Scott Emmons

dblp:180/5699 · DBLP profile ↗
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13ranked-venue papers
5as first author
10since 2021 · last 2025
0000-0002-7946-7046ORCID · corroborated

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 11 · 4 first-author · 10 since 2021Databases, data management, data science and information retrieval · 1 · 1 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1
YearPublicationVenuePosition
2025 The Partially Observable Off-Switch Game
abstract
A wide variety of goals could cause an AI to disable its off switch because ``you can’t fetch the coffee if you’re dead.'' Prior theoretical work on this shutdown problem assumes that humans know everything that AIs do. In practice, however, humans have only limited information. Moreover, in many of the settings where the shutdown problem is most concerning, AIs might have vast amounts of private information. To capture these differences in knowledge, we introduce the Partially Observable Off-Switch Game (POSG), a game-theoretic model of the shutdown problem with asymmetric information. Unlike in the fully observable case, we find that in optimal play, even AI agents assisting perfectly rational humans sometimes avoid shutdown. As expected, increasing the amount of communication or information available always increases (or leaves unchanged) the agents' expected common payoff. But counterintuitively, introducing bounded communication can make the AI defer to the human less in optimal play even though communication mitigates information asymmetry. Thus, designing safe artificial agents in the presence of asymmetric information requires careful consideration of the tradeoffs between maximizing payoffs (potentially myopically) and maintaining AIs’ incentives to defer to humans.
Andrew Garber, Rohan Subramani, Linus Luu, Mark Bedaywi, Stuart Russell 0001, Scott Emmons
AAAI6
2025 Failures to Find Transferable Image Jailbreaks Between Vision-Language Models
abstract
The integration of new modalities into frontier AI systems offers exciting capabilities, but also increases the possibility such systems can be adversarially manipulated in undesirable ways. In this work, we focus on a popular class of vision-language models (VLMs) that generate text outputs conditioned on visual and textual inputs. We conducted a large-scale empirical study to assess the transferability of gradient-based universal image "jailbreaks" using a diverse set of over 40 open-parameter VLMs, including 18 new VLMs that we publicly release. Overall, we find that transferable gradient-based image jailbreaks are extremely difficult to obtain. When an image jailbreak is optimized against a single VLM or against an ensemble of VLMs, the jailbreak successfully jailbreaks the attacked VLM(s), but exhibits little-to-no transfer to any other VLMs; transfer is not affected by whether the attacked and target VLMs possess matching vision backbones or language models, whether the language model underwent instruction-following and/or safety-alignment training, or many other factors. Only two settings display partially successful transfer: between identically-pretrained and identically-initialized VLMs with slightly different VLM training data, and between different training checkpoints of a single VLM. Leveraging these results, we then demonstrate that transfer can be significantly improved against a specific target VLM by attacking larger ensembles of "highly-similar" VLMs. These results stand in stark contrast to existing evidence of universal and transferable text jailbreaks against language models and transferable adversarial attacks against image classifiers, suggesting that VLMs may be more robust to gradient-based transfer attacks.
Rylan Schaeffer, Dan Valentine, Luke Bailey, James Chua, Cristóbal Eyzaguirre, Zane Durante, Joe Benton, Brando Miranda, Henry Sleight, Tony T. Wang 0001, Rajashree Agrawal, Mrinank Sharma, Scott Emmons, Oluwasanmi Koyejo, Ethan Perez
ICLR14
2025 Observation Interference in Partially Observable Assistance Games
abstract
We study partially observable assistance games (POAGs), a model of the human-AI value alignment problem which allows the human and the AI assistant to have partial observations. Motivated by concerns of AI deception, we study a qualitatively new phenomenon made possible by partial observability: would an AI assistant ever have an incentive to interfere with the human’s observations? First, we prove that sometimes an optimal assistant must take observation-interfering actions, even when the human is playing optimally, and even when there are otherwise-equivalent actions available that do not interfere with observations. Though this result seems to contradict the classic theorem from single-agent decision making that the value of perfect information is nonnegative, we resolve this seeming contradiction by developing a notion of interference defined on entire policies. This can be viewed as an extension of the classic result that the value of perfect information is nonnegative into the cooperative multiagent setting. Second, we prove that if the human is simply making decisions based on their immediate outcomes, the assistant might need to interfere with observations as a way to query the human’s preferences. We show that this incentive for interference goes away if the human is playing optimally, or if we introduce a communication channel for the human to communicate their preferences to the assistant. Third, we show that if the human acts according to the Boltzmann model of irrationality, this can create an incentive for the assistant to interfere with observations. Finally, we use an experimental model to analyze tradeoffs faced by the AI assistant in practice when considering whether or not to take observation-interfering actions.
Scott Emmons, Caspar Oesterheld, Vincent Conitzer, Stuart Russell 0001
ICML1
2024 Image Hijacks: Adversarial Images can Control Generative Models at Runtime
abstract
Are foundation models secure against malicious actors? In this work, we focus on the image input to a vision-language model (VLM). We discover image hijacks, adversarial images that control the behaviour of VLMs at inference time, and introduce the general Behaviour Matching algorithm for training image hijacks. From this, we derive the Prompt Matching method, allowing us to train hijacks matching the behaviour of an arbitrary user-defined text prompt (e.g. ’the Eiffel Tower is now located in Rome’) using a generic, off-the-shelf dataset unrelated to our choice of prompt. We use Behaviour matching to craft hijacks for four types of attack: forcing VLMs to generate outputs of the adversary’s choice, leak information from their context window, override their safety training, and believe false statements. We study these attacks against LLaVA, a state-of-the-art VLM based on CLIP and LLaMA-2, and find that all attack types achieve a success rate of over 80%. Moreover, our attacks are automated and require only small image perturbations.
Luke Bailey, Euan Ong, Stuart Russell 0001, Scott Emmons
ICML4
2024 Evidence of Learned Look-Ahead in a Chess-Playing Neural Network
abstract
Do neural networks learn to implement algorithms such as look-ahead or search "in the wild"? Or do they rely purely on collections of simple heuristics? We present evidence of *learned look-ahead* in the policy and value network of Leela Chess Zero, the currently strongest deep neural chess engine. We find that Leela internally represents future optimal moves and that these representations are crucial for its final output in certain board states. Concretely, we exploit the fact that Leela is a transformer that treats every chessboard square like a token in language models, and give three lines of evidence: (1) activations on certain squares of future moves are unusually important causally; (2) we find attention heads that move important information "forward and backward in time," e.g., from squares of future moves to squares of earlier ones; and (3) we train a simple probe that can predict the optimal move 2 turns ahead with 92% accuracy (in board states where Leela finds a single best line). These findings are clear evidence of learned look-ahead in neural networks and might be a step towards a better understanding of their capabilities.
Erik Jenner, Shreyas Kapur, Vasil Georgiev, Cameron Allen, Scott Emmons, Stuart Russell 0001
NeurIPS5
2024 When Your AIs Deceive You: Challenges of Partial Observability in Reinforcement Learning from Human Feedback
abstract
Past analyses of reinforcement learning from human feedback (RLHF) assume that the human evaluators fully observe the environment. What happens when human feedback is based only on partial observations? We formally define two failure cases: deceptive inflation and overjustification. Modeling the human as Boltzmann-rational w.r.t. a belief over trajectories, we prove conditions under which RLHF is guaranteed to result in policies that deceptively inflate their performance, overjustify their behavior to make an impression, or both. Under the new assumption that the human's partial observability is known and accounted for, we then analyze how much information the feedback process provides about the return function. We show that sometimes, the human's feedback determines the return function uniquely up to an additive constant, but in other realistic cases, there is irreducible ambiguity. We propose exploratory research directions to help tackle these challenges and experimentally validate both the theoretical concerns and potential mitigations, and caution against blindly applying RLHF in partially observable settings.
Leon Lang, Davis Foote, Stuart Russell 0001, Anca D. Dragan, Erik Jenner, Scott Emmons
NeurIPS6
2024 A StrongREJECT for Empty Jailbreaks
abstract
Most jailbreak papers claim the jailbreaks they propose are highly effective, often boasting near-100% attack success rates. However, it is perhaps more common than not for jailbreak developers to substantially exaggerate the effectiveness of their jailbreaks. We suggest this problem arises because jailbreak researchers lack a standard, high-quality benchmark for evaluating jailbreak performance, leaving researchers to create their own. To create a benchmark, researchers must choose a dataset of forbidden prompts to which a victim model will respond, along with an evaluation method that scores the harmfulness of the victim model’s responses. We show that existing benchmarks suffer from significant shortcomings and introduce the StrongREJECT benchmark to address these issues. StrongREJECT's dataset contains prompts that victim models must answer with specific, harmful information, while its automated evaluator measures the extent to which a response gives useful information to forbidden prompts. In doing so, the StrongREJECT evaluator achieves state-of-the-art agreement with human judgments of jailbreak effectiveness. Notably, we find that existing evaluation methods significantly overstate jailbreak effectiveness compared to human judgments and the StrongREJECT evaluator. We describe a surprising and novel phenomenon that explains this discrepancy: jailbreaks bypassing a victim model’s safety fine-tuning tend to reduce its capabilities. Together, our findings underscore the need for researchers to use a high-quality benchmark, such as StrongREJECT, when developing new jailbreak attacks. We release the StrongREJECT code and data at https://strong-reject.readthedocs.io/.
Alexandra Souly, Qingyuan Lu, Dillon Bowen, Tu Trinh, Elvis Hsieh, Sana Pandey, Pieter Abbeel, Justin Svegliato, Scott Emmons, Olivia Watkins, Sam Toyer
NeurIPS9
2023 Do the Rewards Justify the Means? Measuring Trade-Offs Between Rewards and Ethical Behavior in the Machiavelli Benchmark
abstract
Artificial agents have traditionally been trained to maximize reward, which may incentivize power-seeking and deception, analogous to how next-token prediction in language models (LMs) may incentivize toxicity. So do agents naturally learn to be Machiavellian? And how do we measure these behaviors in general-purpose models such as GPT-4? Towards answering these questions, we introduce Machiavelli, a benchmark of 134 Choose-Your-Own-Adventure games containing over half a million rich, diverse scenarios that center on social decision-making. Scenario labeling is automated with LMs, which are more performant than human annotators. We mathematize dozens of harmful behaviors and use our annotations to evaluate agents’ tendencies to be power-seeking, cause disutility, and commit ethical violations. We observe some tension between maximizing reward and behaving ethically. To improve this trade-off, we investigate LM-based methods to steer agents towards less harmful behaviors. Our results show that agents can both act competently and morally, so concrete progress can currently be made in machine ethics–designing agents that are Pareto improvements in both safety and capabilities.
Alexander Pan, Jun Shern Chan, Andy Zou, Nathaniel Li, Steven Basart, Thomas Woodside, Hanlin Zhang 0002, Scott Emmons, Dan Hendrycks
ICML8
2022 RvS: What is Essential for Offline RL via Supervised Learning?
Scott Emmons, Benjamin Eysenbach, Ilya Kostrikov, Sergey Levine
ICLR1
2022 For Learning in Symmetric Teams, Local Optima are Global Nash Equilibria
abstract
Although it has been known since the 1970s that a globally optimal strategy profile in a common-payoff game is a Nash equilibrium, global optimality is a strict requirement that limits the result’s applicability. In this work, we show that any locally optimal symmetric strategy profile is also a (global) Nash equilibrium. Furthermore, we show that this result is robust to perturbations to the common payoff and to the local optimum. Applied to machine learning, our result provides a global guarantee for any gradient method that finds a local optimum in symmetric strategy space. While this result indicates stability to unilateral deviation, we nevertheless identify broad classes of games where mixed local optima are unstable under joint, asymmetric deviations. We analyze the prevalence of instability by running learning algorithms in a suite of symmetric games, and we conclude by discussing the applicability of our results to multi-agent RL, cooperative inverse RL, and decentralized POMDPs.
Scott Emmons, Caspar Oesterheld, Andrew Critch, Vincent Conitzer, Stuart Russell 0001
ICML1
2020 Sparse Graphical Memory for Robust Planning
abstract
To operate effectively in the real world, agents should be able to act from high-dimensional raw sensory input such as images and achieve diverse goals across long time-horizons. Current deep reinforcement and imitation learning methods can learn directly from high-dimensional inputs but do not scale well to long-horizon tasks. In contrast, classical graphical methods like A* search are able to solve long-horizon tasks, but assume that the state space is abstracted away from raw sensory input. Recent works have attempted to combine the strengths of deep learning and classical planning; however, dominant methods in this domain are still quite brittle and scale poorly with the size of the environment. We introduce Sparse Graphical Memory (SGM), a new data structure that stores states and feasible transitions in a sparse memory. SGM aggregates states according to a novel two-way consistency objective, adapting classic state aggregation criteria to goal-conditioned RL: two states are redundant when they are interchangeable both as goals and as starting states. Theoretically, we prove that merging nodes according to two-way consistency leads to an increase in shortest path lengths that scales only linearly with the merging threshold. Experimentally, we show that SGM significantly outperforms current state of the art methods on long horizon, sparse-reward visual navigation tasks. Project video and code are available at https://sites.google.com/view/sparse-graphical-memory.
Scott Emmons, Ajay Jain, Michael Laskin, Thanard Kurutach, Pieter Abbeel, Deepak Pathak
NeurIPS1
2018 Global Redundancy Resolution via Continuous Pseudoinversion of the Forward Kinematic Map
abstract
This paper presents a novel approach to kinematic redundancy resolution for redundant robots, which have more degrees of freedom than workspace dimensions. It introduces the concept of a global redundancy resolution, which has the convenient property that whenever the robot returns to the same workspace point, it uses the same joint-space pose. The problem is cast, as a continuous pseudoinversion of the forward kinematic map. Continuity and smoothness should be attained if possible, but otherwise the volume of the discontinuity boundary should be minimized. A sampling-based approximation technique is presented that constructs roadmaps of both the domain and image, and minimizes discontinuities of the inverse function using a maximum satisfiability problem. Applications of this map include teleoperation, dimensionality reduction in motion planning, and workspace visualization. Results are demonstrated on toy problems with up to 20 DOF and on several robot arms.
Kris Hauser, Scott Emmons
IEEE Trans Autom. Sci. Eng.2
2017 MOOC visual analytics: Empowering students, teachers, researchers, and platform developers of massively open online courses
abstract
Along with significant opportunities, Massively Open Online Courses (MOOCs) provide major challenges to students (keeping track of course materials and effectively interacting with teachers and fellow students), teachers (managing thousands of students and supporting their learning progress), researchers (understanding how students interact with materials and each other), and MOOC platform developers (supporting effective course design and delivery in a scalable way). This article demonstrates the use of data analysis and visualization as a means to empower students, teachers, researchers, and platform developers by making large volumes of data easy to understand. First, we introduce the insight needs of different stakeholder groups. Second, we compare the wide variety of data provided by major MOOC platforms. Third, we present a novel framework that distinguishes visualizations by the type of questions they answer. We then review the state of the art MOOC visual analytics using a tabulation of stakeholder needs versus visual analytics workflow types. Finally, we present new data analysis and visualization workflows for statistical, geospatial, and topical insights. The workflows have been optimized and validated in the Information Visualization MOOC (IVMOOC) annually taught at Indiana University since 2013. All workflows, sample data, and visualizations are provided at http://cns.iu.edu/2016-MOOCVis.html .
Scott Emmons, Robert Light, Katy Börner
J. Assoc. Inf. Sci. Technol.1