Tien Mai

dblp:229/2286 · also Mai Anh Tien, Tien Anh Mai · DBLP profile ↗
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16ranked-venue papers
3as first author
16since 2021 · last 2026
0000-0003-3263-5003ORCID · verified

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

Artificial intelligence and machine learning · 16 · 3 first-author · 16 since 2021Graphics, computer vision, multimedia, augmented reality and games · 6 · 3 first-author · 6 since 2021Software engineering, systems software and programming languages · 1 · 1 since 2021
YearPublicationVenuePosition
2026 The Voice of the Flow: A Graph-Based Approach for Step-Wise Explanations of Constraint Satisfaction Problems
abstract
Stepwise explanations are an important tool for interpreting constraint programs. Existing methods rely heavily on repeated minimal unsatisfiable subsets (MUS) extraction or intensive SAT-based propagation, which are computationally prohibitive for large-scale problems with complex constraints. We propose a novel framework leveraging Multi-Valued Decision Diagrams (MDDs) to overcome these bottlenecks. By decomposing CSPs into smaller, graph-based subproblems compactly represented as MDDs, we enable highly efficient constraint propagation through network-flow reformulation. To further enhance efficiency, we propose a Divide-and-Conquer approach to improve the search for minimal explanation steps. Furthermore, we utilize the MDD’s network-flow structure to generate nested explanations that break down complex derivation steps into granular, arc-level details, revealing specifically how variable-value assignments become infeasible. In this way, our approach equips the explainer agent with a voice that provides more intuitive and granular stepwise explanations. Evaluated on Graph Coloring and Nurse Rostering benchmarks, our framework significantly reduces explanation generation time while maintaining interpretability and conciseness compared to state-of-the-art methods.
Minh Anh Nguyen, Tien Mai, Hoong Chuin Lau
CP2
2025 ComaDICE: Offline Cooperative Multi-Agent Reinforcement Learning with Stationary Distribution Shift Regularization
abstract
Offline reinforcement learning (RL) has garnered significant attention for its ability to learn effective policies from pre-collected datasets without the need for further environmental interactions. While promising results have been demonstrated in single-agent settings, offline multi-agent reinforcement learning (MARL) presents additional challenges due to the large joint state-action space and the complexity of multi-agent behaviors. A key issue in offline RL is the distributional shift, which arises when the target policy being optimized deviates from the behavior policy that generated the data. This problem is exacerbated in MARL due to the interdependence between agents' local policies and the expansive joint state-action space. Prior approaches have primarily addressed this challenge by incorporating regularization in the space of either Q-functions or policies. In this work, we propose a novel type of regularizer in the space of stationary distributions to address the distributional shift more effectively. Our algorithm, ComaDICE, provides a principled framework for offline cooperative MARL to correct the stationary distribution of the global policy, which is then leveraged to derive local policies for individual agents. Through extensive experiments on the offline multi-agent MuJoCo and StarCraft II benchmarks, we demonstrate that ComaDICE achieves superior performance compared to state-of-the-art offline MARL methods across nearly all tasks.
Viet The Bui, Thanh Hong Nguyen, Tien Mai
ICLR3
2025 O-MAPL: Offline Multi-agent Preference Learning
abstract
Inferring reward functions from demonstrations is a key challenge in reinforcement learning (RL), particularly in multi-agent RL (MARL). The large joint state-action spaces and intricate inter-agent interactions in MARL make inferring the joint reward function especially challenging. While prior studies in single-agent settings have explored ways to recover reward functions and expert policies from human preference feedback, such studies in MARL remain limited. Existing methods typically combine two separate stages, supervised reward learning, and standard MARL algorithms, leading to unstable training processes. In this work, we exploit the inherent connection between reward functions and Q functions in cooperative MARL to introduce a novel end-to-end preference-based learning framework. Our framework is supported by a carefully designed multi-agent value decomposition strategy that enhances training efficiency. Extensive experiments on two state-of-the-art benchmarks, SMAC and MAMuJoCo, using preference data generated by both rule-based and large language model approaches demonstrate that our algorithm consistently outperforms existing methods across various tasks.
Viet The Bui, Tien Mai, Thanh Hong Nguyen
ICML2
2025 MisoDICE: Multi-Agent Imitation from Mixed-Quality Demonstrations
abstract
We study offline imitation learning (IL) in cooperative multi-agent settings, where demonstrations have unlabeled mixed quality - containing both expert and suboptimal trajectories. Our proposed solution is structured in two stages: trajectory labeling and multi-agent imitation learning, designed jointly to enable effective learning from heterogeneous, unlabeled data. In the first stage, we combine advances in large language models and preference-based reinforcement learning to construct a progressive labeling pipeline that distinguishes expert-quality trajectories. In the second stage, we introduce MisoDICE, a novel multi-agent IL algorithm that leverages these labels to learn robust policies while addressing the computational complexity of large joint state-action spaces. By extending the popular single-agent DICE framework to multi-agent settings with a new value decomposition and mixing architecture, our method yields a convex policy optimization objective and ensures consistency between global and local policies. We evaluate MisoDICE on multiple standard multi-agent RL benchmarks and demonstrate superior performance, especially when expert data is scarce.
Viet The Bui, Tien Mai, Thanh Hong Nguyen
NeurIPS2
2025 No Experts, No Problem: Avoidance Learning from Bad Demonstrations
abstract
This paper addresses the problem of learning avoidance behavior within the context of offline imitation learning. In contrast to conventional methodologies that prioritize the replication of expert or near-expert demonstrations, our work investigates a setting where expert (or desirable) data is absent, and the objective is to learn to eschew undesirable actions by leveraging demonstrations of such behavior (i.e., learning from negative examples). To address this challenge, we propose a novel training objective grounded in the maximum entropy principle. We further characterize the fundamental properties of this objective function, reformulating the learning process as a cooperative inverse Q-learning task. Moreover, we introduce an efficient strategy for the integration of unlabeled data (i.e., data of indeterminate quality) to facilitate unbiased and practical offline training. The efficacy of our method is evaluated across standard benchmark environments, where it consistently outperforms state-of-the-art baselines.
Huy Hoang, Tien Mai, Pradeep Varakantham
NeurIPS2
2025 IOSTOM: Offline Imitation Learning from Observations via State Transition Occupancy Matching
abstract
Offline Learning from Observations (LfO) focuses on enabling agents to imitate expert behavior using datasets that contain only expert state trajectories and separate transition data with suboptimal actions. This setting is both practical and critical in real-world scenarios where direct environment interaction or access to expert action labels is costly, risky, or infeasible. Most existing LfO methods attempt to solve this problem through state or state-action occupancy matching. They typically rely on pretraining a discriminator to differentiate between expert and non-expert states, which could introduce errors and instability—especially when the discriminator is poorly trained. While recent discriminator-free methods have emerged, they generally require substantially more data, limiting their practicality in low-data regimes. In this paper, we propose IOSTOM ($\textit{Imitation from Observation via State Transition Occupancy Matching}$), a novel offline LfO algorithm designed to overcome these limitations. Our approach formulates a learning objective based on the joint state visitation distribution. A key distinction of IOSTOM is that it first excludes actions entirely from the training objective. Instead, we learn an $\textit{implicit policy}$ that models transition probabilities between states, resulting in a more compact and stable optimization problem. To recover the expert policy, we introduce an efficient action inference mechanism that $\textit{avoids training an inverse dynamics model}$. Extensive empirical evaluations across diverse offline LfO benchmarks show that IOSTOM substantially outperforms state-of-the-art methods, demonstrating both improved performance and data efficiency.
Quang Anh Pham, Janaka Chathuranga Brahmanage, Tien Mai, Akshat Kumar
NeurIPS3
2024 Imitate the Good and Avoid the Bad: An Incremental Approach to Safe Reinforcement Learning
abstract
A popular framework for enforcing safe actions in Reinforcement Learning (RL) is Constrained RL, where trajectory based constraints on expected cost (or other cost measures) are employed to enforce safety and more importantly these constraints are enforced while maximizing expected reward. Most recent approaches for solving Constrained RL convert the trajectory based cost constraint into a surrogate problem that can be solved using minor modifications to RL methods. A key drawback with such approaches is an over or underestimation of the cost constraint at each state. Therefore, we provide an approach that does not modify the trajectory based cost constraint and instead imitates "good" trajectories and avoids "bad" trajectories generated from incrementally improving policies. We employ an oracle that utilizes a reward threshold (which is varied with learning) and the overall cost constraint to label trajectories as "good" or "bad". A key advantage of our approach is that we are able to work from any starting policy or set of trajectories and improve on it. In an exhaustive set of experiments, we demonstrate that our approach is able to outperform top benchmark approaches for solving Constrained RL problems, with respect to expected cost, CVaR cost, or even unknown cost constraints.
Huy Hoang, Tien Mai, Pradeep Varakantham
AAAI2
2024 Reward Penalties on Augmented States for Solving Richly Constrained RL Effectively
abstract
Constrained Reinforcement Learning employs trajectory-based cost constraints (such as expected cost, Value at Risk, or Conditional VaR cost) to compute safe policies. The challenge lies in handling these constraints effectively while optimizing expected reward. Existing methods convert such trajectory-based constraints into local cost constraints, but they rely on cost estimates, leading to either aggressive or conservative solutions with regards to cost. We propose an unconstrained formulation that employs reward penalties over states augmented with costs to compute safe policies. Unlike standard primal-dual methods, our approach penalizes only infeasible trajectories through state augmentation. This ensures that increasing the penalty parameter always guarantees a feasible policy, a feature lacking in primal-dual methods. Our approach exhibits strong empirical performance and theoretical properties, offering a fresh paradigm for solving complex Constrained RL problems, including rich constraints like expected cost, Value at Risk, and Conditional Value at Risk. Our experimental results demonstrate superior performance compared to leading approaches across various constraint types on multiple benchmark problems.
Tien Mai, Pradeep Varakantham, Huy Hoang
AAAI2
2024 Tackling Stackelberg Network Interdiction against a Boundedly Rational Adversary
Tien Mai, Avinandan Bose, Arunesh Sinha, Thanh Hong Nguyen, Ayushman Kumar Singh
IJCAI1
2024 Inverse Factorized Soft Q-Learning for Cooperative Multi-agent Imitation Learning
abstract
This paper concerns imitation learning (IL) in cooperative multi-agent systems. The learning problem under consideration poses several challenges, characterized by high-dimensional state and action spaces and intricate inter-agent dependencies. In a single-agent setting, IL was shown to be done efficiently via an inverse soft-Q learning process. However, extending this framework to a multi-agent context introduces the need to simultaneously learn both local value functions to capture local observations and individual actions, and a joint value function for exploiting centralized learning. In this work, we introduce a new multi-agent IL algorithm designed to address these challenges. Our approach enables the centralized learning by leveraging mixing networks to aggregate decentralized Q functions. We further establish conditions for the mixing networks under which the multi-agent IL objective function exhibits convexity within the Q function space. We present extensive experiments conducted on some challenging multi-agent game environments, including an advanced version of the Star-Craft multi-agent challenge (SMACv2), which demonstrates the effectiveness of our algorithm.
Viet The Bui, Tien Mai, Thanh Hong Nguyen
NeurIPS2
2024 Mimicking To Dominate: Imitation Learning Strategies for Success in Multiagent Games
abstract
Training agents in multi-agent games presents significant challenges due to their intricate nature. These challenges are exacerbated by dynamics influenced not only by the environment but also by strategies of opponents. Existing methods often struggle with slow convergence and instability. To address these challenges, we harness the potential of imitation learning (IL) to comprehend and anticipate actions of the opponents, aiming to mitigate uncertainties with respect to the game dynamics. Our key contributions include: (i) a new multi-agent IL model for predicting next moves of the opponents - our model works with hidden actions of opponents and local observations; (ii) a new multi-agent reinforcement learning (MARL) algorithm that combines our IL model and policy training into one single training process; and (iii) extensive experiments in three challenging game environments, including an advanced version of the Star-Craft multi-agent challenge (i.e., SMACv2). Experimental results show that our approach achieves superior performance compared to state-of-the-art MARL algorithms.
Viet The Bui, Tien Mai, Thanh Hong Nguyen
NeurIPS2
2024 SPRINQL: Sub-optimal Demonstrations driven Offline Imitation Learning
abstract
We focus on offline imitation learning (IL), which aims to mimic an expert's behavior using demonstrations without any interaction with the environment. One of the main challenges in offline IL is the limited support of expert demonstrations, which typically cover only a small fraction of the state-action space. While it may not be feasible to obtain numerous expert demonstrations, it is often possible to gather a larger set of sub-optimal demonstrations. For example, in treatment optimization problems, there are varying levels of doctor treatments available for different chronic conditions. These range from treatment specialists and experienced general practitioners to less experienced general practitioners. Similarly, when robots are trained to imitate humans in routine tasks, they might learn from individuals with different levels of expertise and efficiency. In this paper, we propose an offline IL approach that leverages the larger set of sub-optimal demonstrations while effectively mimicking expert trajectories. Existing offline IL methods based on behavior cloning or distribution matching often face issues such as overfitting to the limited set of expert demonstrations or inadvertently imitating sub-optimal trajectories from the larger dataset. Our approach, which is based on inverse soft-Q learning, learns from both expert and sub-optimal demonstrations. It assigns higher importance (through learned weights) to aligning with expert demonstrations and lower importance to aligning with sub-optimal ones. A key contribution of our approach, called SPRINQL, is transforming the offline IL problem into a convex optimization over the space of Q functions. Through comprehensive experimental evaluations, we demonstrate that the SPRINQL algorithm achieves state-of-the-art (SOTA) performance on offline IL benchmarks. Code is available at https://github.com/hmhuy0/SPRINQL .
Huy Hoang, Tien Mai, Pradeep Varakantham
NeurIPS2
2023 A Fair Incentive Scheme for Community Health Workers
abstract
Community health workers (CHWs) play a crucial role in the last mile delivery of essential health services to underserved populations in low-income countries. Many nongovernmental organizations (NGOs) provide training and support to enable CHWs to deliver health services to their communities, with no charge to the recipients of the services. This includes monetary compensation for the work that CHWs perform, which is broken down into a series of well defined tasks. In this work, we partner with a NGO D-Tree International to design a fair monetary compensation scheme for tasks performed by CHWs in the semi-autonomous region of Zanzibar in Tanzania, Africa. In consultation with stakeholders, we interpret fairness as the equal opportunity to earn, which means that each CHW has the opportunity to earn roughly the same total payment over a given T month period, if the CHW reacts to the incentive scheme almost rationally. We model this problem as a reward design problem for a Markov Decision Process (MDP) formulation for the CHWs’ earning. There is a need for the mechanism to be simple so that it is understood by the CHWs, thus, we explore linear and piecewise linear rewards in the CHWs’ measured units of work. We solve this design problem via a novel policy-reward gradient result. Our experiments using two real world parameters from the ground provide evidence of reasonable incentive output by our scheme.
Avinandan Bose, Tracey Li, Arunesh Sinha, Tien Mai
AAAI4
2023 Securing Lifelines: Safe Delivery of Critical Services in Areas with Volatile Security Situation via a Stackelberg Game Approach
abstract
Vaccine delivery in under-resourced locations with security risks is not just challenging but also life threatening. The COVID pandemic and the need to vaccinate added even more urgency to this issue. Motivated by this problem, we propose a general framework to set-up limited temporary (vaccination) centers that balance physical security and desired (vaccine) service coverage with limited resources. We set-up the problem as a Stackelberg game between the centers operator (defender) and an adversary, where the set of centers is not fixed a priori but is part of the decision output. This results in a mixed combinatorial and continuous optimization problem. As part of our scalable approximation solution, we provide a fundamental contribution by identifying general duality conditions of switching max and min when both discrete and continuous variables are involved. Via detailed experiments, we show that the solution proposed is scalable in practice.
Tien Mai, Arunesh Sinha
AAAI1
2022 Choices Are Not Independent: Stackelberg Security Games with Nested Quantal Response Models
abstract
The quantal response (QR) model is widely used in Stackelberg security games (SSG) to model a bounded rational adversary. The QR model is a model of human response from among a large variety of prominent models known as discrete choice models. QR is the simplest type of discrete choice models and does not capture commonly observed phenomenon such as correlation among choices. We introduce the nested QR adversary model (based on nested logit model in discrete choice theory) in SSG which addresses shortcoming of the QR model. We present tractable approximation of the resulting equilibrium problem with nested QR adversary. We do so by deriving an interesting property of the equilibrium problem, namely a loosely coupled split into nested problems that mirrors the nested decision making by the adversary in the nested QR model. We show that each separate nested problem can be approximated efficiently and that the loosely coupled overall problem can be solved approximately by formulating it as a discretized version of a continuous dynamic program. Finally, we conduct experiments that show the scalability and parallelizability of our approach, as well as advantages of the nested QR model.
Tien Mai, Arunesh Sinha
AAAI1
2022 Scalable Distributional Robustness in a Class of Non-Convex Optimization with Guarantees
abstract
Distributionally robust optimization (DRO) has shown a lot of promise in providing robustness in learning as well as sample-based optimization problems. We endeavor to provide DRO solutions for a class of sum of fractionals, non-convex optimization which is used for decision making in prominent areas such as facility location and security games. In contrast to previous work, we find it more tractable to optimize the equivalent variance regularized form of DRO rather than the minimax form. We transform the variance regularized form to a mixed-integer second-order cone program (MISOCP), which, while guaranteeing global optimality, does not scale enough to solve problems with real-world datasets. We further propose two abstraction approaches based on clustering and stratified sampling to increase scalability, which we then use for real-world datasets. Importantly, we provide global optimality guarantees for our approach and show experimentally that our solution quality is better than the locally optimal ones achieved by state-of-the-art gradient-based methods. We experimentally compare our different approaches and baselines and reveal nuanced properties of a DRO solution.
Avinandan Bose, Arunesh Sinha, Tien Mai
NeurIPS3