDIA(英伟达);University of Toronto(多伦多大学);Vector Institute(向量研究所);University of Waterloo(滑铁卢大学)
The dominant line of work in domain adaptation has focused on learning invariant representations using domain-adversarial training. In this paper, we interpret this approach from a game theoretical perspective. Defining optimal solutions in domain-adversarial training as a local Nash equilibrium, we show that gradient descent in domain-adversarial training can violate the asymptotic convergence guarantees of the optimizer, oftentimes hindering the transfer performance. Our analysis leads us to replace gradient descent with high-order ODE solvers (i.e., Runge-Kutta), for which we derive asympto…
Indian Institute of Science(印度科学学院);Univ. Grenoble Alpes(格勒诺布尔阿尔卑斯大学);Inria(法国国家信息与自动化研究所);CNRS(法国国家科学研究中心);Grenoble INP(格勒诺布尔国立理工学院);MPI-SWS(马克斯·普朗克软件系统研究所)
We study nonzero-sum hypothesis testing games that arise in the context of adversarial classification, in both the Bayesian as well as the Neyman-Pearson frameworks. We first show that these games admit mixed strategy Nash equilibria, and then we examine some interesting concentration phenomena of these equilibria. Our main results are on the exponential rates of convergence of classification errors at equilibrium, which are analogous to the well-known Chernoff-Stein lemma and Chernoff information that describe the error exponents in the classical binary hypothesis testing problem, but with pa…
Virginia Tech(弗吉尼亚理工大学);ANDRO Computational Solutions LLC(ANDRO计算解决方案有限责任公司)
Smart grids are vulnerable to cyber-attacks. This paper proposes a game-theoretic approach to evaluate the variations caused by an attacker on the power measurements. Adversaries can gain financial benefits through the manipulation of the meters of smart grids. On the other hand, there is a defender that tries to maintain the accuracy of the meters. A zero-sum game is used to model the interactions between the attacker and defender. In this paper, two different defenders are used and the effectiveness of each defender in different scenarios is evaluated. Multi-layer perceptrons (MLPs) and trad…
Generative adversarial networks (GANs) are a class of generative models with two antagonistic neural networks: a generator and a discriminator. These two neural networks compete against each other through an adversarial process that can be modeled as a stochastic Nash equilibrium problem. Since the associated training process is challenging, it is fundamental to design reliable algorithms to compute an equilibrium. In this paper, we propose a stochastic relaxed forward-backward (SRFB) algorithm for GANs and we show convergence to an exact solution when an increasing number of data is available…
We extend the adversarial/non-stochastic multi-play multi-armed bandit (MPMAB) to the case where the number of arms to play is variable. The work is motivated by the fact that the resources allocated to scan different critical locations in an interconnected transportation system change dynamically over time and depending on the environment. By modeling the malicious hacker and the intrusion monitoring system as the attacker and the defender, respectively, we formulate the problem for the two players as a sequential pursuit-evasion game. We derive the condition under which a Nash equilibrium of…
Partial monitoring is a generalization of the well-known multi-armed bandit framework where the loss is not directly observed by the learner. We complete the classification of finite adversarial partial monitoring to include all games, solving an open problem posed by Bartok et al. [2014]. Along the way we simplify and improve existing algorithms and correct errors in previous analyses. Our second contribution is a new algorithm for the class of games studied by Bartok [2013] where we prove upper and lower regret bounds that shed more light on the dependence of the regret on the game structure…
University of Liverpool(利物浦大学);University of Amsterdam(阿姆斯特丹大学);IMC Financial Markets(IMC金融市场);The University of Sheffield(谢菲尔德大学)
Generative Adversarial Networks (GAN) have become one of the most successful frameworks for unsupervised generative modeling. As GANs are difficult to train much research has focused on this. However, very little of this research has directly exploited game-theoretic techniques. We introduce Generative Adversarial Network Games (GANGs), which explicitly model a finite zero-sum game between a generator ($G$) and classifier ($C$) that use mixed strategies. The size of these games precludes exact solution methods, therefore we define resource-bounded best responses (RBBRs), and a resource-bounded…
In this paper, we present exploitability descent, a new algorithm to compute approximate equilibria in two-player zero-sum extensive-form games with imperfect information, by direct policy optimization against worst-case opponents. We prove that when following this optimization, the exploitability of a player's strategy converges asymptotically to zero, and hence when both players employ this optimization, the joint policies converge to a Nash equilibrium. Unlike fictitious play (XFP) and counterfactual regret minimization (CFR), our convergence result pertains to the policies being optimized …
Machine learning techniques are currently used extensively for automating various cybersecurity tasks. Most of these techniques utilize supervised learning algorithms that rely on training the algorithm to classify incoming data into different categories, using data encountered in the relevant domain. A critical vulnerability of these algorithms is that they are susceptible to adversarial attacks where a malicious entity called an adversary deliberately alters the training data to misguide the learning algorithm into making classification errors. Adversarial attacks could render the learning a…
Symmetry-Breaking Augmentations for Ad Hoc Teamwork
Foerster Lab for AI Research, University of Oxford(牛津大学人工智能研究实验室);Australian Institute for Machine Learning, University of Adelaide(阿德莱德大学人工智能研究所);Meta AI Research, UK(英国Meta人工智能研究);Mohamed bin Zayed University of Artificial Intelligence(穆罕默德·本·扎耶德人工智能大学)
Amazon AI(亚马逊人工智能);UT Austin(得克萨斯大学奥斯汀分校);UC Irvine(加利福尼亚大学欧文分校);CMU(卡内基梅隆大学);Caltech(加州理工学院);Imperial College London(伦敦帝国理工学院)
Neural networks are known to be vulnerable to adversarial examples. Carefully chosen perturbations to real images, while imperceptible to humans, induce misclassification and threaten the reliability of deep learning systems in the wild. To guard against adversarial examples, we take inspiration from game theory and cast the problem as a minimax zero-sum game between the adversary and the model. In general, for such games, the optimal strategy for both players requires a stochastic policy, also known as a mixed strategy. In this light, we propose Stochastic Activation Pruning (SAP), a mixed st…
Los Alamos National Laboratory(洛斯阿拉莫斯国家实验室);Columbia University(哥伦比亚大学)
The evaluation of constitutive models, especially for high-risk and high-regret engineering applications, requires efficient and rigorous third-party calibration, validation and falsification. While there are numerous efforts to develop paradigms and standard procedures to validate models, difficulties may arise due to the sequential, manual and often biased nature of the commonly adopted calibration and validation processes, thus slowing down data collections, hampering the progress towards discovering new physics, increasing expenses and possibly leading to misinterpretations of the credibil…
An ideal strategy in zero-sum games should not only grant the player an average reward no less than the value of Nash equilibrium, but also exploit the (adaptive) opponents when they are suboptimal. While most existing works in Markov games focus exclusively on the former objective, it remains open whether we can achieve both objectives simultaneously. To address this problem, this work studies no-regret learning in Markov games with adversarial opponents when competing against the best fixed policy in hindsight. Along this direction, we present a new complete set of positive and negative resu…
Underlying relationships among Multi-Agent Systems (MAS) in hazardous scenarios can be represented as Game-theoretic models. This paper proposes a new hierarchical network-based model called Game-theoretic Utility Tree (GUT), which decomposes high-level strategies into executable low-level actions for cooperative MAS decisions. It combines with a new payoff measure based on agent needs for real-time strategy games. We present an Explore game domain, where we measure the performance of MAS achieving tasks from the perspective of balancing the success probability and system costs. We evaluate th…
Skolkovo Institute of Science and Technology(斯科尔科沃科学技术研究院);Yandex;University of Oxford(牛津大学)
We present a new autoencoder-type architecture that is trainable in an unsupervised mode, sustains both generation and inference, and has the quality of conditional and unconditional samples boosted by adversarial learning. Unlike previous hybrids of autoencoders and adversarial networks, the adversarial game in our approach is set up directly between the encoder and the generator, and no external mappings are trained in the process of learning. The game objective compares the divergences of each of the real and the generated data distributions with the prior distribution in the latent space. …
ByteDance AI Lab(字节跳动人工智能实验室);Harbin Institute of Technology(哈尔滨工业大学)
With the progress in AI-based facial forgery (i.e., deepfake), people are increasingly concerned about its abuse. Albeit effort has been made for training classification (also known as deepfake detection) models to recognize such forgeries, existing models suffer from poor generalization to unseen forgery technologies and high sensitivity to changes in image/video quality. In this paper, we advocate adversarial training for improving the generalization ability to both unseen facial forgeries and unseen image/video qualities. We believe training with samples that are adversarially crafted to at…