17.3LGAug 29, 2022
Understanding the Limits of Poisoning Attacks in Episodic Reinforcement LearningAnshuka Rangi, Haifeng Xu, Long Tran-Thanh et al.
To understand the security threats to reinforcement learning (RL) algorithms, this paper studies poisoning attacks to manipulate \emph{any} order-optimal learning algorithm towards a targeted policy in episodic RL and examines the potential damage of two natural types of poisoning attacks, i.e., the manipulation of \emph{reward} and \emph{action}. We discover that the effect of attacks crucially depend on whether the rewards are bounded or unbounded. In bounded reward settings, we show that only reward manipulation or only action manipulation cannot guarantee a successful attack. However, by combining reward and action manipulation, the adversary can manipulate any order-optimal learning algorithm to follow any targeted policy with $\tildeΘ(\sqrt{T})$ total attack cost, which is order-optimal, without any knowledge of the underlying MDP. In contrast, in unbounded reward settings, we show that reward manipulation attacks are sufficient for an adversary to successfully manipulate any order-optimal learning algorithm to follow any targeted policy using $\tilde{O}(\sqrt{T})$ amount of contamination. Our results reveal useful insights about what can or cannot be achieved by poisoning attacks, and are set to spur more works on the design of robust RL algorithms.
5.3LGSep 21, 2023
Incentivized Communication for Federated BanditsZhepei Wei, Chuanhao Li, Haifeng Xu et al.
Most existing works on federated bandits take it for granted that all clients are altruistic about sharing their data with the server for the collective good whenever needed. Despite their compelling theoretical guarantee on performance and communication efficiency, this assumption is overly idealistic and oftentimes violated in practice, especially when the algorithm is operated over self-interested clients, who are reluctant to share data without explicit benefits. Negligence of such self-interested behaviors can significantly affect the learning efficiency and even the practical operability of federated bandit learning. In light of this, we aim to spark new insights into this under-explored research area by formally introducing an incentivized communication problem for federated bandits, where the server shall motivate clients to share data by providing incentives. Without loss of generality, we instantiate this bandit problem with the contextual linear setting and propose the first incentivized communication protocol, namely, Inc-FedUCB, that achieves near-optimal regret with provable communication and incentive cost guarantees. Extensive empirical experiments on both synthetic and real-world datasets further validate the effectiveness of the proposed method across various environments.
Sample Complexity of Linear Regression Models for Opinion Formation in NetworksHaolin Liu, Rajmohan Rajaraman, Ravi Sundaram et al.
Consider public health officials aiming to spread awareness about a new vaccine in a community interconnected by a social network. How can they distribute information with minimal resources, so as to avoid polarization and ensure community-wide convergence of opinion? To tackle such challenges, we initiate the study of sample complexity of opinion convergence in networks. Our framework is built on the recognized opinion formation game, where we regard the opinion of each agent as a data-derived model, unlike previous works that treat opinions as data-independent scalars. The opinion model for every agent is initially learned from its local samples and evolves game-theoretically as all agents communicate with neighbors and revise their models towards an equilibrium. Our focus is on the sample complexity needed to ensure that the opinions converge to an equilibrium such that the final model of every agent has low generalization error. Our paper has two main technical results. First, we present a novel polynomial time optimization framework to quantify the total sample complexity for arbitrary networks, when the underlying learning problem is (generalized) linear regression. Second, we leverage this optimization to study the network gain which measures the improvement of sample complexity when learning over a network compared to that in isolation. Towards this end, we derive network gain bounds for various network classes including cliques, star graphs, and random regular graphs. Additionally, our framework provides a method to study sample distribution within the network, suggesting that it is sufficient to allocate samples inversely to the degree. Empirical results on both synthetic and real-world networks strongly support our theoretical findings.
8.8LGNov 27, 2023
Bandits Meet Mechanism Design to Combat Clickbait in Online RecommendationThomas Kleine Buening, Aadirupa Saha, Christos Dimitrakakis et al.
We study a strategic variant of the multi-armed bandit problem, which we coin the strategic click-bandit. This model is motivated by applications in online recommendation where the choice of recommended items depends on both the click-through rates and the post-click rewards. Like in classical bandits, rewards follow a fixed unknown distribution. However, we assume that the click-rate of each arm is chosen strategically by the arm (e.g., a host on Airbnb) in order to maximize the number of times it gets clicked. The algorithm designer does not know the post-click rewards nor the arms' actions (i.e., strategically chosen click-rates) in advance, and must learn both values over time. To solve this problem, we design an incentive-aware learning algorithm, UCB-S, which achieves two goals simultaneously: (a) incentivizing desirable arm behavior under uncertainty; (b) minimizing regret by learning unknown parameters. We characterize all approximate Nash equilibria among arms under UCB-S and show a $\tilde{\mathcal{O}} (\sqrt{KT})$ regret bound uniformly in every equilibrium. We also show that incentive-unaware algorithms generally fail to achieve low regret in the strategic click-bandit. Finally, we support our theoretical results by simulations of strategic arm behavior which confirm the effectiveness and robustness of our proposed incentive design.
2.0LGOct 27, 2023
Optimal Pricing for Data-Augmented AutoML MarketplacesMinbiao Han, Jonathan Light, Steven Xia et al.
Organizations often lack sufficient data to effectively train machine learning (ML) models, while others possess valuable data that remains underutilized. Data markets promise to unlock substantial value by matching data suppliers with demand from ML consumers. However, market design involves addressing intricate challenges, including data pricing, fairness, robustness, and strategic behavior. In this paper, we propose a pragmatic data-augmented AutoML market that seamlessly integrates with existing cloud-based AutoML platforms such as Google's Vertex AI and Amazon's SageMaker. Unlike standard AutoML solutions, our design automatically augments buyer-submitted training data with valuable external datasets, pricing the resulting models based on their measurable performance improvements rather than computational costs as the status quo. Our key innovation is a pricing mechanism grounded in the instrumental value - the marginal model quality improvement - of externally sourced data. This approach bypasses direct dataset pricing complexities, mitigates strategic buyer behavior, and accommodates diverse buyer valuations through menu-based options. By integrating automated data and model discovery, our solution not only enhances ML outcomes but also establishes an economically sustainable framework for monetizing external data.
10.4LGJul 1, 2024
Contractual Reinforcement Learning: Pulling Arms with Invisible HandsJibang Wu, Siyu Chen, Mengdi Wang et al.
The agency problem emerges in today's large scale machine learning tasks, where the learners are unable to direct content creation or enforce data collection. In this work, we propose a theoretical framework for aligning economic interests of different stakeholders in the online learning problems through contract design. The problem, termed \emph{contractual reinforcement learning}, naturally arises from the classic model of Markov decision processes, where a learning principal seeks to optimally influence the agent's action policy for their common interests through a set of payment rules contingent on the realization of next state. For the planning problem, we design an efficient dynamic programming algorithm to determine the optimal contracts against the far-sighted agent. For the learning problem, we introduce a generic design of no-regret learning algorithms to untangle the challenges from robust design of contracts to the balance of exploration and exploitation, reducing the complexity analysis to the construction of efficient search algorithms. For several natural classes of problems, we design tailored search algorithms that provably achieve $\tilde{O}(\sqrt{T})$ regret. We also present an algorithm with $\tilde{O}(T^{2/3})$ for the general problem that improves the existing analysis in online contract design with mild technical assumptions.
IRL for Restless Multi-Armed Bandits with Applications in Maternal and Child HealthGauri Jain, Pradeep Varakantham, Haifeng Xu et al.
Public health practitioners often have the goal of monitoring patients and maximizing patients' time spent in "favorable" or healthy states while being constrained to using limited resources. Restless multi-armed bandits (RMAB) are an effective model to solve this problem as they are helpful to allocate limited resources among many agents under resource constraints, where patients behave differently depending on whether they are intervened on or not. However, RMABs assume the reward function is known. This is unrealistic in many public health settings because patients face unique challenges and it is impossible for a human to know who is most deserving of any intervention at such a large scale. To address this shortcoming, this paper is the first to present the use of inverse reinforcement learning (IRL) to learn desired rewards for RMABs, and we demonstrate improved outcomes in a maternal and child health telehealth program. First we allow public health experts to specify their goals at an aggregate or population level and propose an algorithm to design expert trajectories at scale based on those goals. Second, our algorithm WHIRL uses gradient updates to optimize the objective, allowing for efficient and accurate learning of RMAB rewards. Third, we compare with existing baselines and outperform those in terms of run-time and accuracy. Finally, we evaluate and show the usefulness of WHIRL on thousands on beneficiaries from a real-world maternal and child health setting in India. We publicly release our code here: https://github.com/Gjain234/WHIRL.
12.5AIFeb 7, 2024
Multi-Sender Persuasion: A Computational PerspectiveSafwan Hossain, Tonghan Wang, Tao Lin et al. · harvard, tsinghua
We consider the multi-sender persuasion problem: multiple players with informational advantage signal to convince a single self-interested actor to take certain actions. This problem generalizes the seminal Bayesian Persuasion framework and is ubiquitous in computational economics, multi-agent learning, and multi-objective machine learning. The core solution concept here is the Nash equilibrium of senders' signaling policies. Theoretically, we prove that finding an equilibrium in general is PPAD-Hard; in fact, even computing a sender's best response is NP-Hard. Given these intrinsic difficulties, we turn to finding local Nash equilibria. We propose a novel differentiable neural network to approximate this game's non-linear and discontinuous utilities. Complementing this with the extra-gradient algorithm, we discover local equilibria that Pareto dominates full-revelation equilibria and those found by existing neural networks. Broadly, our theoretical and empirical contributions are of interest to a large class of economic problems.
5.9GTDec 15, 2023
Learning in Online Principal-Agent Interactions: The Power of MenusMinbiao Han, Michael Albert, Haifeng Xu
We study a ubiquitous learning challenge in online principal-agent problems during which the principal learns the agent's private information from the agent's revealed preferences in historical interactions. This paradigm includes important special cases such as pricing and contract design, which have been widely studied in recent literature. However, existing work considers the case where the principal can only choose a single strategy at every round to interact with the agent and then observe the agent's revealed preference through their actions. In this paper, we extend this line of study to allow the principal to offer a menu of strategies to the agent and learn additionally from observing the agent's selection from the menu. We provide a thorough investigation of several online principal-agent problem settings and characterize their sample complexities, accompanied by the corresponding algorithms we have developed. We instantiate this paradigm to several important design problems $-$ including Stackelberg (security) games, contract design, and information design. Finally, we also explore the connection between our findings and existing results about online learning in Stackelberg games, and we offer a solution that can overcome a key hard instance of Peng et al. (2019).
4.3GTDec 24, 2024
An Instrumental Value for Data Production and its Application to Data PricingRui Ai, Boxiang Lyu, Zhaoran Wang et al.
How much value does a dataset or a data production process have to an agent who wishes to use the data to assist decision-making? This is a fundamental question towards understanding the value of data as well as further pricing of data. This paper develops an approach for capturing the instrumental value of data production processes, which takes two key factors into account: (a) the context of the agent's decision-making problem; (b) prior data or information the agent already possesses. We ''micro-found'' our valuation concepts by showing how they connect to classic notions of information design and signals in information economics. When instantiated in the domain of Bayesian linear regression, our value naturally corresponds to information gain. Based on our designed data value, we then study a basic monopoly pricing setting with a buyer looking to purchase from a seller some labeled data of a certain feature direction in order to improve a Bayesian regression model. We show that when the seller has the ability to fully customize any data request, she can extract the first-best revenue (i.e., full surplus) from any population of buyers, i.e., achieving first-degree price discrimination. If the seller can only sell data that are derived from an existing data pool, this limits her ability to customize, and achieving first-best revenue becomes generally impossible. However, we design a mechanism that achieves seller revenue at most $\log (κ)$ less than the first-best revenue, where $κ$ is the condition number associated with the data matrix. A corollary of this result is that the seller can extract the first-best revenue in the multi-armed bandits special case.
6.4LGFeb 7, 2024
Incentivized Truthful Communication for Federated BanditsZhepei Wei, Chuanhao Li, Tianze Ren et al.
To enhance the efficiency and practicality of federated bandit learning, recent advances have introduced incentives to motivate communication among clients, where a client participates only when the incentive offered by the server outweighs its participation cost. However, existing incentive mechanisms naively assume the clients are truthful: they all report their true cost and thus the higher cost one participating client claims, the more the server has to pay. Therefore, such mechanisms are vulnerable to strategic clients aiming to optimize their own utility by misreporting. To address this issue, we propose an incentive compatible (i.e., truthful) communication protocol, named Truth-FedBan, where the incentive for each participant is independent of its self-reported cost, and reporting the true cost is the only way to achieve the best utility. More importantly, Truth-FedBan still guarantees the sub-linear regret and communication cost without any overheads. In other words, the core conceptual contribution of this paper is, for the first time, demonstrating the possibility of simultaneously achieving incentive compatibility and nearly optimal regret in federated bandit learning. Extensive numerical studies further validate the effectiveness of our proposed solution.
4.1LGOct 22, 2025
Learning Personalized Ad Impact via Contextual Reinforcement Learning under Delayed RewardsYuwei Cheng, Zifeng Zhao, Haifeng Xu
Online advertising platforms use automated auctions to connect advertisers with potential customers, requiring effective bidding strategies to maximize profits. Accurate ad impact estimation requires considering three key factors: delayed and long-term effects, cumulative ad impacts such as reinforcement or fatigue, and customer heterogeneity. However, these effects are often not jointly addressed in previous studies. To capture these factors, we model ad bidding as a Contextual Markov Decision Process (CMDP) with delayed Poisson rewards. For efficient estimation, we propose a two-stage maximum likelihood estimator combined with data-splitting strategies, ensuring controlled estimation error based on the first-stage estimator's (in)accuracy. Building on this, we design a reinforcement learning algorithm to derive efficient personalized bidding strategies. This approach achieves a near-optimal regret bound of $\tilde{O}{(dH^2\sqrt{T})}$, where $d$ is the contextual dimension, $H$ is the number of rounds, and $T$ is the number of customers. Our theoretical findings are validated by simulation experiments.
3.3AIFeb 7, 2025
On Sequential Fault-Intolerant Process PlanningAndrzej Kaczmarczyk, Davin Choo, Niclas Boehmer et al.
We propose and study a planning problem we call Sequential Fault-Intolerant Process Planning (SFIPP). SFIPP captures a reward structure common in many sequential multi-stage decision problems where the planning is deemed successful only if all stages succeed. Such reward structures are different from classic additive reward structures and arise in important applications such as drug/material discovery, security, and quality-critical product design. We design provably tight online algorithms for settings in which we need to pick between different actions with unknown success chances at each stage. We do so both for the foundational case in which the behavior of actions is deterministic, and the case of probabilistic action outcomes, where we effectively balance exploration for learning and exploitation for planning through the usage of multi-armed bandit algorithms. In our empirical evaluations, we demonstrate that the specialized algorithms we develop, which leverage additional information about the structure of the SFIPP instance, outperform our more general algorithm.
7.9LGJun 1, 2024
Strategic Linear Contextual BanditsThomas Kleine Buening, Aadirupa Saha, Christos Dimitrakakis et al.
Motivated by the phenomenon of strategic agents gaming a recommender system to maximize the number of times they are recommended to users, we study a strategic variant of the linear contextual bandit problem, where the arms can strategically misreport privately observed contexts to the learner. We treat the algorithm design problem as one of mechanism design under uncertainty and propose the Optimistic Grim Trigger Mechanism (OptGTM) that incentivizes the agents (i.e., arms) to report their contexts truthfully while simultaneously minimizing regret. We also show that failing to account for the strategic nature of the agents results in linear regret. However, a trade-off between mechanism design and regret minimization appears to be unavoidable. More broadly, this work aims to provide insight into the intersection of online learning and mechanism design.
2.3GTNov 10, 2021
Uncoupled Bandit Learning towards Rationalizability: Benchmarks, Barriers, and AlgorithmsJibang Wu, Haifeng Xu, Fan Yao
Under the uncoupled learning setup, the last-iterate convergence guarantee towards Nash equilibrium is shown to be impossible in many games. This work studies the last-iterate convergence guarantee in general games toward rationalizability, a key solution concept in epistemic game theory that relaxes the stringent belief assumptions in both Nash and correlated equilibrium. This learning task naturally generalizes best arm identification problems, due to the intrinsic connections between rationalizable action profiles and the elimination of iteratively dominated actions. Despite a seemingly simple task, our first main result is a surprisingly negative one; that is, a large and natural class of no regret algorithms, including the entire family of Dual Averaging algorithms, provably take exponentially many rounds to reach rationalizability. Moreover, algorithms with the stronger no swap regret also suffer similar exponential inefficiency. To overcome these barriers, we develop a new algorithm that adjusts Exp3 with Diminishing Historical rewards (termed Exp3-DH); Exp3-DH gradually forgets history at carefully tailored rates. We prove that when all agents run Exp3-DH (a.k.a., self-play in multi-agent learning), all iteratively dominated actions can be eliminated within polynomially many rounds. Our experimental results further demonstrate the efficiency of Exp3-DH, and that state-of-the-art bandit algorithms, even those developed specifically for learning in games, fail to reach rationalizability efficiently.
(Almost) Free Incentivized Exploration from Decentralized Learning AgentsChengshuai Shi, Haifeng Xu, Wei Xiong et al.
Incentivized exploration in multi-armed bandits (MAB) has witnessed increasing interests and many progresses in recent years, where a principal offers bonuses to agents to do explorations on her behalf. However, almost all existing studies are confined to temporary myopic agents. In this work, we break this barrier and study incentivized exploration with multiple and long-term strategic agents, who have more complicated behaviors that often appear in real-world applications. An important observation of this work is that strategic agents' intrinsic needs of learning benefit (instead of harming) the principal's explorations by providing "free pulls". Moreover, it turns out that increasing the population of agents significantly lowers the principal's burden of incentivizing. The key and somewhat surprising insight revealed from our results is that when there are sufficiently many learning agents involved, the exploration process of the principal can be (almost) free. Our main results are built upon three novel components which may be of independent interest: (1) a simple yet provably effective incentive-provision strategy; (2) a carefully crafted best arm identification algorithm for rewards aggregated under unequal confidences; (3) a high-probability finite-time lower bound of UCB algorithms. Experimental results are provided to complement the theoretical analysis.
11.3LGOct 18, 2021
When Are Linear Stochastic Bandits Attackable?Huazheng Wang, Haifeng Xu, Hongning Wang
We study adversarial attacks on linear stochastic bandits: by manipulating the rewards, an adversary aims to control the behaviour of the bandit algorithm. Perhaps surprisingly, we first show that some attack goals can never be achieved. This is in sharp contrast to context-free stochastic bandits, and is intrinsically due to the correlation among arms in linear stochastic bandits. Motivated by this finding, this paper studies the attackability of a $k$-armed linear bandit environment. We first provide a complete necessity and sufficiency characterization of attackability based on the geometry of the arms' context vectors. We then propose a two-stage attack method against LinUCB and Robust Phase Elimination. The method first asserts whether the given environment is attackable; and if yes, it poisons the rewards to force the algorithm to pull a target arm linear times using only a sublinear cost. Numerical experiments further validate the effectiveness and cost-efficiency of the proposed attack method.
1.2GTSep 25, 2021
Algorithmic Information Design in Multi-Player Games: Possibility and Limits in Singleton CongestionChenghan Zhou, Thanh H. Nguyen, Haifeng Xu
Most algorithmic studies on multi-agent information design so far have focused on the restricted situation with no inter-agent externalities; a few exceptions investigated truly strategic games such as zero-sum games and second-price auctions but have all focused only on optimal public signaling. This paper initiates the algorithmic information design of both \emph{public} and \emph{private} signaling in a fundamental class of games with negative externalities, i.e., singleton congestion games, with wide application in today's digital economy, machine scheduling, routing, etc. For both public and private signaling, we show that the optimal information design can be efficiently computed when the number of resources is a constant. To our knowledge, this is the first set of efficient \emph{exact} algorithms for information design in succinctly representable many-player games. Our results hinge on novel techniques such as developing certain "reduced forms" to compactly characterize equilibria in public signaling or to represent players' marginal beliefs in private signaling. When there are many resources, we show computational intractability results. To overcome the issue of multiple equilibria, here we introduce a new notion of equilibrium-\emph{oblivious} hardness, which rules out any possibility of computing a good signaling scheme, irrespective of the equilibrium selection rule.
7.3SIJun 9, 2021
Diffusion Source Identification on Networks with Statistical ConfidenceQuinlan Dawkins, Tianxi Li, Haifeng Xu
Diffusion source identification on networks is a problem of fundamental importance in a broad class of applications, including rumor controlling and virus identification. Though this problem has received significant recent attention, most studies have focused only on very restrictive settings and lack theoretical guarantees for more realistic networks. We introduce a statistical framework for the study of diffusion source identification and develop a confidence set inference approach inspired by hypothesis testing. Our method efficiently produces a small subset of nodes, which provably covers the source node with any pre-specified confidence level without restrictive assumptions on network structures. Moreover, we propose multiple Monte Carlo strategies for the inference procedure based on network topology and the probabilistic properties that significantly improve the scalability. To our knowledge, this is the first diffusion source identification method with a practically useful theoretical guarantee on general networks. We demonstrate our approach via extensive synthetic experiments on well-known random network models and a mobility network between cities concerning the COVID-19 spreading.
6.5LGApr 8, 2021
Incentivizing Exploration in Linear Bandits under Information GapHuazheng Wang, Haifeng Xu, Chuanhao Li et al.
We study the problem of incentivizing exploration for myopic users in linear bandits, where the users tend to exploit arm with the highest predicted reward instead of exploring. In order to maximize the long-term reward, the system offers compensation to incentivize the users to pull the exploratory arms, with the goal of balancing the trade-off among exploitation, exploration and compensation. We consider a new and practically motivated setting where the context features observed by the user are more informative than those used by the system, e.g., features based on users' private information are not accessible by the system. We propose a new method to incentivize exploration under such information gap, and prove that the method achieves both sublinear regret and sublinear compensation. We theoretical and empirically analyze the added compensation due to the information gap, compared with the case that the system has access to the same context features as the user, i.e., without information gap. We also provide a compensation lower bound of our problem.
10.3GTFeb 19, 2021
Learning to Persuade on the Fly: Robustness Against IgnoranceYou Zu, Krishnamurthy Iyer, Haifeng Xu
Motivated by information sharing in online platforms, we study repeated persuasion between a sender and a stream of receivers where at each time, the sender observes a payoff-relevant state drawn independently and identically from an unknown distribution, and shares state information with the receivers who each choose an action. The sender seeks to persuade the receivers into taking actions aligned with the sender's preference by selectively sharing state information. However, in contrast to the standard models, neither the sender nor the receivers know the distribution, and the sender has to persuade while learning the distribution on the fly. We study the sender's learning problem of making persuasive action recommendations to achieve low regret against the optimal persuasion mechanism with the knowledge of the distribution. To do this, we first propose and motivate a persuasiveness criterion for the unknown distribution setting that centers robustness as a requirement in the face of uncertainty. Our main result is an algorithm that, with high probability, is robustly-persuasive and achieves $O(\sqrt{T\log T})$ regret, where $T$ is the horizon length. Intuitively, at each time our algorithm maintains a set of candidate distributions, and chooses a signaling mechanism that is simultaneously persuasive for all of them. Core to our proof is a tight analysis about the cost of robust persuasion, which may be of independent interest. We further prove that this regret order is optimal (up to logarithmic terms) by showing that no algorithm can achieve regret better than $Ω(\sqrt{T})$.
18.1LGDec 6, 2020
PAC-Learning for Strategic ClassificationRavi Sundaram, Anil Vullikanti, Haifeng Xu et al.
The study of strategic or adversarial manipulation of testing data to fool a classifier has attracted much recent attention. Most previous works have focused on two extreme situations where any testing data point either is completely adversarial or always equally prefers the positive label. In this paper, we generalize both of these through a unified framework for strategic classification, and introduce the notion of strategic VC-dimension (SVC) to capture the PAC-learnability in our general strategic setup. SVC provably generalizes the recent concept of adversarial VC-dimension (AVC) introduced by Cullina et al. arXiv:1806.01471. We instantiate our framework for the fundamental strategic linear classification problem. We fully characterize: (1) the statistical learnability of linear classifiers by pinning down its SVC; (2) its computational tractability by pinning down the complexity of the empirical risk minimization problem. Interestingly, the SVC of linear classifiers is always upper bounded by its standard VC-dimension. This characterization also strictly generalizes the AVC bound for linear classifiers in arXiv:1806.01471.
17.6LGJul 5, 2020
Collapsing Bandits and Their Application to Public Health InterventionsAditya Mate, Jackson A. Killian, Haifeng Xu et al.
We propose and study Collpasing Bandits, a new restless multi-armed bandit (RMAB) setting in which each arm follows a binary-state Markovian process with a special structure: when an arm is played, the state is fully observed, thus "collapsing" any uncertainty, but when an arm is passive, no observation is made, thus allowing uncertainty to evolve. The goal is to keep as many arms in the "good" state as possible by planning a limited budget of actions per round. Such Collapsing Bandits are natural models for many healthcare domains in which workers must simultaneously monitor patients and deliver interventions in a way that maximizes the health of their patient cohort. Our main contributions are as follows: (i) Building on the Whittle index technique for RMABs, we derive conditions under which the Collapsing Bandits problem is indexable. Our derivation hinges on novel conditions that characterize when the optimal policies may take the form of either "forward" or "reverse" threshold policies. (ii) We exploit the optimality of threshold policies to build fast algorithms for computing the Whittle index, including a closed-form. (iii) We evaluate our algorithm on several data distributions including data from a real-world healthcare task in which a worker must monitor and deliver interventions to maximize their patients' adherence to tuberculosis medication. Our algorithm achieves a 3-order-of-magnitude speedup compared to state-of-the-art RMAB techniques while achieving similar performance.
12.2LGJun 4, 2019
The Intrinsic Robustness of Stochastic Bandits to Strategic ManipulationZhe Feng, David C. Parkes, Haifeng Xu
Motivated by economic applications such as recommender systems, we study the behavior of stochastic bandits algorithms under \emph{strategic behavior} conducted by rational actors, i.e., the arms. Each arm is a \emph{self-interested} strategic player who can modify its own reward whenever pulled, subject to a cross-period budget constraint, in order to maximize its own expected number of times of being pulled. We analyze the robustness of three popular bandit algorithms: UCB, $\varepsilon$-Greedy, and Thompson Sampling. We prove that all three algorithms achieve a regret upper bound $\mathcal{O}(\max \{ B, K\ln T\})$ where $B$ is the total budget across arms, $K$ is the total number of arms and $T$ is length of the time horizon. This regret guarantee holds under \emph{arbitrary adaptive} manipulation strategy of arms. Our second set of main results shows that this regret bound is \emph{tight} -- in fact for UCB it is tight even when we restrict the arms' manipulation strategies to form a \emph{Nash equilibrium}. The lower bound makes use of a simple manipulation strategy, the same for all three algorithms, yielding a bound of $Ω(\max \{ B, K\ln T\})$. Our results illustrate the robustness of classic bandits algorithms against strategic manipulations as long as $B=o(T)$.
8.3CRMay 16, 2019
To Warn or Not to Warn: Online Signaling in Audit GamesChao Yan, Haifeng Xu, Yevgeniy Vorobeychik et al.
Routine operational use of sensitive data is often governed by law and regulation. For instance, in the medical domain, there are various statues at the state and federal level that dictate who is permitted to work with patients' records and under what conditions. To screen for potential privacy breaches, logging systems are usually deployed to trigger alerts whenever suspicious access is detected. However, such mechanisms are often inefficient because 1) the vast majority of triggered alerts are false positives, 2) small budgets make it unlikely that a real attack will be detected, and 3) attackers can behave strategically, such that traditional auditing mechanisms cannot easily catch them. To improve efficiency, information systems may invoke signaling, so that whenever a suspicious access request occurs, the system can, in real time, warn the user that the access may be audited. Then, at the close of a finite period, a selected subset of suspicious accesses are audited. This gives rise to an online problem in which one needs to determine 1) whether a warning should be triggered and 2) the likelihood that the data request event will be audited. In this paper, we formalize this auditing problem as a Signaling Audit Game (SAG), in which we model the interactions between an auditor and an attacker in the context of signaling and the usability cost is represented as a factor of the auditor's payoff. We study the properties of its Stackelberg equilibria and develop a scalable approach to compute its solution. We show that a strategic presentation of warnings adds value in that SAGs realize significantly higher utility for the auditor than systems without signaling. We illustrate the value of the proposed auditing model and the consistency of its advantages over existing baseline methods.
1.2GTMar 11, 2017
Mitigating the Curse of Correlation in Security Games by Entropy MaximizationHaifeng Xu, Milind Tambe, Shaddin Dughmi et al.
In Stackelberg security games, a defender seeks to randomly allocate limited security resources to protect critical targets from an attack. In this paper, we study a fundamental, yet underexplored, phenomenon in security games, which we term the \emph{Curse of Correlation} (CoC). Specifically, we observe that there are inevitable correlations among the protection status of different targets. Such correlation is a crucial concern, especially in \emph{spatio-temporal} domains like conservation area patrolling, where attackers can surveil patrollers at certain areas and then infer their patrolling routes using such correlations. To mitigate this issue, we propose to design entropy-maximizing defending strategies for spatio-temporal security games, which frequently suffer from CoC. We prove that the problem is \#P-hard in general. However, it admits efficient algorithms in well-motivated special settings. Our experiments show significant advantages of max-entropy algorithms over previous algorithms. A scalable implementation of our algorithm is currently under pre-deployment testing for integration into FAMS software to improve the scheduling of US federal air marshals.
9.1AIJan 30, 2016
Using Social Networks to Aid Homeless Shelters: Dynamic Influence Maximization under Uncertainty - An Extended VersionAmulya Yadav, Hau Chan, Albert Jiang et al.
This paper presents HEALER, a software agent that recommends sequential intervention plans for use by homeless shelters, who organize these interventions to raise awareness about HIV among homeless youth. HEALER's sequential plans (built using knowledge of social networks of homeless youth) choose intervention participants strategically to maximize influence spread, while reasoning about uncertainties in the network. While previous work presents influence maximizing techniques to choose intervention participants, they do not address three real-world issues: (i) they completely fail to scale up to real-world sizes; (ii) they do not handle deviations in execution of intervention plans; (iii) constructing real-world social networks is an expensive process. HEALER handles these issues via four major contributions: (i) HEALER casts this influence maximization problem as a POMDP and solves it using a novel planner which scales up to previously unsolvable real-world sizes; (ii) HEALER allows shelter officials to modify its recommendations, and updates its future plans in a deviation-tolerant manner; (iii) HEALER constructs social networks of homeless youth at low cost, using a Facebook application. Finally, (iv) we show hardness results for the problem that HEALER solves. HEALER will be deployed in the real world in early Spring 2016 and is currently undergoing testing at a homeless shelter.
5.1GTApr 23, 2015
Security Games with Information Leakage: Modeling and ComputationHaifeng Xu, Albert X. Jiang, Arunesh Sinha et al.
Most models of Stackelberg security games assume that the attacker only knows the defender's mixed strategy, but is not able to observe (even partially) the instantiated pure strategy. Such partial observation of the deployed pure strategy -- an issue we refer to as information leakage -- is a significant concern in practical applications. While previous research on patrolling games has considered the attacker's real-time surveillance, our settings, therefore models and techniques, are fundamentally different. More specifically, after describing the information leakage model, we start with an LP formulation to compute the defender's optimal strategy in the presence of leakage. Perhaps surprisingly, we show that a key subproblem to solve this LP (more precisely, the defender oracle) is NP-hard even for the simplest of security game models. We then approach the problem from three possible directions: efficient algorithms for restricted cases, approximation algorithms, and heuristic algorithms for sampling that improves upon the status quo. Our experiments confirm the necessity of handling information leakage and the advantage of our algorithms.