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The use of random perturbations of ground truth data, such as random translation or scaling of bounding boxes, is a common heuristic used for data augmentation that has been shown to prevent overfitting and improve generalization. Since the…
Dynamic games arise when multiple agents with differing objectives choose control inputs to a dynamic system. Dynamic games model a wide variety of applications in economics, defense, and energy systems. However, compared to single-agent…
Nowadays, intrusion detection systems based on deep learning deliver state-of-the-art performance. However, recent research has shown that specially crafted perturbations, called adversarial examples, are capable of significantly reducing…
Machine learning systems based on deep neural networks (DNNs) have gained mainstream adoption in many applications. Recently, however, DNNs are shown to be vulnerable to adversarial example attacks with slight perturbations on the inputs.…
We study a very general class of games --- multi-dimensional aggregative games --- which in particular generalize both anonymous games and weighted congestion games. For any such game that is also large, we solve the equilibrium selection…
Individuals, or organizations, cooperate with or compete against one another in a wide range of practical situations. Such strategic interactions are often modeled as games played on networks, where an individual's payoff depends not only…
Deep neural networks (DNNs) are vulnerable to adversarial attack which is maliciously implemented by adding human-imperceptible perturbation to images and thus leads to incorrect prediction. Existing studies have proposed various methods to…
Connections between Deep Neural Networks (DNNs) training and optimal control theory has attracted considerable attention as a principled tool of algorithmic design. Differential Dynamic Programming (DDP) neural optimizer is a recently…
Network defenses based on traditional tools, techniques, and procedures fail to account for the attacker's inherent advantage present due to the static nature of network services and configurations. To take away this asymmetric advantage,…
This paper studies a two-person linear-quadratic-Gaussian pursuit-evasion differential game with costly but controlled information. One player can decide when to observe the other player's state. However, one observation of another player's…
In this paper, we study the problem of the distributed Nash equilibrium seeking of N-player games over jointly strongly connected switching networks. The action of each player is governed by a class of uncertain nonlinear systems. Our…
The recent advances in deep transfer learning reveal that adversarial learning can be embedded into deep networks to learn more transferable features to reduce the distribution discrepancy between two domains. Existing adversarial domain…
Consider a 2-player normal-form game repeated over time. We introduce an adaptive learning procedure, where the players only observe their own realized payoff at each stage. We assume that agents do not know their own payoff function, and…
Temporal-difference (TD) networks are a class of predictive state representations that use well-established TD methods to learn models of partially observable dynamical systems. Previous research with TD networks has dealt only with…
We consider a game-theoretic setting to model the interplay between attacker and defender in the context of information flow, and to reason about their optimal strategies. In contrast with standard game theory, in our games the utility of a…
Advanced persistent threats (APTs) are stealthy attacks which make use of social engineering and deception to give adversaries insider access to networked systems. Against APTs, active defense technologies aim to create and exploit…
Distributed adaptive filtering has been considered as an effective approach for data processing and estimation over distributed networks. Most existing distributed adaptive filtering algorithms focus on designing different information…
Starting from a heuristic learning scheme for N-person games, we derive a new class of continuous-time learning dynamics consisting of a replicator-like drift adjusted by a penalty term that renders the boundary of the game's strategy space…
Network congestion games are a convenient model for reasoning about routing problems in a network: agents have to move from a source to a target vertex while avoiding congestion, measured as a cost depending on the number of players using…
The "sight range dilemma" in cooperative Multi-Agent Reinforcement Learning (MARL) presents a significant challenge: limited observability hinders team coordination, while extensive sight ranges lead to distracted attention and reduced…