Related papers: Gaming Helps! Learning from Strategic Interactions…
Although reinforcement learning methods can achieve impressive results in simulation, the real world presents two major challenges: generating samples is exceedingly expensive, and unexpected perturbations or unseen situations cause…
With the advancement of robotics, machine learning, and machine perception, increasingly more robots will enter human environments to assist with daily tasks. However, dynamically-changing human environments requires reactive motion plans.…
Influence Functions are a standard tool for attributing predictions to training data in a principled manner and are widely used in applications such as data valuation and fairness. In this work, we present realistic incentives to manipulate…
We argue that behavioral science models of online content-sharing overlook the role of strategic interactions between users. Borrowing from accuracy-nudges studies decision-theoretic models, we propose a basic game model and explore special…
Reinforcement learning (RL) and causal modelling naturally complement each other. The goal of causal modelling is to predict the effects of interventions in an environment, while the goal of reinforcement learning is to select interventions…
Strategic classification studies the design of a classifier robust to the manipulation of input by strategic individuals. However, the existing literature does not consider the effect of competition among individuals as induced by the…
Recent work has demonstrated that problems-- particularly imitation learning and structured prediction-- where a learner's predictions influence the input-distribution it is tested on can be naturally addressed by an interactive approach…
Interactive Machine Learning is concerned with creating systems that operate in environments alongside humans to achieve a task. A typical use is to extend or amplify the capabilities of a human in cognitive or physical ways, requiring the…
In many settings of interest, a policy is set by one party, the leader, in order to influence the action of another party, the follower, where the follower's response is determined by some private information. A natural question to ask is,…
We seek to align agent behavior with a user's objectives in a reinforcement learning setting with unknown dynamics, an unknown reward function, and unknown unsafe states. The user knows the rewards and unsafe states, but querying the user…
Learned models of the environment provide reinforcement learning (RL) agents with flexible ways of making predictions about the environment. In particular, models enable planning, i.e. using more computation to improve value functions or…
The objective of a reinforcement learning agent is to behave so as to maximise the sum of a suitable scalar function of state: the reward. These rewards are typically given and immutable. In this paper, we instead consider the proposition…
This paper studies algorithmic decision-making in the presence of strategic individual behaviors, where an ML model is used to make decisions about human agents and the latter can adapt their behavior strategically to improve their future…
Imitation learning is an effective alternative approach to learn a policy when the reward function is sparse. In this paper, we consider a challenging setting where an agent and an expert use different actions from each other. We assume…
When interacting with people, AI agents do not just influence the state of the world -- they also influence the actions people take in response to the agent, and even their underlying intentions and strategies. Accounting for and leveraging…
Reinforcement learning from human feedback (RLHF) has become an essential step in fine-tuning large language models (LLMs) to align them with human preferences. However, human labelers are selfish and have diverse preferences. They may…
This paper studies two important signal processing aspects of equilibrium behavior in non-cooperative games arising in social networks, namely, reinforcement learning and detection of equilibrium play. The first part of the paper presents a…
Neural nets are powerful function approximators, but the behavior of a given neural net, once trained, cannot be easily modified. We wish, however, for people to be able to influence neural agents' actions despite the agents never training…
Learning in multi-agent environments is difficult due to the non-stationarity introduced by an opponent's or partner's changing behaviors. Instead of reactively adapting to the other agent's (opponent or partner) behavior, we propose an…
Simulating trajectories of virtual crowds is a commonly encountered task in Computer Graphics. Several recent works have applied Reinforcement Learning methods to animate virtual agents, however they often make different design choices when…