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Long Tran-Thanh

Possible papers associated with this exact author name in Arrow. This page groups case-insensitive exact name matches and is not a full identity disambiguation profile.

62 papers
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62

ICLR Conference 2025 Conference Paper

DPaI: Differentiable Pruning at Initialization with Node-Path Balance Principle

  • Lichuan Xiang
  • Quan Nguyen-Tri
  • Lan-Cuong Nguyen
  • Hoang Pham
  • Khoat Than
  • Long Tran-Thanh
  • Hongkai Wen 0001

Pruning at Initialization (PaI) is a technique in neural network optimization characterized by the proactive elimination of weights before the network's training on designated tasks. This innovative strategy potentially reduces the costs for training and inference, significantly advancing computational efficiency. A key factor leading to PaI's effectiveness is that it considers the saliency of weights in an untrained network, and prioritizes the trainability and optimization potential of the pruned subnetworks. Recent methods can effectively prevent the formation of hard-to-optimize networks, e.g. through iterative adjustments at each network layer. However, this way often results in large-scale discrete optimization problems, which could make PaI further challenging. This paper introduces a novel method, called DPaI, that involves a differentiable optimization of the pruning mask. DPaI adopts a dynamic and adaptable pruning process, allowing easier optimization processes and better solutions. More importantly, our differentiable formulation enables readily use of the existing rich body of efficient gradient-based methods for PaI. Our empirical results demonstrate that DPaI significantly outperforms current state-of-the-art PaI methods on various architectures, such as Convolutional Neural Networks and Vision-Transformers. Code is available at https://github.com/QuanNguyen-Tri/DPaI.git

ECAI Conference 2025 Conference Paper

Learning in Repeated Multi-Objective Stackelberg Games with Payoff Manipulation

  • Phurinut Srisawad
  • Juergen Branke
  • Long Tran-Thanh

We study payoff manipulation in repeated multi-objective Stackelberg games, where a leader may strategically influence a follower’s deterministic best response, e. g. , by offering a share of their own payoff. We assume that the follower’s utility function, representing preferences over multiple objectives, is unknown but linear, and its weight parameter must be inferred through interaction. This introduces a sequential decision-making challenge for the leader, who must balance preference elicitation with immediate utility maximisation. We formalise this problem and propose manipulation policies based on expected utility (EU) and long-term expected utility (longEU), which guide the leader in selecting actions and offering incentives that trade off short-term gains with long-term impact. We prove that under infinite repeated interactions, longEU converges to the optimal manipulation. Empirical results across benchmark environments demonstrate that our approach improves cumulative leader utility while promoting mutually beneficial outcomes, all without requiring explicit negotiation or prior knowledge of the follower’s utility function.

AAMAS Conference 2025 Conference Paper

Market-based Architectures in RL and Beyond

  • Abhimanyu Pallavi Sudhir
  • Long Tran-Thanh

Market-based agents refer to reinforcement learning agents which determine their actions based on an internal market of sub-agents. We introduce a new type of market-based algorithm where the state itself is factored into several axes called “goods”, which allows for greater specialization and parallelism than existing marketbased RL algorithms. Furthermore, we argue that market-based algorithms have the potential to address many current challenges in AI, such as search, dynamic scaling and complete feedback, and demonstrate that they may be seen to generalize neural networks; finally, we list some novel ways that market algorithms may be applied in conjunction with Large Language Models for immediate practical applicability.

AAAI Conference 2025 Conference Paper

Non-stochastic Budgeted Online Pricing with Semi-Bandit Feedback

  • Xiang Liu
  • Hau Chan
  • Minming Li
  • Weiwei Wu
  • Long Tran-Thanh

We consider a general non-stochastic online pricing bandit setting in a procurement scenario where a buyer with a budget wants to procure items from a fixed set of sellers to maximize the buyer's reward by dynamically offering purchasing prices to the sellers, where the sellers' costs and values at each time period can change arbitrarily and the sellers determine whether to accept the offered prices to sell the items. This setting models online pricing scenarios of procuring resources or services in multi-agent systems. We first consider the offline setting when sellers' costs and values are known in advance and investigate the best fixed-price policy in hindsight. We show that it has a tight approximation guarantee with respect to the offline optimal solutions. In the general online setting, we propose an online pricing policy, Granularity-based Pricing (GAP), which exploits underlying side-information from the feedback graph when the budget is given as the input. We show that GAP achieves an upper bound of O(n{v_{max}}{c_{min}}sqrt{B/c_{min}}ln B) on the alpha-regret where n, v_{max}, c_{min}, and B are the number, the maximum value, the minimum cost of sellers, and the budget, respectively. We then extend it to the unknown budget case by developing a variant of GAP, namely Doubling-GAP, and show its alpha-regret is at most O(n{v_{max}}{c_{min}}sqrt{B/c_{min}}ln2 B). We also provide an alpha-regret lower bound Omega(v_{max}sqrt{Bn/c_{min}}) of any online policy that is tight up to sub-linear terms. We conduct simulation experiments to show that the proposed policy outperforms the baseline algorithms.

ICML Conference 2025 Conference Paper

Provably Improving Generalization of Few-shot models with Synthetic Data

  • Lan-Cuong Nguyen
  • Quan Nguyen-Tri
  • Bang Tran Khanh
  • Dung D. Le
  • Long Tran-Thanh
  • Khoat Than

Few-shot image classification remains challenging due to the scarcity of labeled training examples. Augmenting them with synthetic data has emerged as a promising way to alleviate this issue, but models trained on synthetic samples often face performance degradation due to the inherent gap between real and synthetic distributions. To address this limitation, we develop a theoretical framework that quantifies the impact of such distribution discrepancies on supervised learning, specifically in the context of image classification. More importantly, our framework suggests practical ways to generate good synthetic samples and to train a predictor with high generalization ability. Building upon this framework, we propose a novel theoretical-based algorithm that integrates prototype learning to optimize both data partitioning and model training, effectively bridging the gap between real few-shot data and synthetic data. Extensive experiments results show that our approach demonstrates superior performance compared to state-of-the-art methods, outperforming them across multiple datasets.

NeurIPS Conference 2025 Conference Paper

The Graphon Limit Hypothesis: Understanding Neural Network Pruning via Infinite Width Analysis

  • Hoang Pham
  • The Anh Ta
  • Tom Jacobs
  • Rebekka Burkholz
  • Long Tran-Thanh

Sparse neural networks promise efficiency, yet training them effectively remains a fundamental challenge. Despite advances in pruning methods that create sparse architectures, understanding why some sparse structures are better trainable than others with the same level of sparsity remains poorly understood. Aiming to develop a systematic approach to this fundamental problem, we propose a novel theoretical framework based on the theory of graph limits, particularly graphons, that characterizes sparse neural networks in the infinite-width regime. Our key insight is that connectivity patterns of sparse neural networks induced by pruning methods converge to specific graphons as networks' width tends to infinity, which encodes implicit structural biases of different pruning methods. We postulate the Graphon Limit Hypothesis and provide empirical evidence to support it. Leveraging this graphon representation, we derive a Graphon Neural Tangent Kernel (Graphon NTK) to study the training dynamics of sparse networks in the infinite width limit. Graphon NTK provides a general framework for the theoretical analysis of sparse networks. We empirically show that the spectral analysis of Graphon NTK correlates with observed training dynamics of sparse networks, explaining the varying convergence behaviours of different pruning methods. Our framework provides theoretical insights into the impact of connectivity patterns on the trainability of various sparse network architectures.

ICRA Conference 2025 Conference Paper

User-Aware Collaborative Learning in Human-Robot Interactions

  • Balint Gucsi
  • Nguyen Tan Viet Tuyen
  • Bing Chu
  • Danesh S. Tarapore
  • Long Tran-Thanh

Our work investigates how social robots can efficiently collaborate with human users in a user-aware manner, minimising the generated frustration in human colleagues, thus enhancing their experience. As part of this, we develop a useraware framework for human-robot collaborative learning. We model users' frustration during human-robot interactions based on recent interactions inspired by Psychological principles and develop different frustration-aware interactive preference learning and decision-making models using multi-armed bandit and knapsack methods. Evaluating our approach, 1) we conducted simulated experiments on realistic human-behaviour datasets and 2) a user-study in which participants worked with a TIAGo Steel humanoid robot on a collaboration task using frustration- aware and non frustration-aware (Upper Confidence Bounds and Instruction-based) models. We demonstrate that when collaborating with the frustration-aware robot, users completed the collaboration task 9. 04% faster and using 20. 54% less number of verbal interactions, with user questionnaire responses reporting less frustration experienced compared to the baseline approaches. Additionally, we create a multimodal dataset containing over 6 hours of human-robot interactions displaying various explicit and implicit user responses.

AAMAS Conference 2024 Conference Paper

A Summary of Online Markov Decision Processes with Non-oblivious Strategic Adversary

  • Le Cong Dinh
  • David Henry Mguni
  • Long Tran-Thanh
  • Jun Wang
  • Yaodong Yang

We study a novel setting in Online Markov Decision Processes (OMDPs) where the loss function is chosen by a non-oblivious strategic adversary who follows a no-external regret algorithm. In this setting, we first demonstrate that MDP-Expert, an existing algorithm that works well with oblivious adversaries can still apply and achieve a policy regret bound of O( √︁ 𝑇 log(𝐿) +𝜏2 √︁ 𝑇 log(|𝐴|)) where 𝐿 is the size of adversary’s pure strategy set and |𝐴| denotes the size of agent’s action space. Considering real-world games where the support size of a NE is small, we further propose a new algorithm: MDP-Online Oracle Expert (MDP-OOE), that achieves a policy regret bound of O( √︁ 𝑇 log(𝐿) + 𝜏2 √︁ 𝑇𝑘 log(𝑘)) where 𝑘 depends only on the support size of the NE. MDP-OOE leverages the key benefit of Double Oracle in game theory and thus can solve games with prohibitively large action space. Finally, to better understand the learning dynamics of no-regret methods, under the same setting of no-external regret adversary in OMDPs, we introduce an algorithm that achieves last-round convergence result to a NE. To our best knowledge, this is first work leading to the last iteration result in OMDPs.

AAMAS Conference 2024 Conference Paper

Attacking Multi-Player Bandits and How to Robustify Them

  • Shivakumar Mahesh
  • Anshuka Rangi
  • Haifeng Xu
  • Long Tran-Thanh

Motivated by cognitive radios, stochastic Multi-Player Multi-Armed Bandits has been extensively studied in recent years. In this setting, each player pulls an arm, and receives a reward corresponding to the arm if there is no collision, namely the arm was selected by one single player. Otherwise, the player receives no reward if collision occurs. In this paper, we consider the presence of malicious players (or attackers) who obstruct the cooperative players (or defenders) from maximizing their rewards, by deliberately colliding with them. We provide the first decentralized and robust algorithm RESYNC for defenders whose performance deteriorates gracefully as ˜ 𝑂(𝐶) as the number of collisions 𝐶 from the attackers increases. We show that this algorithm is order-optimal by proving a lower bound which scales as Ω(𝐶). This algorithm is agnostic to the algorithm used by the attackers and agnostic to the number of collisions 𝐶 faced from attackers.

ECAI Conference 2024 Conference Paper

Identifying the Best Arm in the Presence of Global Environment Shifts

  • Phurinut Srisawad
  • Juergen Branke
  • Long Tran-Thanh

This paper formulates a new Best-Arm Identification problem in the non-stationary stochastic bandits setting, where the means of all arms are shifted in the same way due to a global influence of the environment. The aim is to identify the unique best arm across environmental change given a fixed total budget. While this setting can be regarded as a special case of Adversarial Bandits or Corrupted Bandits, we demonstrate that existing solutions tailored to those settings do not fully utilise the nature of this global influence, and thus, do not work well in practice (despite their theoretical guarantees). To overcome this issue, in this paper we develop a novel selection policy that is consistent and robust in dealing with global environmental shifts. We then propose an allocation policy, LinLUCB, which exploits information about global shifts across all arms in each environment. Empirical tests depict a significant improvement in our policies against other existing methods.

NeurIPS Conference 2024 Conference Paper

Learning the Expected Core of Strictly Convex Stochastic Cooperative Games

  • Nam P. Tran
  • The Anh Ta
  • shuqing shi
  • Debmalya Mandal
  • Yali Du
  • Long Tran-Thanh

Reward allocation, also known as the credit assignment problem, has been an important topic in economics, engineering, and machine learning. An important concept in reward allocation is the core, which is the set of stable allocations where no agent has the motivation to deviate from the grand coalition. In previous works, computing the core requires either knowledge of the reward function in deterministic games or the reward distribution in stochastic games. However, this is unrealistic, as the reward function or distribution is often only partially known and may be subject to uncertainty. In this paper, we consider the core learning problem in stochastic cooperative games, where the reward distribution is unknown. Our goal is to learn the expected core, that is, the set of allocations that are stable in expectation, given an oracle that returns a stochastic reward for an enquired coalition each round. Within the class of strictly convex games, we present an algorithm named \texttt{Common-Points-Picking} that returns a point in the expected core given a polynomial number of samples, with high probability. To analyse the algorithm, we develop a new extension of the separation hyperplane theorem for multiple convex sets. t.

NeurIPS Conference 2024 Conference Paper

Symmetric Linear Bandits with Hidden Symmetry

  • Nam P. Tran
  • The Anh Ta
  • Debmalya Mandal
  • Long Tran-Thanh

High-dimensional linear bandits with low-dimensional structure have received considerable attention in recent studies due to their practical significance. The most common structure in the literature is sparsity. However, it may not be available in practice. Symmetry, where the reward is invariant under certain groups of transformations on the set of arms, is another important inductive bias in the high-dimensional case that covers many standard structures, including sparsity. In this work, we study high-dimensional symmetric linear bandits where the symmetry is hidden from the learner, and the correct symmetry needs to be learned in an online setting. We examine the structure of a collection of hidden symmetry and provide a method based on model selection within the collection of low-dimensional subspaces. Our algorithm achieves a regret bound of $ O(d_0^{2/3} T^{2/3} \log(d))$, where $d$ is the ambient dimension which is potentially very large, and $d_0$ is the dimension of the true low-dimensional subspace such that $d_0 \ll d$. With an extra assumption on well-separated models, we can further improve the regret to $ O(d_0 \sqrt{T\log(d)} )$.

NeurIPS Conference 2023 Conference Paper

Towards Data-Agnostic Pruning At Initialization: What Makes a Good Sparse Mask?

  • Hoang Pham
  • The Anh Ta
  • Shiwei Liu
  • Lichuan Xiang
  • Dung Le
  • Hongkai Wen
  • Long Tran-Thanh

Pruning at initialization (PaI) aims to remove weights of neural networks before training in pursuit of training efficiency besides the inference. While off-the-shelf PaI methods manage to find trainable subnetworks that outperform random pruning, their performance in terms of both accuracy and computational reduction is far from satisfactory compared to post-training pruning and the understanding of PaI is missing. For instance, recent studies show that existing PaI methods only able to find good layerwise sparsities not weights, as the discovered subnetworks are surprisingly resilient against layerwise random mask shuffling and weight re-initialization. In this paper, we study PaI from a brand-new perspective -- the topology of subnetworks. In particular, we propose a principled framework for analyzing the performance of Pruning and Initialization (PaI) methods with two quantities, namely, the number of effective paths and effective nodes. These quantities allow for a more comprehensive understanding of PaI methods, giving us an accurate assessment of different subnetworks at initialization. We systematically analyze the behavior of various PaI methods through our framework and observe a guiding principle for constructing effective subnetworks: *at a specific sparsity, the top-performing subnetwork always presents a good balance between the number of effective nodes and the number of effective paths. *Inspired by this observation, we present a novel data-agnostic pruning method by solving a multi-objective optimization problem. By conducting extensive experiments across different architectures and datasets, our results demonstrate that our approach outperforms state-of-the-art PaI methods while it is able to discover subnetworks that have much lower inference FLOPs (up to 3. 4$\times$). Code will be fully released.

NeurIPS Conference 2022 Conference Paper

Expected Improvement for Contextual Bandits

  • Hung Tran-The
  • Sunil Gupta
  • Santu Rana
  • Tuan Truong
  • Long Tran-Thanh
  • Svetha Venkatesh

The expected improvement (EI) is a popular technique to handle the tradeoff between exploration and exploitation under uncertainty. This technique has been widely used in Bayesian optimization but it is not applicable for the contextual bandit problem which is a generalization of the standard bandit and Bayesian optimization. In this paper, we initiate and study the EI technique for contextual bandits from both theoretical and practical perspectives. We propose two novel EI-based algorithms, one when the reward function is assumed to be linear and the other for more general reward functions. With linear reward functions, we demonstrate that our algorithm achieves a near-optimal regret. Notably, our regret improves that of LinTS \cite{agrawal13} by a factor $\sqrt{d}$ while avoiding to solve a NP-hard problem at each iteration as in LinUCB \cite{Abbasi11}. For more general reward functions which are modeled by deep neural networks, we prove that our algorithm achieves a $\tilde{\mathcal O} (\tilde{d}\sqrt{T})$ regret, where $\tilde{d}$ is the effective dimension of a neural tangent kernel (NTK) matrix, and $T$ is the number of iterations. Our experiments on various benchmark datasets show that both proposed algorithms work well and consistently outperform existing approaches, especially in high dimensions.

AAAI Conference 2022 Conference Paper

Saving Stochastic Bandits from Poisoning Attacks via Limited Data Verification

  • Anshuka Rangi
  • Long Tran-Thanh
  • Haifeng Xu
  • Massimo Franceschetti

This paper studies bandit algorithms under data poisoning attacks in a bounded reward setting. We consider a strong attacker model in which the attacker can observe both the selected actions and their corresponding rewards, and can contaminate the rewards with additive noise. We show that any bandit algorithm with regret O(log T) can be forced to suffer a regret Ω(T) with an expected amount of contamination O(log T). This amount of contamination is also necessary, as we prove that there exists an O(log T) regret bandit algorithm, specifically the classical Upper Confidence Bound (UCB), that requires Ω(log T) amount of contamination to suffer regret Ω(T). To combat such poisoning attacks, our second main contribution is to propose verification based mechanisms, which use limited verification to access a limited number of uncontaminated rewards. In particular, for the case of unlimited verifications, we show that with O(log T) expected number of verifications, a simple modified version of the Explore-then-Commit type bandit algorithm can restore the order optimal O(log T) regret irrespective of the amount of contamination used by the attacker. We also provide a UCB-like verification scheme, called Secure- UCB, that also enjoys full recovery from any attacks, also with O(log T) expected number of verifications. To derive a matching lower bound on the number of verifications, we also prove that for any order-optimal bandit algorithm, this number of verifications Ω(log T) is necessary to recover the order-optimal regret. On the other hand, when the number of verifications is bounded above by a budget B, we propose a novel algorithm, Secure-BARBAR, which provably achieves Õ(min{C, T/ √ B}) regret with high probability against weak attackers (i. e. , attackers who have to place the contamination before seeing the actual pulls of the bandit algorithm), where C is the total amount of contamination by the attacker, which breaks the known Ω(C) lower bound of the non-verified setting if C is large.

AAAI Conference 2022 Conference Paper

Sequential Blocked Matching

  • Nicholas Bishop
  • Hau Chan
  • Debmalya Mandal
  • Long Tran-Thanh

We consider a sequential blocked matching (SBM) model where strategic agents repeatedly report ordinal preferences over a set of services to a central planner. The planner’s goal is to elicit agents’ true preferences and design a policy that matches services to agents in order to maximize the expected social welfare with the added constraint that each matched service can be blocked or unavailable for a number of time periods. Naturally, SBM models the repeated allocation of reusable services to a set of agents where each allocated service becomes unavailable for a fixed duration. We first consider the offline SBM setting, where the strategic agents are aware of their true preferences. We measure the performance of any policy by distortion, the worst-case multiplicative approximation guaranteed by any policy. For the setting with s services, we establish lower bounds of Ω(s) and Ω( √ s) on the distortions of any deterministic and randomised mechanisms, respectively. We complement these results by providing approximately truthful, measured by incentive ratio, deterministic and randomised policies based on random serial dictatorship which match our lower bounds. Our results show that there is a significant improvement if one considers the class of randomised policies. Finally, we consider the online SBM setting with bandit feedback where each agent is initially unaware of her true preferences, and the planner must facilitate each agent in the learning of their preferences through the matching of services over time. We design an approximately truthful mechanism based on the explore-then-commit paradigm, which achieves logarithmic dynamic approximate regret.

IJCAI Conference 2022 Conference Paper

Sequential Vaccine Allocation with Delayed Feedback

  • Yichen Xiao
  • Han-Ching Ou
  • Haipeng Chen
  • Van Thieu Nguyen
  • Long Tran-Thanh

In this work we consider the problem of how to best allocate a limited supply of vaccines in the aftermath of an infectious disease outbreak by viewing the problem as a sequential game between a learner and an environment (specifically, a bandit problem). The difficulty of this problem lies in the fact that the payoff of vaccination cannot be directly observed, making it difficult to compare the relative effectiveness of vaccination on different population groups. Currently used vaccination policies make recommendations based on mathematical modelling and ethical considerations. These policies are static, and do not adapt as conditions change. Our aim is to design and evaluate an algorithm which can make use of routine surveillance data to dynamically adjust its recommendation. We evaluate the performance of our approach by applying it to a simulated epidemic of a disease based on real-world COVID-19 data, and show that our vaccination policy was able to perform better than existing vaccine allocation policies. In particular, we show that with our allocation method, we can reduce the number of required vaccination by at least 50% in order to keep the peak number of hospitalised patients below a certain threshold. Also, when the same batch sizes are used, our method can reduce the peak number of hospitalisation by up to 20%. We also demonstrate that our vaccine allocation does not vary the number of batches per group much, making it socially more acceptable (as it reduces uncertainty, hence results in better and more interpretable communication).

IJCAI Conference 2022 Conference Paper

Understanding the Limits of Poisoning Attacks in Episodic Reinforcement Learning

  • Anshuka Rangi
  • Haifeng Xu
  • Long Tran-Thanh
  • Massimo Franceschetti

To understand the security threats to reinforcement learning (RL) algorithms, this paper studies poisoning attacks to manipulate 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 reward or action. We discover that the effect of attacks crucially depends 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 \Theta(\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 work on the design of robust RL algorithms.

AAMAS Conference 2021 Conference Paper

How to Guide a Non-Cooperative Learner to Cooperate: Exploiting No-Regret Algorithms in System Design

  • Nicholas Bishop
  • Le Cong Dinh
  • Long Tran-Thanh

We investigate a repeated two-player game setting where the column player is also a designer of the system, and has full control over payoff matrices. In addition, we assume that the row player uses a no-regret algorithm to efficiently learn how to adapt their strategy to the column player’s behaviour over time. The goal of the column player is to guide her opponent into picking a mixed strategy which is preferred by the system designer. Therefore, she needs to: (i) design appropriate payoffs for both players; and (ii) strategically interact with the row player during a sequence of plays in order to guide her opponent to converge to the desired mixed strategy. To design appropriate payoffs, we propose a novel zero-sum game construction whose unique minimax solution contains the desired behaviour. We also propose another construction in which only the minimax strategy of the row player is unique. Finally, we propose a new game playing algorithm for the system designer and show that it can guide the row player to its minimax strategy, under the assumption that the row player adopts a stable no-regret algorithm.

NeurIPS Conference 2020 Conference Paper

Adversarial Blocking Bandits

  • Nicholas Bishop
  • Hau Chan
  • Debmalya Mandal
  • Long Tran-Thanh

We consider a general adversarial multi-armed blocking bandit setting where each played arm can be blocked (unavailable) for some time periods and the reward per arm is given at each time period adversarially without obeying any distribution. The setting models scenarios of allocating scarce limited supplies (e. g. , arms) where the supplies replenish and can be reused only after certain time periods. We first show that, in the optimization setting, when the blocking durations and rewards are known in advance, finding an optimal policy (e. g. , determining which arm per round) that maximises the cumulative reward is strongly NP-hard, eliminating the possibility of a fully polynomial-time approximation scheme (FPTAS) for the problem unless P = NP. To complement our result, we show that a greedy algorithm that plays the best available arm at each round provides an approximation guarantee that depends on the blocking durations and the path variance of the rewards. In the bandit setting, when the blocking durations and rewards are not known, we design two algorithms, RGA and RGA-META, for the case of bounded duration an path variation. In particular, when the variation budget B T is known in advance, RGA can achieve O(\sqrt{T(2\tilde{D}+K)B {T}}) dynamic approximate regret. On the other hand, when B_T is not known, we show that the dynamic approximate regret of RGA-META is at most O((K+\tilde{D})^{1/4}\tilde{B}^{1/2}T^{3/4}) where \tilde{B} is the maximal path variation budget within each batch of RGA-META (which is provably in order of o(\sqrt{T}). We also prove that if either the variation budget or the maximal blocking duration is unbounded, the approximate regret will be at least Theta(T). We also show that the regret upper bound of RGA is tight if the blocking durations are bounded above by an order of O(1).

AAAI Conference 2020 Conference Paper

Bounding Regret in Empirical Games

  • Steven Jecmen
  • Arunesh Sinha
  • Zun Li
  • Long Tran-Thanh

Empirical game-theoretic analysis refers to a set of models and techniques for solving large-scale games. However, there is a lack of a quantitative guarantee about the quality of output approximate Nash equilibria (NE). A natural quantitative guarantee for such an approximate NE is the regret in the game (i. e. the best deviation gain). We formulate this deviation gain computation as a multi-armed bandit problem, with a new optimization goal unlike those studied in prior work. We propose an efficient algorithm Super-Arm UCB (SAUCB) for the problem and a number of variants. We present sample complexity results as well as extensive experiments that show the better performance of SAUCB compared to several baselines.

AAAI Conference 2020 Conference Paper

Defending with Shared Resources on a Network

  • Minming Li
  • Long Tran-Thanh
  • Xiaowei Wu

In this paper we consider a defending problem on a network. In the model, the defender holds a total defending resource of R, which can be distributed to the nodes of the network. The defending resource allocated to a node can be shared by its neighbors. There is a weight associated with every edge that represents the efficiency defending resources are shared between neighboring nodes. We consider the setting when each attack can affect not only the target node, but its neighbors as well. Assuming that nodes in the network have different treasures to defend and different defending requirements, the defender aims at allocating the defending resource to the nodes to minimize the loss due to attack. We give polynomial time exact algorithms for two important special cases of the network defending problem. For the case when an attack can only affect the target node, we present an LP-based exact algorithm. For the case when defending resources cannot be shared, we present a max-flow-based exact algorithm. We show that the general problem is NP-hard, and we give a 2approximation algorithm based on LP-rounding. Moreover, by giving a matching lower bound of 2 on the integrality gap on the LP relaxation, we show that our rounding is tight.

IJCAI Conference 2020 Conference Paper

Fighting Wildfires under Uncertainty - A Sequential Resource Allocation Approach

  • Hau Chan
  • Long Tran-Thanh
  • Vignesh Viswanathan

Standard disaster response involves using drones (or helicopters) for reconnaissance and using people on the ground to mitigate the damage. In this paper, we look at the problem of wildfires and propose an efficient resource allocation strategy to cope with both dynamically changing environment and uncertainty. In particular, we propose Firefly, a new resource allocation algorithm, that can provably achieve optimal or near optimal solutions with high probability by first efficiently allocating observation drones to collect information to reduce uncertainty, and then allocate the firefighting units to extinguish fire. For the former, Firefly uses a combination of maximum set coverage formulation and a novel utility estimation technique, and it uses a knapsack formulation to calculate the allocation for the latter. We also demonstrate empirically by using a real-world dataset that Firefly achieves up to 80-90% performance of the offline optimal solution, even with a small amount of drones, in most of the cases.

IJCAI Conference 2020 Conference Paper

Learning Optimal Temperature Region for Solving Mixed Integer Functional DCOPs

  • Saaduddin Mahmud
  • Md. Mosaddek Khan
  • Moumita Choudhury
  • Long Tran-Thanh
  • Nicholas R. Jennings

Distributed Constraint Optimization Problems (DCOPs) are an important framework for modeling coordinated decision-making problems in multi-agent systems with a set of discrete variables. Later works have extended DCOPs to model problems with a set of continuous variables, named Functional DCOPs (F-DCOPs). In this paper, we combine both of these frameworks into the Mixed Integer Functional DCOP (MIF-DCOP) framework that can deal with problems regardless of their variables' type. We then propose a novel algorithm - Distributed Parallel Simulated Annealing (DPSA), where agents cooperatively learn the optimal parameter configuration for the algorithm while also solving the given problem using the learned knowledge. Finally, we empirically evaluate our approach in DCOP, F-DCOP, and MIF-DCOP settings and show that DPSA produces solutions of significantly better quality than the state-of-the-art non-exact algorithms in their corresponding settings.

NeurIPS Conference 2020 Conference Paper

Optimal Learning from Verified Training Data

  • Nicholas Bishop
  • Long Tran-Thanh
  • Enrico Gerding

Standard machine learning algorithms typically assume that data is sampled independently from the distribution of interest. In attempts to relax this assumption, fields such as adversarial learning typically assume that data is provided by an adversary, whose sole objective is to fool a learning algorithm. However, in reality, it is often the case that data comes from self-interested agents, with less malicious goals and intentions which lie somewhere between the two settings described above. To tackle this problem, we present a Stackelberg competition model for least squares regression, in which data is provided by agents who wish to achieve specific predictions for their data. Although the resulting optimisation problem is nonconvex, we derive an algorithm which converges globally, outperforming current approaches which only guarantee convergence to local optima. We also provide empirical results on two real-world datasets, the medical personal costs dataset and the red wine dataset, showcasing the performance of our algorithm relative to algorithms which are optimal under adversarial assumptions, outperforming the state of the art.

AAAI Conference 2020 Conference Paper

Path Planning Problems with Side Observations—When Colonels Play Hide-and-Seek

  • Dong Quan Vu
  • Patrick Loiseau
  • Alonso Silva
  • Long Tran-Thanh

Resource allocation games such as the famous Colonel Blotto (CB) and Hide-and-Seek (HS) games are often used to model a large variety of practical problems, but only in their oneshot versions. Indeed, due to their extremely large strategy space, it remains an open question how one can efficiently learn in these games. In this work, we show that the online CB and HS games can be cast as path planning problems with side-observations (SOPPP): at each stage, a learner chooses a path on a directed acyclic graph and suffers the sum of losses that are adversarially assigned to the corresponding edges; and she then receives semi-bandit feedback with sideobservations (i. e. , she observes the losses on the chosen edges plus some others). We propose a novel algorithm, EXP3-OE, the first-of-its-kind with guaranteed efficient running time for SOPPP without requiring any auxiliary oracle. We provide an expected-regret bound of EXP3-OE in SOPPP matching the order of the best benchmark in the literature. Moreover, we introduce additional assumptions on the observability model under which we can further improve the regret bounds of EXP3-OE. We illustrate the benefit of using EXP3-OE in SOPPP by applying it to the online CB and HS games.

IROS Conference 2020 Conference Paper

To Ask or Not to Ask: A User Annoyance Aware Preference Elicitation Framework for Social Robots

  • Balint Gucsi
  • Danesh S. Tarapore
  • William Yeoh 0001
  • Christopher Amato
  • Long Tran-Thanh

In this paper we investigate how social robots can efficiently gather user preferences without exceeding the allowed user annoyance threshold. To do so, we use a Gazebo based simulated office environment with a TIAGo Steel robot. We then formulate the user annoyance aware preference elicitation problem as a combination of tensor completion and knapsack problems. We then test our approach on the aforementioned simulated environment and demonstrate that it can accurately estimate user preferences.

AAMAS Conference 2019 Conference Paper

Don't Put All Your Strategies in One Basket: Playing Green Security Games with Imperfect Prior Knowledge

  • Shahrzad Gholami
  • Amulya Yadav
  • Long Tran-Thanh
  • Bistra Dilkina
  • Milind Tambe

Security efforts for wildlife monitoring and protection of endangered species (e. g. , elephants, rhinos, etc.) are constrained by limited resources available to law enforcement agencies. Recent progress in Green Security Games (GSGs) has led to patrol planning algorithms for strategic allocation of limited patrollers to deter adversaries in environmental settings. Unfortunately, previous approaches to these problems suffer from several limitations. Most notably, (i) previous work in GSG literature relies on exploitation of error-prone machine learning (ML) models of poachers’ behavior trained on (spatially) biased historical data; and (ii) online learning approaches for repeated security games (similar to GSGs) do not account for spatio-temporal scheduling constraints while planning patrols, potentially causing significant shortcomings in the effectiveness of the planned patrols. Thus, this paper makes the following novel contributions: (I) We propose MINION-sm, a novel online learning algorithm for GSGs which does not rely on any prior error-prone model of attacker behavior, instead, it builds an implicit model of the attacker on-the-fly while simultaneously generating schedulingconstraint-aware patrols. MINION-sm achieves a sublinear regret against an optimal hindsight patrol strategy. (II) We also propose MINION, a hybrid approach where our MINION-sm model and an ML model (based on historical data) are considered as two patrol planning experts and we obtain a balance between them based on their observed empirical performance. (III) We show that our online learning algorithms significantly outperform existing state-of-theart solvers for GSGs.

IJCAI Conference 2019 Conference Paper

Identifying vulnerabilities in trust and reputation systems

  • Taha D. Güneş
  • Long Tran-Thanh
  • Timothy J. Norman

Online communities use trust and reputation systems to assist their users in evaluating other parties. Due to the preponderance of these systems, malicious entities have a strong incentive to attempt to influence them, and strategies employed are increasingly sophisticated. Current practice is to evaluate trust and reputation systems against known attacks, and hence are heavily reliant on expert analysts. We present a novel method for automatically identifying vulnerabilities in such systems by formulating the problem as a derivative-free optimisation problem and applying efficient sampling methods. We illustrate the application of this method for attacks that involve the injection of false evidence, and identify vulnerabilities in existing trust models. In this way, we provide reliable and objective means to assess how robust trust and reputation systems are to different kinds of attacks.

NeurIPS Conference 2019 Conference Paper

Manipulating a Learning Defender and Ways to Counteract

  • Jiarui Gan
  • Qingyu Guo
  • Long Tran-Thanh
  • Bo An
  • Michael Wooldridge

In Stackelberg security games when information about the attacker's payoffs is uncertain, algorithms have been proposed to learn the optimal defender commitment by interacting with the attacker and observing their best responses. In this paper, we show that, however, these algorithms can be easily manipulated if the attacker responds untruthfully. As a key finding, attacker manipulation normally leads to the defender learning a maximin strategy, which effectively renders the learning attempt meaningless as to compute a maximin strategy requires no additional information about the other player at all. We then apply a game-theoretic framework at a higher level to counteract such manipulation, in which the defender commits to a policy that specifies her strategy commitment according to the learned information. We provide a polynomial-time algorithm to compute the optimal such policy, and in addition, a heuristic approach that applies even when the attacker's payoff space is infinite or completely unknown. Empirical evaluation shows that our approaches can improve the defender's utility significantly as compared to the situation when attacker manipulation is ignored.

AIJ Journal 2019 Journal Article

On the efficiency of data collection for multiple Naïve Bayes classifiers

  • Edoardo Manino
  • Long Tran-Thanh
  • Nicholas R. Jennings

Many classification problems are solved by aggregating the output of a group of distinct predictors. In this respect, a popular choice is to assume independence and employ a Naïve Bayes classifier. When we have not just one but multiple classification problems at the same time, the question of how to assign the limited pool of available predictors to the individual classification problems arises. Empirical studies show that the policies we use to perform such assignments have a strong impact on the accuracy of the system. However, to date there is little theoretical understanding of this phenomenon. To help rectify this, in this paper we provide the first theoretical explanation of the accuracy gap between the most popular policies: the non-adaptive uniform allocation, and the adaptive allocation schemes based on uncertainty sampling and information gain maximisation. To do so, we propose a novel representation of the data collection process in terms of random walks. Then, we use this tool to derive new lower and upper bounds on the accuracy of the policies. These bounds reveal that the tradeoff between the number of available predictors and the accuracy has a different exponential rate depending on the policy used. By comparing them, we are able to quantify the advantage that the two adaptive policies have over the non-adaptive one for the first time, and prove that the probability of error of the former decays at more than double the exponential rate of the latter. Furthermore, we show in our analysis that this result holds both in the case where we know the accuracy of each individual predictor, and in the case where we only have access to a noisy estimate of it.

AAAI Conference 2019 Conference Paper

On the Inducibility of Stackelberg Equilibrium for Security Games

  • Qingyu Guo
  • Jiarui Gan
  • Fei Fang
  • Long Tran-Thanh
  • Milind Tambe
  • Bo An

Strong Stackelberg equilibrium (SSE) is the standard solution concept of Stackelberg security games. As opposed to the weak Stackelberg equilibrium (WSE), the SSE assumes that the follower breaks ties in favor of the leader and this is widely acknowledged and justified by the assertion that the defender can often induce the attacker to choose a preferred action by making an infinitesimal adjustment to her strategy. Unfortunately, in security games with resource assignment constraints, the assertion might not be valid; it is possible that the defender cannot induce the desired outcome. As a result, many results claimed in the literature may be overly optimistic. To remedy, we first formally define the utility guarantee of a defender strategy and provide examples to show that the utility of SSE can be higher than its utility guarantee. Second, inspired by the analysis of leader’s payoff by Von Stengel and Zamir (2004), we provide the solution concept called the inducible Stackelberg equilibrium (ISE), which owns the highest utility guarantee and always exists. Third, we show the conditions when ISE coincides with SSE and the fact that in general case, SSE can be extremely worse with respect to utility guarantee. Moreover, introducing the ISE does not invalidate existing algorithmic results as the problem of computing an ISE polynomially reduces to that of computing an SSE. We also provide an algorithmic implementation for computing ISE, with which our experiments unveil the empirical advantage of the ISE over the SSE.

AAAI Conference 2019 Conference Paper

Optimal Interdiction of Urban Criminals with the Aid of Real-Time Information

  • Youzhi Zhang
  • Qingyu Guo
  • Bo An
  • Long Tran-Thanh
  • Nicholas R. Jennings

Most violent crimes happen in urban and suburban cities. With emerging tracking techniques, law enforcement officers can have real-time location information of the escaping criminals and dynamically adjust the security resource allocation to interdict them. Unfortunately, existing work on urban network security games largely ignores such information. This paper addresses this omission. First, we show that ignoring the real-time information can cause an arbitrarily large loss of efficiency. To mitigate this loss, we propose a novel NEtwork purSuiT game (NEST) model that captures the interaction between an escaping adversary and a defender with multiple resources and real-time information available. Second, solving NEST is proven to be NP-hard. Third, after transforming the non-convex program of solving NEST to a linear program, we propose our incremental strategy generation algorithm, including: (i) novel pruning techniques in our best response oracle; and (ii) novel techniques for mapping strategies between subgames and adding multiple best response strategies at one iteration to solve extremely large problems. Finally, extensive experiments show the effectiveness of our approach, which scales up to realistic problem sizes with hundreds of nodes on networks including the real network of Manhattan.

NeurIPS Conference 2019 Conference Paper

Streaming Bayesian Inference for Crowdsourced Classification

  • Edoardo Manino
  • Long Tran-Thanh
  • Nicholas Jennings

A key challenge in crowdsourcing is inferring the ground truth from noisy and unreliable data. To do so, existing approaches rely on collecting redundant information from the crowd, and aggregating it with some probabilistic method. However, oftentimes such methods are computationally inefficient, are restricted to some specific settings, or lack theoretical guarantees. In this paper, we revisit the problem of binary classification from crowdsourced data. Specifically we propose Streaming Bayesian Inference for Crowdsourcing (SBIC), a new algorithm that does not suffer from any of these limitations. First, SBIC has low complexity and can be used in a real-time online setting. Second, SBIC has the same accuracy as the best state-of-the-art algorithms in all settings. Third, SBIC has provable asymptotic guarantees both in the online and offline settings.

IJCAI Conference 2019 Conference Paper

Unifying the Stochastic and the Adversarial Bandits with Knapsack

  • Anshuka Rangi
  • Massimo Franceschetti
  • Long Tran-Thanh

This work investigates the adversarial Bandits with Knapsack (BwK) learning problem, where a player repeatedly chooses to perform an action, pays the corresponding cost of the action, and receives a reward associated with the action. The player is constrained by the maximum budget that can be spent to perform the actions, and the rewards and the costs of these actions are assigned by an adversary. This setting is studied in terms of expected regret, defined as the difference between the total expected rewards per unit cost corresponding the best fixed action and the total expected rewards per unit cost of the learning algorithm. We propose a novel algorithm EXP3. BwK and show that the expected regret of the algorithm is order optimal in the budget. We then propose another algorithm EXP3++. BwK, which is order optimal in the adversarial BwK setting, and incurs an almost optimal expected regret in the stochastic BwK setting where the rewards and the costs are drawn from unknown underlying distributions. These results are then extended to a more general online learning setting, by designing another algorithm EXP3++. LwK and providing its performance guarantees. Finally, we investigate the scenario where the costs of the actions are large and comparable to the budget. We show that for the adversarial setting, the achievable regret bounds scale at least linearly with the maximum cost for any learning algorithm, and are significantly worse in comparison to the case of having costs bounded by a constant, which is a common assumption in the BwK literature.

AAMAS Conference 2018 Conference Paper

A Generic Domain Pruning Technique for GDL-Based DCOP Algorithms in Cooperative Multi-Agent Systems

  • Md. Mosaddek Khan
  • Long Tran-Thanh
  • Nicholas R. Jennings

Generalized Distributive Law (GDL) based message passing algorithms, such as Max-Sum and Bounded Max-Sum, are often used to solve distributed constraint optimization problems in cooperative multi-agent systems (MAS). However, scalability becomes a challenge when these algorithms have to deal with constraint functions with high arity or variables with a large domain size. In either case, the ensuing exponential growth of search space can make such algorithms computationally infeasible in practice. To address this issue, we develop a generic domain pruning technique that enables these algorithms to be effectively applied to larger and more complex problems. We theoretically prove that the pruned search space obtained by our approach does not affect the outcome of the algorithms. Moreover, our empirical evaluation illustrates a significant reduction of the search space, ranging from 33% to 81%, without affecting the solution quality of the algorithms, compared to the state-of-the-art.

AAMAS Conference 2018 Conference Paper

A Near-Optimal Node-to-Agent Mapping Heuristic for GDL-Based DCOP Algorithms in Multi-Agent Systems

  • Md. Mosaddek Khan
  • Long Tran-Thanh
  • William Yeoh
  • Nicholas R. Jennings

Distributed Constraint Optimization Problems (DCOPs) can be used to model a number of multi-agent coordination problems. The conventional DCOP model assumes that the subproblem that each agent is responsible for (i. e. the mapping of nodes in the constraint graph to agents) is part of the model description. While this assumption is often reasonable, there are many applications where there is some flexibility in making this assignment. In this paper, we focus on this gap and make the following contributions: (1) We formulate this problem as an optimization problem, where the goal is to find an assignment that minimizes the completion time of the DCOP algorithm (e. g. Action-GDL or Max-Sum) that operates on this mapping. (2) We propose a novel heuristic, called MNA, that can be executed in a centralized or decentralized manner. (3) Our empirical evaluation illustrates a substantial reduction in completion time, ranging from 16% to 40%, without affecting the solution quality of the algorithms, compared to the current state of the art. In addition, we observe empirically that the completion time obtained from our approach is near-optimal; it never exceeds more than 10% of what can be achieved from the optimal node-to-agent mapping.

AAMAS Conference 2018 Conference Paper

Deceiving Cyber Adversaries: A Game Theoretic Approach

  • Aaron Schlenker
  • Omkar Thakoor
  • Haifeng Xu
  • Fei Fang
  • Milind Tambe
  • Long Tran-Thanh
  • Phebe Vayanos
  • Yevgeniy Vorobeychik

An important way cyber adversaries find vulnerabilities in modern networks is through reconnaissance, in which they attempt to identify configuration specifics of network hosts. To increase uncertainty of adversarial reconnaissance, the network administrator (henceforth, defender) can introduce deception into responses to network scans, such as obscuring certain system characteristics. We introduce a novel game-theoretic model of deceptive interactions of this kind between a defender and a cyber attacker, which we call the Cyber Deception Game. We consider both a powerful (rational) attacker, who is aware of the defender’s exact deception strategy, and a naive attacker who is not. We show that computing the optimal deception strategy is NP-hard for both types of attackers. For the case with a powerful attacker, we provide a mixed-integer linear program solution as well as a fast and effective greedy algorithm. Similarly, we provide complexity results and propose exact and heuristic approaches when the attacker is naive. Our extensive experimental analysis demonstrates the effectiveness of our approaches.

IJCAI Conference 2018 Conference Paper

Designing the Game to Play: Optimizing Payoff Structure in Security Games

  • Zheyuan Ryan Shi
  • Ziye Tang
  • Long Tran-Thanh
  • Rohit Singh
  • Fei Fang

We study Stackelberg Security Games where the defender, in addition to allocating defensive resources to protect targets from the attacker, can strategically manipulate the attacker’s payoff under budget constraints in weighted L^p-norm form regarding the amount of change. For the case of weighted L^1-norm constraint, we present (i) a mixed integer linear program-based algorithm with approximation guarantee; (ii) a branch-and-bound based algorithm with improved efficiency achieved by effective pruning; (iii) a polynomial time approximation scheme for a special but practical class of problems. In addition, we show that problems under budget constraints in L^0 and weighted L^\infty-norm form can be solved in polynomial time.

IJCAI Conference 2018 Conference Paper

Fostering Cooperation in Structured Populations Through Local and Global Interference Strategies

  • The Anh Han
  • Simon Lynch
  • Long Tran-Thanh
  • Francisco C. Santos

We study the situation of an exogenous decision-maker aiming to encourage a population of autonomous, self-regarding agents to follow a desired behaviour at a minimal cost. The primary goal is therefore to reach an efficient trade-off between pushing the agents to achieve the desired configuration while minimising the total investment. To this end, we test several interference paradigms resorting to simulations of agents facing a cooperative dilemma in a spatial arrangement. We systematically analyse and compare interference strategies rewarding local or global behavioural patterns. Our results show that taking into account the neighbourhood's local properties, such as its level of cooperativeness, can lead to a significant improvement regarding cost efficiency while guaranteeing high levels of cooperation. As such, we argue that local interference strategies are more efficient than global ones in fostering cooperation in a population of autonomous agents.

AAMAS Conference 2018 Conference Paper

Inducible Equilibrium for Security Games

  • Qingyu Guo
  • Jiarui Gan
  • Fei Fang
  • Long Tran-Thanh
  • Milind Tambe
  • Bo An

Strong Stackelberg equilibrium (SSE) is the standard solution concept of Stackelberg security games. The SSE assumes that the follower breaks ties in favor of the leader and this is widely acknowledged and justified by the assertion that the defender can often induce the attacker to choose a preferred action by making an infinitesimal adjustment to her strategy. Unfortunately, in security games with resource assignment constraints, the assertion might not be valid. To overcome this issue, inspired by the notion of inducibility and the pessimistic Stackelberg equilibrium [20, 21], this paper presents the inducible Stackelberg equilibrium (ISE), which is guaranteed to exist and avoids overoptimism as the outcome can always be induced with infinitesimal strategy deviation. Experimental evaluation unveils the significant overoptimism and sub-optimality of SSE and thus, verifies the advantage of the ISE as an alternative solution concept.

IJCAI Conference 2018 Conference Paper

On the Efficiency of Data Collection for Crowdsourced Classification

  • Edoardo Manino
  • Long Tran-Thanh
  • Nicholas R. Jennings

The quality of crowdsourced data is often highly variable. For this reason, it is common to collect redundant data and use statistical methods to aggregate it. Empirical studies show that the policies we use to collect such data have a strong impact on the accuracy of the system. However, there is little theoretical understanding of this phenomenon. In this paper we provide the first theoretical explanation of the accuracy gap between the most popular collection policies: the non-adaptive uniform allocation, and the adaptive uncertainty sampling and information gain maximisation. To do so, we propose a novel representation of the collection process in terms of random walks. Then, we use this tool to derive lower and upper bounds on the accuracy of the policies. With these bounds, we are able to quantify the advantage that the two adaptive policies have over the non-adaptive one for the first time.

AAMAS Conference 2018 Conference Paper

Preference Elicitation with Interdependency and User Bother Cost

  • Tiep Le
  • Atena M. Tabakhi
  • Long Tran-Thanh
  • William Yeoh
  • Tran Cao Son

Agent-based scheduling systems, such as automated systems that schedule meetings for users and systems that schedule smart devices in smart homes, require the elicitation of user preferences in oder to operate in a manner that is consistent with user expectations. Unfortunately, interactions between such systems and users can be limited as human users prefer to not be overly bothered by such systems. As such, a key challenge is for the system to efficiently elicit key preferences without bothering the users too much. To tackle this problem, we propose a cost model that captures the cognitive or bother cost associated with asking a question. We incorporate this model into our iPLEASE system, an interactive preference elicitation approach. iPLEASE represents a user’s preferences as a matrix, called preference matrix, and uses heuristics to select, from a given set of questions, an efficient sequence of questions to ask the user such that the total bother cost incurred to the user does not exceed a given bother cost budget. The user’s response to those questions will partially populate the preference matrix. It then performs an exact matrix completion via convex optimization to approximate the remaining preferences that are not directly elicited. We empirically apply iPLEASE on randomly-generated problems as well as on a real-world dataset for the smart device scheduling problem to demonstrate that our approach outperforms other non-trivial benchmarks in eliciting user preferences.

IJCAI Conference 2017 Conference Paper

Optimal Escape Interdiction on Transportation Networks

  • Youzhi Zhang
  • Bo An
  • Long Tran-Thanh
  • Zhen Wang
  • Jiarui Gan
  • Nicholas R. Jennings

Preventing crimes or terrorist attacks in urban areas is challenging. Law enforcement officers need to respond quickly to catch the attacker on his escape route, which is subject to time-dependent traffic conditions on transportation networks. The attacker can strategically choose his escape path and driving speed to avoid being captured. Existing work on security resource allocation has not considered such scenarios with time-dependent strategies for both players. Therefore, in this paper, we study the problem of efficiently scheduling security resources for interdicting the escaping attacker. We propose: 1) a new defender-attacker security game model for escape interdiction on transportation networks; and 2) an efficient double oracle algorithm to compute the optimal defender strategy, which combines mixed-integer linear programming formulations for best response problems and effective approximation algorithms for improving the scalability of the algorithms. Experimental evaluation shows that our approach significantly outperforms baselines in solution quality and scales up to realistic-sized transportation networks with hundreds of intersections.

IJCAI Conference 2017 Conference Paper

Playing Repeated Network Interdiction Games with Semi-Bandit Feedback

  • Qingyu Guo
  • Bo An
  • Long Tran-Thanh

We study repeated network interdiction games with no prior knowledge of the adversary and the environment, which can model many real world network security domains. Existing works often require plenty of available information for the defender and neglect the frequent interactions between both players, which are unrealistic and impractical, and thus, are not suitable for our settings. As such, we provide the first defender strategy, that enjoys nice theoretical and practical performance guarantees, by applying the adversarial online learning approach. In particular, we model the repeated network interdiction game with no prior knowledge as an online linear optimization problem, for which a novel and efficient online learning algorithm, SBGA, is proposed, which exploits the unique semi-bandit feedback in network security domains. We prove that SBGA achieves sublinear regret against adaptive adversary, compared with both the best fixed strategy in hindsight and a near optimal adaptive strategy. Extensive experiments also show that SBGA significantly outperforms existing approaches with fast convergence rate.

AAAI Conference 2017 Conference Paper

The Dollar Auction with Spiteful Players

  • Marcin Waniek
  • Long Tran-Thanh
  • Tomasz Michalak
  • Nicholas Jennings

The dollar auction is an auction model used to analyse the dynamics of conflict escalation. In this paper, we analyse the course of an auction when participating players are spiteful, i. e. , they are motivated not only by their own profit, but also by the desire to hurt the opponent. We investigate this model for the complete information setting, both for the standard scenario and for the situation where auction starts with nonzero bids. Our results give us insight into the possible effects of meanness onto conflict escalation.

AAMAS Conference 2016 Conference Paper

Coalitional Security Games

  • Qingyu Guo
  • Bo An
  • Yevgeniy Vorobeychik
  • Long Tran-Thanh
  • Jiarui Gan
  • Chunyan Miao

Game theoretic models of security, and associated computational methods, have emerged as critical components of security posture across a broad array of domains, including airport security and coast guard. These approaches consider terrorists as motivated but independent entities. There is, however, increasing evidence that attackers, be it terrorists or cyber attackers, communicate extensively and form coalitions that can dramatically increase their ability to achieve malicious goals. To date, such cooperative decision making among attackers has been ignored in the security games literature. To address the issue of cooperation among attackers, we introduce a novel coalitional security game (CSG) model. A CSG consists of a set of attackers connected by a (communication or trust) network who can form coalitions as connected subgraphs of this network so as to attack a collection of targets. A defender in a CSG can delete a set of edges, incurring a cost for deleting each edge, with the goal of optimally limiting the attackers’ ability to form effective coalitions (in terms of successfully attacking high value targets). We first show that a CSG is, in general, hard to approximate. Nevertheless, we develop a novel branch and price algorithm, leveraging a combination of column generation, relaxation, greedy approximation, and stabilization methods to enable scalable high-quality approximations of CSG solutions on realistic problem instances.

IJCAI Conference 2016 Conference Paper

Interactive Scheduling of Appliance Usage in the Home

  • Ngoc Cuong Truong
  • Tim Baarslag
  • Sarvapali D. Ramchurn
  • Long Tran-Thanh

We address the problem of recommending an appliance usage schedule to the homeowner which balances between maximizing total savings and maintaining sufficient user convenience. An important challenge within this problem is how to elicit the the user preferences with low intrusiveness, in order to identify new schedules with high cost savings, that still lies within the user's comfort zone. To tackle this problem we propose iDR, an interactive system for generating personalized appliance usage scheduling recommendations that maximize savings and convenience with minimal intrusiveness. In particular, our system learns when to stop interacting with the user during the preference elicitation process, in order to keep the bother cost (e. g. , the amount of time the user spends, or the cognitive cost of interacting) minimal. We demonstrate through extensive empirical evaluation on real-world data that our approach improves savings by up to 35%, while maintaining a significantly lower bother cost, compared to state-of-the-art benchmarks.

AAMAS Conference 2016 Conference Paper

Playing Repeated Security Games with No Prior Knowledge

  • Haifeng Xu
  • Long Tran-Thanh
  • Nicholas R. Jennings

This paper investigates repeated security games with unknown (to the defender) game payoffs and attacker behaviors. As existing work assumes prior knowledge about either the game payoffs or the attacker’s behaviors, they are not suitable for tackling our problem. Given this, we propose the first efficient defender strategy, based on an adversarial online learning framework, that can provably achieve good performance guarantees without any prior knowledge. In particular, we prove that our algorithm can achieve low performance loss against the best fixed strategy on hindsight (i. e. , having full knowledge of the attacker’s moves). In addition, we prove that our algorithm can achieve an efficient competitive ratio against the optimal adaptive defender strategy. We also show that for zero-sum security games, our algorithm achieves efficient results in approximating a number of solution concepts, such as algorithmic equilibria and the minimax value. Finally, our extensive numerical results demonstrate that, without having any prior information, our algorithm still achieves good performance, compared to state-of-the-art algorithms from the literature on security games, such as SUQR [19], which require significant amount of prior knowledge. General Terms Game theory; Security; Theory

AAAI Conference 2015 Conference Paper

Crowdsourcing Complex Workflows under Budget Constraints

  • Long Tran-Thanh
  • Trung Dong Huynh
  • Avi Rosenfeld
  • Sarvapali Ramchurn
  • Nicholas Jennings

We consider the problem of task allocation in crowdsourcing systems with multiple complex workflows, each of which consists of a set of inter-dependent micro-tasks. We propose Budgeteer, an algorithm to solve this problem under a budget constraint. In particular, our algorithm first calculates an efficient way to allocate budget to each workflow. It then determines the number of inter-dependent micro-tasks and the price to pay for each task within each workflow, given the corresponding budget constraints. We empirically evaluate it on a well-known crowdsourcing-based text correction workflow using Amazon Mechanical Turk, and show that Budgeteer can achieve similar levels of accuracy to current benchmarks, but is on average 45% cheaper.

IJCAI Conference 2015 Conference Paper

Efficient Algorithms with Performance Guarantees for the Stochastic Multiple-Choice Knapsack Problem

  • Long Tran-Thanh
  • Yingce Xia
  • Tao Qin
  • Nicholas R Jennings

We study the stochastic multiple-choice knapsack problem, where a set of K items, whose value and weight are random variables, arrive to the system at each time step, and a decision maker has to choose at most one item to put into the knapsack without exceeding its capacity. The goal of the decision-maker is to maximise the total expected value of chosen items with respect to the knapsack capacity and a finite time horizon. We provide the first comprehensive theoretical analysis of the problem. In particular, we propose OPT-S-MCKP, the first algorithm that achieves optimality when the value-weight distributions are known. This algorithm also enjoys Õ( √ T) performance loss, where T is the finite time horizon, in the unknown value-weight distributions scenario. We also further develop two novel approximation methods, FR-S-MCKP and G-S-MCKP, and we prove that FR-S-MCKP achieves Õ( √ T) performance loss in both known and unknown value-weight distributions cases, while enjoying polynomial computational complexity per time step. On the other hand, G-S-MCKP does not have theoretical guarantees, but it still provides good performance in practice with linear running time.

NeurIPS Conference 2015 Conference Paper

Efficient Thompson Sampling for Online Matrix-Factorization Recommendation

  • Jaya Kawale
  • Hung Bui
  • Branislav Kveton
  • Long Tran-Thanh
  • Sanjay Chawla

Matrix factorization (MF) collaborative filtering is an effective and widely used method in recommendation systems. However, the problem of finding an optimal trade-off between exploration and exploitation (otherwise known as the bandit problem), a crucial problem in collaborative filtering from cold-start, has not been previously addressed. In this paper, we present a novel algorithm for online MF recommendation that automatically combines finding the most relevantitems with exploring new or less-recommended items. Our approach, called Particle Thompson Sampling for Matrix-Factorization, is based on the general Thompson sampling framework, but augmented with a novel efficient online Bayesian probabilistic matrix factorization method based on the Rao-Blackwellized particle filter. Extensive experiments in collaborative filtering using several real-world datasets demonstrate that our proposed algorithm significantly outperforms the current state-of-the-arts.

AIJ Journal 2014 Journal Article

Efficient crowdsourcing of unknown experts using bounded multi-armed bandits

  • Long Tran-Thanh
  • Sebastian Stein
  • Alex Rogers
  • Nicholas R. Jennings

Increasingly, organisations flexibly outsource work on a temporary basis to a global audience of workers. This so-called crowdsourcing has been applied successfully to a range of tasks, from translating text and annotating images, to collecting information during crisis situations and hiring skilled workers to build complex software. While traditionally these tasks have been small and could be completed by non-professionals, organisations are now starting to crowdsource larger, more complex tasks to experts in their respective fields. These tasks include, for example, software development and testing, web design and product marketing. While this emerging expert crowdsourcing offers flexibility and potentially lower costs, it also raises new challenges, as workers can be highly heterogeneous, both in their costs and in the quality of the work they produce. Specifically, the utility of each outsourced task is uncertain and can vary significantly between distinct workers and even between subsequent tasks assigned to the same worker. Furthermore, in realistic settings, workers have limits on the amount of work they can perform and the employer will have a fixed budget for paying workers. Given this uncertainty and the relevant constraints, the objective of the employer is to assign tasks to workers in order to maximise the overall utility achieved. To formalise this expert crowdsourcing problem, we introduce a novel multi-armed bandit (MAB) model, the bounded MAB. Furthermore, we develop an algorithm to solve it efficiently, called bounded ε-first, which proceeds in two stages: exploration and exploitation. During exploration, it first uses εB of its total budget B to learn estimates of the workers' quality characteristics. Then, during exploitation, it uses the remaining ( 1 − ε ) B to maximise the total utility based on those estimates. Using this technique allows us to derive an O ( B 2 3 ) upper bound on its performance regret (i. e. , the expected difference in utility between our algorithm and the optimum), which means that as the budget B increases, the regret tends to 0. In addition to this theoretical advance, we apply our algorithm to real-world data from oDesk, a prominent expert crowdsourcing site. Using data from real projects, including historic project budgets, expert costs and quality ratings, we show that our algorithm outperforms existing crowdsourcing methods by up to 300%, while achieving up to 95 % of a hypothetical optimum with full information.

UAI Conference 2014 Conference Paper

Efficient Regret Bounds for Online Bid Optimisation in Budget-Limited Sponsored Search Auctions

  • Long Tran-Thanh
  • Lampros C. Stavrogiannis
  • Victor Naroditskiy
  • Valentin Robu
  • Nicholas R. Jennings
  • Peter B. Key

We study the problem of an advertising agent who needs to intelligently distribute her budget across a sequence of online keyword bidding auctions. We assume the closing price of each auction is governed by the same unknown distribution, and study the problem of making provably optimal bidding decisions. Learning the distribution is done under censored observations, i. e. the closing price of an auction is revealed only if the bid we place is above it. We consider three algorithms, namely ε−First, Greedy Product- Limit (GPL) and LuekerLearn, respectively, and we show that these algorithms provably achieve Hannan-consistency. In particular, we show that the regret bound of ε−First is at most O(T 2 3 ) with high probability. For the other two algorithms, we first prove that, by using a censored data distribution estimator proposed by Zeng [19], the empirical distribution of the closing market price converges in probability to its true distribution with a O( 1 √ t ) rate, where t is the number of updates. Based on this result, we prove that both GPL and LuekerLearn achieve O( √ T) regret bound with high probability. This in fact provides an affirmative answer to the research question raised in [1]. We also evaluate the abovementioned algorithms using real bidding data, and show that although GPL achieves the best performance on average (up to 90% of the optimal solution), its long running time may limit its suitability in practice. By contrast, LuekerLearn and ε−First proposed in this paper achieve up to 85% of the optimal, but with an exponential reduction in computational complexity (a saving up to 95%, compared to GPL).

IJCAI Conference 2013 Conference Paper

An Efficient Vector-Based Representation for Coalitional Games

  • Long Tran-Thanh
  • Tri-Dung Nguyen
  • Talal Rahwan
  • Alex Rogers
  • Nicholas R. Jennings

We propose a new representation for coalitional games, called the coalitional skill vector model, where there is a set of skills in the system, and each agent has a skill vector—a vector consisting of values that reflect the agents’ level in different skills. Furthermore, there is a set of goals, each with requirements expressed in terms of the minimum skill level necessary to achieve the goal. Agents can form coalitions to aggregate their skills, and achieve goals otherwise unachievable. We show that this representation is fully expressive, that is, it can represent any characteristic function game. We also show that, for some interesting classes of games, our representation is significantly more compact than the classical representation, and facilitates the development of efficient algorithms to solve the coalition structure generation problem, as well as the problem of computing the core and/or the least core. We also demonstrate that by using the coalitional skill vector representation, our solver can handle up to 500 agents.

IJCAI Conference 2013 Conference Paper

Forecasting Multi-Appliance Usage for Smart Home Energy Management

  • Ngoc Cuong Truong
  • James McInerney
  • Long Tran-Thanh
  • Enrico Costanza
  • Sarvapali D. Ramchurn

We address the problem of forecasting the usage of multiple electrical appliances by domestic users, with the aim of providing suggestions about the best time to run appliances in order to reduce carbon emissions and save money (assuming time-ofuse pricing), while minimising the impact on the users’ daily habits. An important challenge related to this problem is the modelling the everyday routine of the consumers and of the inter–dependencies between the use of different appliances. Given this, we develop an important building block of future home energy management systems: a prediction algorithm, based on a graphical model, that captures the everyday habits and the inter–dependency between appliances by exploiting their periodic features. We demonstrate through extensive empirical evaluations on real–world data from a prominent database that our approach outperforms existing methods by up to 47%.

AAMAS Conference 2012 Conference Paper

DCOPs and Bandits: Exploration and Exploitation in Decentralised Coordination

  • Ruben Stranders
  • Long Tran-Thanh
  • Francesco Maria Delle Fave
  • Alex Rogers
  • NICK JENNINGS

Real life coordination problems are characterised by stochasticity and a lack of \emph{a priori} knowledge about the interactions between agents. However, decentralised constraint optimisation problems (DCOPs), a widely accepted framework for modelling decentralised coordination problems, assumes perfect knowledge, thus limiting its practical applicability. To address this shortcoming, we introduce the MAB-DCOP, in which the interactions between agents are modelled by multi-armed bandits (MABs). Unlike canonical DCOPs, a MAB-DCOP is not a single shot optimisation problem. Rather, it is a sequential one in which agents need to coordinate in order to strike a balance between acquiring knowledge about the \emph{a priori} unknown and stochastic interactions (exploration), and taking the currently believed optimal joint action (exploitation), so as to maximise the cumulative global utility over a finite time horizon. We propose \textsc{Heist}, the first asymptotically optimal algorithm for coordination under stochasticity and lack of prior knowledge. \textsc{Heist} solves MAB-DCOPs in a decentralised fashion using a generalised distributive law (GDL) message passing phase to find the joint action with the highest upper confidence bound (UCB) on global utility. We demonstrate that \textsc{Heist} outperforms other state of the art techniques from the MAB and DCOP literature by up to 1. 5 orders of magnitude on MAB-DCOPs in experimental settings.

ECAI Conference 2012 Conference Paper

Efficient Crowdsourcing of Unknown Experts using Multi-Armed Bandits

  • Long Tran-Thanh
  • Sebastian Stein 0001
  • Alex Rogers
  • Nicholas R. Jennings

We address the expert crowdsourcing problem, in which an employer wishes to assign tasks to a set of available workers with heterogeneous working costs. Critically, as workers produce results of varying quality, the utility of each assigned task is unknown and can vary both between workers and individual tasks. Furthermore, in realistic settings, workers are likely to have limits on the number of tasks they can perform and the employer will have a fixed budget to spend on hiring workers. Given these constraints, the objective of the employer is to assign tasks to workers in order to maximise the overall utility achieved. To achieve this, we introduce a novel multi-armed bandit (MAB) model, the bounded MAB, that naturally captures the problem of expert crowdsourcing. We also propose an algorithm to solve it efficiently, called bounded ϵ -first, which uses the first ϵ B of its total budget B to derive estimates of the workers' quality characteristics (exploration), while the remaining (1− ϵ) B is used to maximise the total utility based on those estimates (exploitation). We show that using this technique allows us to derive an O( B2/3) upper bound on our algorithm's performance regret (i. e. the expected difference in utility between the moptimal and our algorithm). In addition, we demonstrate that our algorithm outperforms existing crowdsourcing methods by up to 155% in experiments based on real-world data from a prominent crowdsourcing site, while achieving up to 75% of a hypothetical optimal with full information.

AAAI Conference 2012 Conference Paper

Knapsack Based Optimal Policies for Budget–Limited Multi–Armed Bandits

  • Long Tran-Thanh
  • Archie Chapman
  • Alex Rogers
  • Nicholas Jennings

In budget–limited multi–armed bandit (MAB) problems, the learner’s actions are costly and constrained by a fixed budget. Consequently, an optimal exploitation policy may not be to pull the optimal arm repeatedly, as is the case in other variants of MAB, but rather to pull the sequence of different arms that maximises the agent’s total reward within the budget. This difference from existing MABs means that new approaches to maximising the total reward are required. Given this, we develop two pulling policies, namely: (i) KUBE; and (ii) fractional KUBE. Whereas the former provides better performance up to 40% in our experimental settings, the latter is computationally less expensive. We also prove logarithmic upper bounds for the regret of both policies, and show that these bounds are asymptotically optimal (i. e. they only differ from the best possible regret by a constant factor).

JAAMAS Journal 2011 Journal Article

Long-term information collection with energy harvesting wireless sensors: a multi-armed bandit based approach

  • Long Tran-Thanh
  • Alex Rogers
  • Nicholas R. Jennings

Abstract This paper reports on the development of a multi-agent approach to long-term information collection in networks of energy harvesting wireless sensors. In particular, we focus on developing energy management and data routing policies that adapt their behaviour according to the energy that is harvested, in order to maximise the amount of information collected given the available energy budget. In so doing, we introduce a new energy management technique, based on multi-armed bandit learning, that allows each agent to adaptively allocate its energy budget across the tasks of data sampling, receiving and transmitting. By using this approach, each agent can learn the optimal energy budget settings that give it efficient information collection in the long run. Then, we propose two novel decentralised multi-hop algorithms for data routing. The first proveably maximises the information throughput in the network, but can sometimes involve high communication cost. The second algorithm provides near-optimal performance, but with reduced computational and communication costs. Finally, we demonstrate that, by using our approaches for energy management and routing, we can achieve a 120% improvement in long-term information collection against state-of-the-art benchmarks.

AAAI Conference 2010 Conference Paper

Epsilon–First Policies for Budget–Limited Multi-Armed Bandits

  • Long Tran-Thanh
  • Archie Chapman
  • Enrique Munoz de Cote
  • Alex Rogers
  • Nicholas R. Jennings

We introduce the budget–limited multi–armed bandit (MAB), which captures situations where a learner’s actions are costly and constrained by a fixed budget that is incommensurable with the rewards earned from the bandit machine, and then describe a first algorithm for solving it. Since the learner has a budget, the problem’s duration is finite. Consequently an optimal exploitation policy is not to pull the optimal arm repeatedly, but to pull the combination of arms that maximises the agent’s total reward within the budget. As such, the rewards for all arms must be estimated, because any of them may appear in the optimal combination. This di erence from existing MABs means that new approaches to maximising the total reward are required. To this end, we propose an –first algorithm, in which the first of the budget is used solely to learn the arms’ rewards (exploration), while the remaining 1 is used to maximise the received reward based on those estimates (exploitation). We derive bounds on the algorithm’s loss for generic and uniform exploration methods, and compare its performance with traditional MAB algorithms under various distributions of rewards and costs, showing that it outperforms the others by up to 50%.

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