LGFeb 23, 2023
Quantifying & Modeling Multimodal Interactions: An Information Decomposition FrameworkPaul Pu Liang, Yun Cheng, Xiang Fan et al. · cmu, princeton
The recent explosion of interest in multimodal applications has resulted in a wide selection of datasets and methods for representing and integrating information from different modalities. Despite these empirical advances, there remain fundamental research questions: How can we quantify the interactions that are necessary to solve a multimodal task? Subsequently, what are the most suitable multimodal models to capture these interactions? To answer these questions, we propose an information-theoretic approach to quantify the degree of redundancy, uniqueness, and synergy relating input modalities with an output task. We term these three measures as the PID statistics of a multimodal distribution (or PID for short), and introduce two new estimators for these PID statistics that scale to high-dimensional distributions. To validate PID estimation, we conduct extensive experiments on both synthetic datasets where the PID is known and on large-scale multimodal benchmarks where PID estimations are compared with human annotations. Finally, we demonstrate their usefulness in (1) quantifying interactions within multimodal datasets, (2) quantifying interactions captured by multimodal models, (3) principled approaches for model selection, and (4) three real-world case studies engaging with domain experts in pathology, mood prediction, and robotic perception where our framework helps to recommend strong multimodal models for each application.
LGJun 7, 2023
Multimodal Learning Without Labeled Multimodal Data: Guarantees and ApplicationsPaul Pu Liang, Chun Kai Ling, Yun Cheng et al. · cmu, princeton
In many machine learning systems that jointly learn from multiple modalities, a core research question is to understand the nature of multimodal interactions: how modalities combine to provide new task-relevant information that was not present in either alone. We study this challenge of interaction quantification in a semi-supervised setting with only labeled unimodal data and naturally co-occurring multimodal data (e.g., unlabeled images and captions, video and corresponding audio) but when labeling them is time-consuming. Using a precise information-theoretic definition of interactions, our key contribution is the derivation of lower and upper bounds to quantify the amount of multimodal interactions in this semi-supervised setting. We propose two lower bounds: one based on the shared information between modalities and the other based on disagreement between separately trained unimodal classifiers, and derive an upper bound through connections to approximate algorithms for min-entropy couplings. We validate these estimated bounds and show how they accurately track true interactions. Finally, we show how these theoretical results can be used to estimate multimodal model performance, guide data collection, and select appropriate multimodal models for various tasks.
GTJan 22, 2023
Abstracting Imperfect Information Away from Two-Player Zero-Sum GamesSamuel Sokota, Ryan D'Orazio, Chun Kai Ling et al.
In their seminal work, Nayyar et al. (2013) showed that imperfect information can be abstracted away from common-payoff games by having players publicly announce their policies as they play. This insight underpins sound solvers and decision-time planning algorithms for common-payoff games. Unfortunately, a naive application of the same insight to two-player zero-sum games fails because Nash equilibria of the game with public policy announcements may not correspond to Nash equilibria of the original game. As a consequence, existing sound decision-time planning algorithms require complicated additional mechanisms that have unappealing properties. The main contribution of this work is showing that certain regularized equilibria do not possess the aforementioned non-correspondence problem -- thus, computing them can be treated as perfect-information problems. Because these regularized equilibria can be made arbitrarily close to Nash equilibria, our result opens the door to a new perspective to solving two-player zero-sum games and yields a simplified framework for decision-time planning in two-player zero-sum games, void of the unappealing properties that plague existing decision-time planning approaches.
GTDec 29, 2022
Function Approximation for Solving Stackelberg Equilibrium in Large Perfect Information GamesChun Kai Ling, J. Zico Kolter, Fei Fang
Function approximation (FA) has been a critical component in solving large zero-sum games. Yet, little attention has been given towards FA in solving \textit{general-sum} extensive-form games, despite them being widely regarded as being computationally more challenging than their fully competitive or cooperative counterparts. A key challenge is that for many equilibria in general-sum games, no simple analogue to the state value function used in Markov Decision Processes and zero-sum games exists. In this paper, we propose learning the \textit{Enforceable Payoff Frontier} (EPF) -- a generalization of the state value function for general-sum games. We approximate the optimal \textit{Stackelberg extensive-form correlated equilibrium} by representing EPFs with neural networks and training them by using appropriate backup operations and loss functions. This is the first method that applies FA to the Stackelberg setting, allowing us to scale to much larger games while still enjoying performance guarantees based on FA error. Additionally, our proposed method guarantees incentive compatibility and is easy to evaluate without having to depend on self-play or approximate best-response oracles.
54.4GTMay 9
Computing Equilibria in Games with Stochastic Action SetsThomas Schwarz, Ryann Sim, Chun Kai Ling
The study of learning in games typically assumes that each player always has access to all of their actions. However, in many practical scenarios, players' available actions might be restricted due to exogenous stochasticity. To model this setting, for a game $\mathcal{G}_{\mathrm{orig}}$ with action set $A_i$ for each player $i$, we introduce the corresponding Game with Stochastic Action Sets (GSAS) which is parametrized by a probability distribution over the players' set of possible action subsets $\mathcal{S}_i \subseteq 2^{\vert A_i\vert}\backslash\{\varnothing\}$. In a GSAS, players' strategies and Nash equilibria (NE) admit prohibitively large representations, and existing algorithms for NE computation scale poorly. Under the assumption that action availabilities are independent between players, we show that NE in two-player zero-sum (2p0s) GSAS can be compactly represented by a vector of size $\vert A_i\vert$, overcoming the naïve exponential-sized representation. Computationally, we introduce an efficient algorithm called SI-MWU that minimizes sleeping internal regret, converging to NE with high probability in 2p0s-GSAS with rate $O(\sqrt{\log\vert A_i\vert/T})$. Finally, using the SI-MWU iterates, we develop a procedure based on stochastic approximation to recover compactly represented NE.
GTNov 28, 2023
Multi-defender Security Games with SchedulesZimeng Song, Chun Kai Ling, Fei Fang
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.
LGDec 4, 2025
CARL: Focusing Agentic Reinforcement Learning on Critical ActionsLeyang Shen, Yang Zhang, Chun Kai Ling et al.
Agents capable of accomplishing complex tasks through multiple interactions with the environment have emerged as a popular research direction. However, in such multi-step settings, the conventional group-level policy optimization algorithm becomes suboptimal because of its underlying assumption that each action holds equal contribution, which deviates significantly from reality. Our analysis reveals that only a small fraction of actions are critical in determining the final outcome. Building on this insight, we propose CARL, a critical-action-focused reinforcement learning algorithm tailored for long-horizon agentic reasoning. CARL leverages entropy as a heuristic proxy for action criticality and achieves focused training by assigning rewards to high-criticality actions while excluding low-criticality actions from model updates, avoiding noisy credit assignment and redundant computation. Extensive experiments demonstrate that CARL achieves both stronger performance and higher efficiency across diverse evaluation settings. The source code will be publicly available.
GTDec 29, 2022
Safe Subgame Resolving for Extensive Form Correlated EquilibriumChun Kai Ling, Fei Fang
Correlated Equilibrium is a solution concept that is more general than Nash Equilibrium (NE) and can lead to outcomes with better social welfare. However, its natural extension to the sequential setting, the \textit{Extensive Form Correlated Equilibrium} (EFCE), requires a quadratic amount of space to solve, even in restricted settings without randomness in nature. To alleviate these concerns, we apply \textit{subgame resolving}, a technique extremely successful in finding NE in zero-sum games to solving general-sum EFCEs. Subgame resolving refines a correlation plan in an \textit{online} manner: instead of solving for the full game upfront, it only solves for strategies in subgames that are reached in actual play, resulting in significant computational gains. In this paper, we (i) lay out the foundations to quantify the quality of a refined strategy, in terms of the \textit{social welfare} and \textit{exploitability} of correlation plans, (ii) show that EFCEs possess a sufficient amount of independence between subgames to perform resolving efficiently, and (iii) provide two algorithms for resolving, one using linear programming and the other based on regret minimization. Both methods guarantee \textit{safety}, i.e., they will never be counterproductive. Our methods are the first time an online method has been applied to the correlated, general-sum setting.
72.6LGMay 8
Inference-Time Attribute Distribution Alignment for Unconditional DiffusionHao Luan, See-Kiong Ng, Chun Kai Ling
Inference-time controllable generation is essential for real-world applications of unconditional diffusion models. However, most existing techniques focus on individual samples, struggling in applications that require the sample population to follow specific attribute distributions (e.g., demographic balance or semantic proportions). We formalize this setting as the inference-time attribute distributional alignment problem for pretrained unconditional diffusion models. To address this, we cast inference-time attribute distributional alignment as an optimal control problem over the reverse diffusion process, viewing the process as the rollout of a dynamical system and augmenting it with additive, time-dependent perturbations as control. We solve for the perturbations using an optimal-control-based algorithm to optimize a differentiable distribution-matching objective while penalizing control effort to preserve data fidelity. Experiment results in image generation demonstrate that our proposed plug-and-play approach can better align attribute distributions to diverse and flexible test-time targets compared to baselines, without retraining or finetuning the pretrained diffusion model.
MLDec 24, 2023
Deep Copula-Based Survival Analysis for Dependent Censoring with Identifiability GuaranteesWeijia Zhang, Chun Kai Ling, Xuanhui Zhang
Censoring is the central problem in survival analysis where either the time-to-event (for instance, death), or the time-tocensoring (such as loss of follow-up) is observed for each sample. The majority of existing machine learning-based survival analysis methods assume that survival is conditionally independent of censoring given a set of covariates; an assumption that cannot be verified since only marginal distributions is available from the data. The existence of dependent censoring, along with the inherent bias in current estimators has been demonstrated in a variety of applications, accentuating the need for a more nuanced approach. However, existing methods that adjust for dependent censoring require practitioners to specify the ground truth copula. This requirement poses a significant challenge for practical applications, as model misspecification can lead to substantial bias. In this work, we propose a flexible deep learning-based survival analysis method that simultaneously accommodate for dependent censoring and eliminates the requirement for specifying the ground truth copula. We theoretically prove the identifiability of our model under a broad family of copulas and survival distributions. Experiments results from a wide range of datasets demonstrate that our approach successfully discerns the underlying dependency structure and significantly reduces survival estimation bias when compared to existing methods.
LGMay 16, 2024
Online bipartite matching with imperfect adviceDavin Choo, Themis Gouleakis, Chun Kai Ling et al.
We study the problem of online unweighted bipartite matching with $n$ offline vertices and $n$ online vertices where one wishes to be competitive against the optimal offline algorithm. While the classic RANKING algorithm of Karp et al. [1990] provably attains competitive ratio of $1-1/e > 1/2$, we show that no learning-augmented method can be both 1-consistent and strictly better than $1/2$-robust under the adversarial arrival model. Meanwhile, under the random arrival model, we show how one can utilize methods from distribution testing to design an algorithm that takes in external advice about the online vertices and provably achieves competitive ratio interpolating between any ratio attainable by advice-free methods and the optimal ratio of 1, depending on the advice quality.
LGApr 29, 2025
DDPS: Discrete Diffusion Posterior Sampling for Paths in Layered GraphsHao Luan, See-Kiong Ng, Chun Kai Ling
Diffusion models form an important class of generative models today, accounting for much of the state of the art in cutting edge AI research. While numerous extensions beyond image and video generation exist, few of such approaches address the issue of explicit constraints in the samples generated. In this paper, we study the problem of generating paths in a layered graph (a variant of a directed acyclic graph) using discrete diffusion models, while guaranteeing that our generated samples are indeed paths. Our approach utilizes a simple yet effective representation for paths which we call the padded adjacency-list matrix (PALM). In addition, we show how to effectively perform classifier guidance, which helps steer the sampled paths to specific preferred edges without any retraining of the diffusion model. Our preliminary results show that empirically, our method outperforms alternatives which do not explicitly account for path constraints.
LGAug 14, 2025
Projected Coupled Diffusion for Test-Time Constrained Joint GenerationHao Luan, Yi Xian Goh, See-Kiong Ng et al.
Modifications to test-time sampling have emerged as an important extension to diffusion algorithms, with the goal of biasing the generative process to achieve a given objective without having to retrain the entire diffusion model. However, generating jointly correlated samples from multiple pre-trained diffusion models while simultaneously enforcing task-specific constraints without costly retraining has remained challenging. To this end, we propose Projected Coupled Diffusion (PCD), a novel test-time framework for constrained joint generation. PCD introduces a coupled guidance term into the generative dynamics to encourage coordination between diffusion models and incorporates a projection step at each diffusion step to enforce hard constraints. Empirically, we demonstrate the effectiveness of PCD in application scenarios of image-pair generation, object manipulation, and multi-robot motion planning. Our results show improved coupling effects and guaranteed constraint satisfaction without incurring excessive computational costs.
CLFeb 2
Game of Thought: Robust Information Seeking with Large Language Models Using Game TheoryLangyuan Cui, Chun Kai Ling, Hwee Tou Ng
Large Language Models (LLMs) are increasingly deployed in real-world scenarios where they may lack sufficient information to complete a given task. In such settings, the ability to actively seek out missing information becomes a critical capability. Existing approaches to enhancing this ability often rely on simplifying assumptions that degrade \textit{worst-case} performance. This is an issue with serious implications in high-stakes applications. In this work, we use the game of Twenty Questions to evaluate the information-seeking ability of LLMs. We introduce and formalize its adversarial counterpart, the Strategic Language Search (SLS) problem along with its variants as a two-player zero-sum extensive form game. We propose Game of Thought (GoT), a framework that applies game-theoretic techniques to approximate a Nash equilibrium (NE) strategy for the restricted variant of the game. Empirical results demonstrate that our approach consistently improves worst-case performance compared to (1) direct prompting-based methods and (2) heuristic-guided search methods across all tested settings.
GTFeb 2, 2021
Safe Search for Stackelberg Equilibria in Extensive-Form GamesChun Kai Ling, Noam Brown
Stackelberg equilibrium is a solution concept in two-player games where the leader has commitment rights over the follower. In recent years, it has become a cornerstone of many security applications, including airport patrolling and wildlife poaching prevention. Even though many of these settings are sequential in nature, existing techniques pre-compute the entire solution ahead of time. In this paper, we present a theoretically sound and empirically effective way to apply search, which leverages extra online computation to improve a solution, to the computation of Stackelberg equilibria in general-sum games. Instead of the leader attempting to solve the full game upfront, an approximate "blueprint" solution is first computed offline and is then improved online for the particular subgames encountered in actual play. We prove that our search technique is guaranteed to perform no worse than the pre-computed blueprint strategy, and empirically demonstrate that it enables approximately solving significantly larger games compared to purely offline methods. We also show that our search operation may be cast as a smaller Stackelberg problem, making our method complementary to existing algorithms based on strategy generation.
LGDec 5, 2020
Deep Archimedean CopulasChun Kai Ling, Fei Fang, J. Zico Kolter
A central problem in machine learning and statistics is to model joint densities of random variables from data. Copulas are joint cumulative distribution functions with uniform marginal distributions and are used to capture interdependencies in isolation from marginals. Copulas are widely used within statistics, but have not gained traction in the context of modern deep learning. In this paper, we introduce ACNet, a novel differentiable neural network architecture that enforces structural properties and enables one to learn an important class of copulas--Archimedean Copulas. Unlike Generative Adversarial Networks, Variational Autoencoders, or Normalizing Flow methods, which learn either densities or the generative process directly, ACNet learns a generator of the copula, which implicitly defines the cumulative distribution function of a joint distribution. We give a probabilistic interpretation of the network parameters of ACNet and use this to derive a simple but efficient sampling algorithm for the learned copula. Our experiments show that ACNet is able to both approximate common Archimedean Copulas and generate new copulas which may provide better fits to data.
LGFeb 22, 2020
Nonmyopic Gaussian Process Optimization with Macro-ActionsDmitrii Kharkovskii, Chun Kai Ling, Kian Hsiang Low
This paper presents a multi-staged approach to nonmyopic adaptive Gaussian process optimization (GPO) for Bayesian optimization (BO) of unknown, highly complex objective functions that, in contrast to existing nonmyopic adaptive BO algorithms, exploits the notion of macro-actions for scaling up to a further lookahead to match up to a larger available budget. To achieve this, we generalize GP upper confidence bound to a new acquisition function defined w.r.t. a nonmyopic adaptive macro-action policy, which is intractable to be optimized exactly due to an uncountable set of candidate outputs. The contribution of our work here is thus to derive a nonmyopic adaptive epsilon-Bayes-optimal macro-action GPO (epsilon-Macro-GPO) policy. To perform nonmyopic adaptive BO in real time, we then propose an asymptotically optimal anytime variant of our epsilon-Macro-GPO policy with a performance guarantee. We empirically evaluate the performance of our epsilon-Macro-GPO policy and its anytime variant in BO with synthetic and real-world datasets.
GTOct 28, 2019
Efficient Regret Minimization Algorithm for Extensive-Form Correlated EquilibriumGabriele Farina, Chun Kai Ling, Fei Fang et al.
Self-play methods based on regret minimization have become the state of the art for computing Nash equilibria in large two-players zero-sum extensive-form games. These methods fundamentally rely on the hierarchical structure of the players' sequential strategy spaces to construct a regret minimizer that recursively minimizes regret at each decision point in the game tree. In this paper, we introduce the first efficient regret minimization algorithm for computing extensive-form correlated equilibria in large two-player general-sum games with no chance moves. Designing such an algorithm is significantly more challenging than designing one for the Nash equilibrium counterpart, as the constraints that define the space of correlation plans lack the hierarchical structure and might even form cycles. We show that some of the constraints are redundant and can be excluded from consideration, and present an efficient algorithm that generates the space of extensive-form correlation plans incrementally from the remaining constraints. This structural decomposition is achieved via a special convexity-preserving operation that we coin scaled extension. We show that a regret minimizer can be designed for a scaled extension of any two convex sets, and that from the decomposition we then obtain a global regret minimizer. Our algorithm produces feasible iterates. Experiments show that it significantly outperforms prior approaches and for larger problems it is the only viable option.
LGMar 11, 2019
Large Scale Learning of Agent Rationality in Two-Player Zero-Sum GamesChun Kai Ling, Fei Fang, J. Zico Kolter
With the recent advances in solving large, zero-sum extensive form games, there is a growing interest in the inverse problem of inferring underlying game parameters given only access to agent actions. Although a recent work provides a powerful differentiable end-to-end learning frameworks which embed a game solver within a deep-learning framework, allowing unknown game parameters to be learned via backpropagation, this framework faces significant limitations when applied to boundedly rational human agents and large scale problems, leading to poor practicality. In this paper, we address these limitations and propose a framework that is applicable for more practical settings. First, seeking to learn the rationality of human agents in complex two-player zero-sum games, we draw upon well-known ideas in decision theory to obtain a concise and interpretable agent behavior model, and derive solvers and gradients for end-to-end learning. Second, to scale up to large, real-world scenarios, we propose an efficient first-order primal-dual method which exploits the structure of extensive-form games, yielding significantly faster computation for both game solving and gradient computation. When tested on randomly generated games, we report speedups of orders of magnitude over previous approaches. We also demonstrate the effectiveness of our model on both real-world one-player settings and synthetic data.
LGMay 7, 2018
What game are we playing? End-to-end learning in normal and extensive form gamesChun Kai Ling, Fei Fang, J. Zico Kolter
Although recent work in AI has made great progress in solving large, zero-sum, extensive-form games, the underlying assumption in most past work is that the parameters of the game itself are known to the agents. This paper deals with the relatively under-explored but equally important "inverse" setting, where the parameters of the underlying game are not known to all agents, but must be learned through observations. We propose a differentiable, end-to-end learning framework for addressing this task. In particular, we consider a regularized version of the game, equivalent to a particular form of quantal response equilibrium, and develop 1) a primal-dual Newton method for finding such equilibrium points in both normal and extensive form games; and 2) a backpropagation method that lets us analytically compute gradients of all relevant game parameters through the solution itself. This ultimately lets us learn the game by training in an end-to-end fashion, effectively by integrating a "differentiable game solver" into the loop of larger deep network architectures. We demonstrate the effectiveness of the learning method in several settings including poker and security game tasks.
MLNov 21, 2015
Gaussian Process Planning with Lipschitz Continuous Reward Functions: Towards Unifying Bayesian Optimization, Active Learning, and BeyondChun Kai Ling, Kian Hsiang Low, Patrick Jaillet
This paper presents a novel nonmyopic adaptive Gaussian process planning (GPP) framework endowed with a general class of Lipschitz continuous reward functions that can unify some active learning/sensing and Bayesian optimization criteria and offer practitioners some flexibility to specify their desired choices for defining new tasks/problems. In particular, it utilizes a principled Bayesian sequential decision problem framework for jointly and naturally optimizing the exploration-exploitation trade-off. In general, the resulting induced GPP policy cannot be derived exactly due to an uncountable set of candidate observations. A key contribution of our work here thus lies in exploiting the Lipschitz continuity of the reward functions to solve for a nonmyopic adaptive epsilon-optimal GPP (epsilon-GPP) policy. To plan in real time, we further propose an asymptotically optimal, branch-and-bound anytime variant of epsilon-GPP with performance guarantee. We empirically demonstrate the effectiveness of our epsilon-GPP policy and its anytime variant in Bayesian optimization and an energy harvesting task.