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In multi-agent problems requiring a high degree of cooperation, success often depends on the ability of the agents to adapt to each other's behavior. A natural solution concept in such settings is the Stackelberg equilibrium, in which the…
Learning theory has largely focused on two main learning scenarios. The first is the classical statistical setting where instances are drawn i.i.d. from a fixed distribution and the second scenario is the online learning, completely…
Offline learning of strategies takes data efficiency to its extreme by restricting algorithms to a fixed dataset of state-action trajectories. We consider the problem in a mixed-motive multiagent setting, where the goal is to solve a game…
Reinforcement learning algorithms can train agents that solve problems in complex, interesting environments. Normally, the complexity of the trained agent is closely related to the complexity of the environment. This suggests that a highly…
In recent years, there has been some outstanding work on applying deep reinforcement learning to multi-agent settings. Often in such multi-agent scenarios, adversaries can be present. We address the requirements of such a setting by…
We study the problem of learning classifiers robust to universal adversarial perturbations. While prior work approaches this problem via robust optimization, adversarial training, or input transformation, we instead phrase it as a…
When a game involves many agents or when communication between agents is not possible, it is useful to resort to distributed learning where each agent acts in complete autonomy without any information on the other agents' situations.…
In fighting games, individual players of the same skill level often exhibit distinct strategies from one another through their gameplay. Despite this, the majority of AI agents for fighting games have only a single strategy for each "level"…
From a perspective of designing or engineering for opinion formation games in social networks, the "opinion maximization (or minimization)" problem has been studied mainly for designing subset selecting algorithms. We define a two-player…
In various real-world scenarios, interactions among agents often resemble the dynamics of general-sum games, where each agent strives to optimize its own utility. Despite the ubiquitous relevance of such settings, decentralized machine…
We propose a new framework for imitation learning -- treating imitation as a two-player ranking-based game between a policy and a reward. In this game, the reward agent learns to satisfy pairwise performance rankings between behaviors,…
In multi-agent settings, game theory is a natural framework for describing the strategic interactions of agents whose objectives depend upon one another's behavior. Trajectory games capture these complex effects by design. In competitive…
Federated learning is a setting where agents, each with access to their own data source, combine models from local data to create a global model. If agents are drawing their data from different distributions, though, federated learning…
Though robustness of networks to random attacks has been widely studied, intentional destruction by an intelligent agent is not tractable with previous methods. Here we devise a single-player game on a lattice that mimics the logic of an…
Learning in games refers to scenarios where multiple players interact in a shared environment, each aiming to minimize their regret. An equilibrium can be computed at a fast rate of $O(1/T)$ when all players follow the optimistic…
Many real-world scenarios involve teams of agents that have to coordinate their actions to reach a shared goal. We focus on the setting in which a team of agents faces an opponent in a zero-sum, imperfect-information game. Team members can…
We consider multi-objective reinforcement learning problems where objectives come from an identical family -- such as the class of reachability objectives -- and may appear or disappear at runtime. Our goal is to design adaptive policies…
We address the challenge of designing optimal adversarial noise algorithms for settings where a learner has access to multiple classifiers. We demonstrate how this problem can be framed as finding strategies at equilibrium in a two-player,…
Despite incredible advances, deep learning has been shown to be susceptible to adversarial attacks. Numerous approaches have been proposed to train robust networks both empirically and certifiably. However, most of them defend against only…
To improve policy robustness of deep reinforcement learning agents, a line of recent works focus on producing disturbances of the environment. Existing approaches of the literature to generate meaningful disturbances of the environment are…