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In many real-world settings agents engage in strategic interactions with multiple opposing agents who can employ a wide variety of strategies. The standard approach for designing agents for such settings is to compute or approximate a relevant game-theoretic solution concept such as Nash equilibrium and then follow the prescribed strategy. However, such a strategy ignores any observations of opponents' play, which may indicate shortcomings that can be exploited. We present an approach for opponent modeling in multiplayer imperfect-information games where we collect observations of opponents' play through repeated interactions. We run experiments against a wide variety of real opponents and exact Nash equilibrium strategies in three-player Kuhn poker and show that our algorithm significantly outperforms all of the agents, including the exact Nash equilibrium strategies.

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We consider the problem of uncertainty quantification in change point regressions, where the signal can be piecewise polynomial of arbitrary but fixed degree. That is we seek disjoint intervals which, uniformly at a given confidence level, must each contain a change point location. We propose a procedure based on performing local tests at a number of scales and locations on a sparse grid, which adapts to the choice of grid in the sense that by choosing a sparser grid one explicitly pays a lower price for multiple testing. The procedure is fast as its computational complexity is always of the order $\mathcal{O} (n \log (n))$ where $n$ is the length of the data, and optimal in the sense that under certain mild conditions every change point is detected with high probability and the widths of the intervals returned match the mini-max localisation rates for the associated change point problem up to log factors. A detailed simulation study shows our procedure is competitive against state of the art algorithms for similar problems. Our procedure is implemented in the R package ChangePointInference which is available via //github.com/gaviosha/ChangePointInference.

In this paper, we present a method to encrypt dynamic controllers that can be implemented through most homomorphic encryption schemes, including somewhat, leveled fully, and fully homomorphic encryption. To this end, we represent the output of the given controller as a linear combination of a fixed number of previous inputs and outputs. As a result, the encrypted controller involves only a limited number of homomorphic multiplications on every encrypted data, assuming that the output is re-encrypted and transmitted back from the actuator. A guidance for parameter choice is also provided, ensuring that the encrypted controller achieves predefined performance for an infinite time horizon. Furthermore, we propose a customization of the method for Ring-Learning With Errors (Ring-LWE) based cryptosystems, where a vector of messages can be encrypted into a single ciphertext and operated simultaneously, thus reducing computation and communication loads. Unlike previous results, the proposed customization does not require extra algorithms such as rotation, other than basic addition and multiplication. Simulation results demonstrate the effectiveness of the proposed method.

Time is a crucial factor in modelling dynamic behaviours of intelligent agents: activities have a determined temporal duration in a real-world environment, and previous actions influence agents' behaviour. In this paper, we propose a language for modelling concurrent interaction between agents that also allows the specification of temporal intervals in which particular actions occur. Such a language exploits a timed version of Abstract Argumentation Frameworks to realise a shared memory used by the agents to communicate and reason on the acceptability of their beliefs with respect to a given time interval. An interleaving model on a single processor is used for basic computation steps, with maximum parallelism for time elapsing. Following this approach, only one of the enabled agents is executed at each moment. To demonstrate the capabilities of language, we also show how it can be used to model interactions such as debates and dialogue games taking place between intelligent agents. Lastly, we present an implementation of the language that can be accessed via a web interface. Under consideration in Theory and Practice of Logic Programming (TPLP).

We present a major new version of Scenic, a probabilistic programming language for writing formal models of the environments of cyber-physical systems. Scenic has been successfully used for the design and analysis of CPS in a variety of domains, but earlier versions are limited to environments which are essentially two-dimensional. In this paper, we extend Scenic with native support for 3D geometry, introducing new syntax which provides expressive ways to describe 3D configurations while preserving the simplicity and readability of the language. We replace Scenic's simplistic representation of objects as boxes with precise modeling of complex shapes, including a ray tracing-based visibility system that accounts for object occlusion. We also extend the language to support arbitrary temporal requirements expressed in LTL, and build an extensible Scenic parser generated from a formal grammar of the language. Finally, we illustrate the new application domains these features enable with case studies that would have been impossible to accurately model in Scenic 2.

Min-max optimization problems (i.e., min-max games) have been attracting a great deal of attention because of their applicability to a wide range of machine learning problems. Although significant progress has been made recently, the literature to date has focused on games with independent strategy sets; little is known about solving games with dependent strategy sets, which can be characterized as min-max Stackelberg games. We introduce two first-order methods that solve a large class of convex-concave min-max Stackelberg games, and show that our methods converge in polynomial time. Min-max Stackelberg games were first studied by Wald, under the posthumous name of Wald's maximin model, a variant of which is the main paradigm used in robust optimization, which means that our methods can likewise solve many convex robust optimization problems. We observe that the computation of competitive equilibria in Fisher markets also comprises a min-max Stackelberg game. Further, we demonstrate the efficacy and efficiency of our algorithms in practice by computing competitive equilibria in Fisher markets with varying utility structures. Our experiments suggest potential ways to extend our theoretical results, by demonstrating how different smoothness properties can affect the convergence rate of our algorithms.

We study the uniform $2$-dimensional vector multiple knapsack (2VMK) problem, a natural variant of multiple knapsack arising in real-world applications such as virtual machine placement. The input for 2VMK is a set of items, each associated with a $2$-dimensional weight vector and a positive profit, along with $m$ $2$-dimensional bins of uniform (unit) capacity in each dimension. The goal is to find an assignment of a subset of the items to the bins, such that the total weight of items assigned to a single bin is at most one in each dimension, and the total profit is maximized. Our main result is a $(1- \frac{\ln 2}{2} - \varepsilon)$-approximation algorithm for 2VMK, for every fixed $\varepsilon > 0$, thus improving the best known ratio of $(1 - \frac{1}{e}-\varepsilon)$ which follows as a special case from a result of [Fleischer at al., MOR 2011]. Our algorithm relies on an adaptation of the Round$\&$Approx framework of [Bansal et al., SICOMP 2010], originally designed for set covering problems, to maximization problems. The algorithm uses randomized rounding of a configuration-LP solution to assign items to $\approx m\cdot \ln 2 \approx 0.693\cdot m$ of the bins, followed by a reduction to the ($1$-dimensional) Multiple Knapsack problem for assigning items to the remaining bins.

In this paper, a methodology for fine scale modeling of large scale structures is proposed, which combines the variational multiscale method, domain decomposition and model order reduction. The influence of the fine scale on the coarse scale is modelled by the use of an additive split of the displacement field, addressing applications without a clear scale separation. Local reduced spaces are constructed by solving an oversampling problem with random boundary conditions. Herein, we inform the boundary conditions by a global reduced problem and compare our approach using physically meaningful correlated samples with existing approaches using uncorrelated samples. The local spaces are designed such that the local contribution of each subdomain can be coupled in a conforming way, which also preserves the sparsity pattern of standard finite element assembly procedures. Several numerical experiments show the accuracy and efficiency of the method, as well as its potential to reduce the size of the local spaces and the number of training samples compared to the uncorrelated sampling.

We present a novel redirected walking controller based on alignment that allows the user to explore large and complex virtual environments, while minimizing the number of collisions with obstacles in the physical environment. Our alignment-based redirection controller, ARC, steers the user such that their proximity to obstacles in the physical environment matches the proximity to obstacles in the virtual environment as closely as possible. To quantify a controller's performance in complex environments, we introduce a new metric, Complexity Ratio (CR), to measure the relative environment complexity and characterize the difference in navigational complexity between the physical and virtual environments. Through extensive simulation-based experiments, we show that ARC significantly outperforms current state-of-the-art controllers in its ability to steer the user on a collision-free path. We also show through quantitative and qualitative measures of performance that our controller is robust in complex environments with many obstacles. Our method is applicable to arbitrary environments and operates without any user input or parameter tweaking, aside from the layout of the environments. We have implemented our algorithm on the Oculus Quest head-mounted display and evaluated its performance in environments with varying complexity. Our project website is available at //gamma.umd.edu/arc/.

We consider a class of pursuit-evasion differential games in which the evader has continuous access to the pursuer's location, but not vice-versa. There is an immobile sensor (e.g., a ground radar station) that can sense the evader's location and communicate that information intermittently to the pursuer. Transmitting the information from the sensor to the pursuer is costly and only a finite number of transmissions can happen throughout the entire game. The outcome of the game is determined by the control strategies of the players and the communication strategy between the sensor and the pursuer. We obtain the (Nash) equilibrium control strategies for both the players as well as the optimal communication strategy between the static sensor and the pursuer. We discuss a dilemma for the evader that emerges in this game. We also discuss the emergence of implicit communication where the absence of communication from the sensor can also convey some actionable information to the pursuer.

The previous work for event extraction has mainly focused on the predictions for event triggers and argument roles, treating entity mentions as being provided by human annotators. This is unrealistic as entity mentions are usually predicted by some existing toolkits whose errors might be propagated to the event trigger and argument role recognition. Few of the recent work has addressed this problem by jointly predicting entity mentions, event triggers and arguments. However, such work is limited to using discrete engineering features to represent contextual information for the individual tasks and their interactions. In this work, we propose a novel model to jointly perform predictions for entity mentions, event triggers and arguments based on the shared hidden representations from deep learning. The experiments demonstrate the benefits of the proposed method, leading to the state-of-the-art performance for event extraction.

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