We introduce a formal notion of masking fault-tolerance between probabilistic transition systems using stochastic games. These games are inspired in bisimulation games, but they also take into account the possible faulty behavior of systems. When no faults are present, these games boil down to probabilistic bisimulation games. Since these games could be infinite, we propose a symbolic way of representing them so that they can be solved in polynomial time. In particular, we use this notion of masking to quantify the level of masking fault-tolerance exhibited by almost-sure failing systems, i.e., those systems that eventually fail with probability 1. The level of masking fault-tolerance of almost-sure failing systems can be calculated by solving a collection of functional equations. We produce this metric in a setting in which one of the player behaves in a strong fair way (mimicking the idea of fair environments).
Denoising Diffusion Probabilistic Models (DDPMs) provide the foundation for the recent breakthroughs in generative modeling. Their Markovian structure makes it difficult to define DDPMs with distributions other than Gaussian or discrete. In this paper, we introduce Star-Shaped DDPM (SS-DDPM). Its star-shaped diffusion process allows us to bypass the need to define the transition probabilities or compute posteriors. We establish duality between star-shaped and specific Markovian diffusions for the exponential family of distributions and derive efficient algorithms for training and sampling from SS-DDPMs. In the case of Gaussian distributions, SS-DDPM is equivalent to DDPM. However, SS-DDPMs provide a simple recipe for designing diffusion models with distributions such as Beta, von Mises$\unicode{x2013}$Fisher, Dirichlet, Wishart and others, which can be especially useful when data lies on a constrained manifold. We evaluate the model in different settings and find it competitive even on image data, where Beta SS-DDPM achieves results comparable to a Gaussian DDPM. Our implementation is available at //github.com/andrey-okhotin/star-shaped .
Adversarial attacks have the potential to mislead deep neural network classifiers by introducing slight perturbations. Developing algorithms that can mitigate the effects of these attacks is crucial for ensuring the safe use of artificial intelligence. Recent studies have suggested that score-based diffusion models are effective in adversarial defenses. However, existing diffusion-based defenses rely on the sequential simulation of the reversed stochastic differential equations of diffusion models, which are computationally inefficient and yield suboptimal results. In this paper, we introduce a novel adversarial defense scheme named ScoreOpt, which optimizes adversarial samples at test-time, towards original clean data in the direction guided by score-based priors. We conduct comprehensive experiments on multiple datasets, including CIFAR10, CIFAR100 and ImageNet. Our experimental results demonstrate that our approach outperforms existing adversarial defenses in terms of both robustness performance and inference speed.
Effectively predicting intent and behavior requires inferring leadership in multi-agent interactions. Dynamic games provide an expressive theoretical framework for modeling these interactions. Employing this framework, we propose a novel method to infer the leader in a two-agent game by observing the agents' behavior in complex, long-horizon interactions. We make two contributions. First, we introduce an iterative algorithm that solves dynamic two-agent Stackelberg games with nonlinear dynamics and nonquadratic costs, and demonstrate that it consistently converges. Second, we propose the Stackelberg Leadership Filter (SLF), an online method for identifying the leading agent in interactive scenarios based on observations of the game interactions. We validate the leadership filter's efficacy on simulated driving scenarios to demonstrate that the SLF can draw conclusions about leadership that match right-of-way expectations.
Despite considerable progress, the advancement of Panoptic Narrative Grounding (PNG) remains hindered by costly annotations. In this paper, we introduce a novel Semi-Supervised Panoptic Narrative Grounding (SS-PNG) learning scheme, capitalizing on a smaller set of labeled image-text pairs and a larger set of unlabeled pairs to achieve competitive performance. Unlike visual segmentation tasks, PNG involves one pixel belonging to multiple open-ended nouns. As a result, existing multi-class based semi-supervised segmentation frameworks cannot be directly applied to this task. To address this challenge, we first develop a novel SS-PNG Network (SS-PNG-NW) tailored to the SS-PNG setting. We thoroughly investigate strategies such as Burn-In and data augmentation to determine the optimal generic configuration for the SS-PNG-NW. Additionally, to tackle the issue of imbalanced pseudo-label quality, we propose a Quality-Based Loss Adjustment (QLA) approach to adjust the semi-supervised objective, resulting in an enhanced SS-PNG-NW+. Employing our proposed QLA, we improve BCE Loss and Dice loss at pixel and mask levels, respectively. We conduct extensive experiments on PNG datasets, with our SS-PNG-NW+ demonstrating promising results comparable to fully-supervised models across all data ratios. Remarkably, our SS-PNG-NW+ outperforms fully-supervised models with only 30% and 50% supervision data, exceeding their performance by 0.8% and 1.1% respectively. This highlights the effectiveness of our proposed SS-PNG-NW+ in overcoming the challenges posed by limited annotations and enhancing the applicability of PNG tasks. The source code is available at //github.com/nini0919/SSPNG.
Neural networks often learn task-specific latent representations that fail to generalize to novel settings or tasks. Conversely, humans learn discrete representations (i.e., concepts or words) at a variety of abstraction levels (e.g., ``bird'' vs. ``sparrow'') and deploy the appropriate abstraction based on task. Inspired by this, we train neural models to generate a spectrum of discrete representations, and control the complexity of the representations (roughly, how many bits are allocated for encoding inputs) by tuning the entropy of the distribution over representations. In finetuning experiments, using only a small number of labeled examples for a new task, we show that (1) tuning the representation to a task-appropriate complexity level supports the highest finetuning performance, and (2) in a human-participant study, users were able to identify the appropriate complexity level for a downstream task using visualizations of discrete representations. Our results indicate a promising direction for rapid model finetuning by leveraging human insight.
The application of artificial intelligence to simulate air-to-air combat scenarios is attracting increasing attention. To date the high-dimensional state and action spaces, the high complexity of situation information (such as imperfect and filtered information, stochasticity, incomplete knowledge about mission targets) and the nonlinear flight dynamics pose significant challenges for accurate air combat decision-making. These challenges are exacerbated when multiple heterogeneous agents are involved. We propose a hierarchical multi-agent reinforcement learning framework for air-to-air combat with multiple heterogeneous agents. In our framework, the decision-making process is divided into two stages of abstraction, where heterogeneous low-level policies control the action of individual units, and a high-level commander policy issues macro commands given the overall mission targets. Low-level policies are trained for accurate unit combat control. Their training is organized in a learning curriculum with increasingly complex training scenarios and league-based self-play. The commander policy is trained on mission targets given pre-trained low-level policies. The empirical validation advocates the advantages of our design choices.
The transformer architecture and variants presented remarkable success across many machine learning tasks in recent years. This success is intrinsically related to the capability of handling long sequences and the presence of context-dependent weights from the attention mechanism. We argue that these capabilities suit the central role of a Meta-Reinforcement Learning algorithm. Indeed, a meta-RL agent needs to infer the task from a sequence of trajectories. Furthermore, it requires a fast adaptation strategy to adapt its policy for a new task -- which can be achieved using the self-attention mechanism. In this work, we present TrMRL (Transformers for Meta-Reinforcement Learning), a meta-RL agent that mimics the memory reinstatement mechanism using the transformer architecture. It associates the recent past of working memories to build an episodic memory recursively through the transformer layers. We show that the self-attention computes a consensus representation that minimizes the Bayes Risk at each layer and provides meaningful features to compute the best actions. We conducted experiments in high-dimensional continuous control environments for locomotion and dexterous manipulation. Results show that TrMRL presents comparable or superior asymptotic performance, sample efficiency, and out-of-distribution generalization compared to the baselines in these environments.
Human-centric perception plays a vital role in vision and graphics. But their data annotations are prohibitively expensive. Therefore, it is desirable to have a versatile pre-train model that serves as a foundation for data-efficient downstream tasks transfer. To this end, we propose the Human-Centric Multi-Modal Contrastive Learning framework HCMoCo that leverages the multi-modal nature of human data (e.g. RGB, depth, 2D keypoints) for effective representation learning. The objective comes with two main challenges: dense pre-train for multi-modality data, efficient usage of sparse human priors. To tackle the challenges, we design the novel Dense Intra-sample Contrastive Learning and Sparse Structure-aware Contrastive Learning targets by hierarchically learning a modal-invariant latent space featured with continuous and ordinal feature distribution and structure-aware semantic consistency. HCMoCo provides pre-train for different modalities by combining heterogeneous datasets, which allows efficient usage of existing task-specific human data. Extensive experiments on four downstream tasks of different modalities demonstrate the effectiveness of HCMoCo, especially under data-efficient settings (7.16% and 12% improvement on DensePose Estimation and Human Parsing). Moreover, we demonstrate the versatility of HCMoCo by exploring cross-modality supervision and missing-modality inference, validating its strong ability in cross-modal association and reasoning.
Promoting behavioural diversity is critical for solving games with non-transitive dynamics where strategic cycles exist, and there is no consistent winner (e.g., Rock-Paper-Scissors). Yet, there is a lack of rigorous treatment for defining diversity and constructing diversity-aware learning dynamics. In this work, we offer a geometric interpretation of behavioural diversity in games and introduce a novel diversity metric based on \emph{determinantal point processes} (DPP). By incorporating the diversity metric into best-response dynamics, we develop \emph{diverse fictitious play} and \emph{diverse policy-space response oracle} for solving normal-form games and open-ended games. We prove the uniqueness of the diverse best response and the convergence of our algorithms on two-player games. Importantly, we show that maximising the DPP-based diversity metric guarantees to enlarge the \emph{gamescape} -- convex polytopes spanned by agents' mixtures of strategies. To validate our diversity-aware solvers, we test on tens of games that show strong non-transitivity. Results suggest that our methods achieve much lower exploitability than state-of-the-art solvers by finding effective and diverse strategies.
Policy gradient methods are often applied to reinforcement learning in continuous multiagent games. These methods perform local search in the joint-action space, and as we show, they are susceptable to a game-theoretic pathology known as relative overgeneralization. To resolve this issue, we propose Multiagent Soft Q-learning, which can be seen as the analogue of applying Q-learning to continuous controls. We compare our method to MADDPG, a state-of-the-art approach, and show that our method achieves better coordination in multiagent cooperative tasks, converging to better local optima in the joint action space.