EDBT 2026 Demo / reviewers in the wild / expert
Long Tran-Thanh
dblp:46/8333
· DBLP profile ↗
74ranked-venue papers
12as first author
28since 2021 · last 2026
0000-0003-1617-8316ORCID · corroborated
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 62 · 9 first-author · 25 since 2021Graphics, computer vision, multimedia, augmented reality and games · 30 · 5 first-author · 8 since 2021Computer networks · 5 · 2 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 5 · 1 first-author · 2 since 2021Systems, architecture and hardware · 4 · 2 since 2021Databases, data management, data science and information retrieval · 4 · 2 since 2021Human-computer interaction and ubiquitous computing · 4 · 2 since 2021Software engineering, systems software and programming languages · 2Theory of computation · 2 · 2 first-author · 1 since 2021
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Exploiting Label-Aware Knowledge From Heterogeneous Clients for Hierarchical Federated LearningabstractIn real-world applications, Federated Learning (FL) faces two challenges: (1) scalability and (2) heterogeneous data. To address the first problem, we design a novel FL framework named Full-stack FL (F2L). More specifically, F2L provides a hierarchical network architecture, making extending the FL network accessible without reconstructing the whole network system. Moreover, leveraging the advantages of hierarchical network design, we propose a new Label-driven Knowledge Distillation (LKD) technique at the centralized server to address the second problem. Unlike the current knowledge distillation techniques, LKD is capable of training a student model, which consists of good knowledge from all teachers' models. Therefore, our proposed algorithm can effectively extract the knowledge of the regions' data distribution (i.e., the regional aggregated models) to reduce the divergence between clients' models when operating under the FL system with non-independent identically distributed data. Extensive experiment results reveal that: (i) our F2L method can significantly improve the overall FL efficiency in all global distillations (i.e., accuracy is$7-20\%$higher in non-IID settings), and (ii) F2L rapidly achieves convergence as global distillation stages occur instead of increasing on each communication cycle. Minh-Duong Nguyen, Quoc-Viet Pham, Dinh Thai Hoang, Diep N. Nguyen, Long Tran-Thanh, Won-Joo Hwang |
IEEE Trans. Parallel Distributed Syst. | 5 |
| 2025 | Non-stochastic Budgeted Online Pricing with Semi-Bandit FeedbackabstractWe 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. Xiang Liu 0014, Hau Chan, Minming Li, Weiwei Wu 0001, Long Tran-Thanh |
AAAI | 5 |
| 2025 | Learning in Repeated Multi-Objective Stackelberg Games with Payoff ManipulationabstractWe 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. Phurinut Srisawad, Jürgen Branke, Long Tran-Thanh |
ECAI | 3 |
| 2025 | HRI-SENSE: A Multimodal Dataset on Social and Emotional Responses to Robot BehaviourabstractWe introduce HRI-SENSE, a multimodal dataset of Human-Robot Interactions (HRI) studying users' social, phys-ical (e.g. facial expressions, body movements) and emotional, psychological (e.g. frustration, satisfaction) responses to robot behaviour. The dataset captures participants collaborating with a TIAGo humanoid robot following various behaviour models on a manipulation-based “Burger Assembly“ task, eliciting different user reactions. HRI -SENSE contains over 6 hours of verbal and physical interactions taking place over 146 sessions with 18 participants, recording multiple modalities captured simultaneously by RGB and Depth cameras from three angles and one microphone. The time-synchronized multimodal data include non-verbal behaviours (e.g. facial landmarks, expressions, pose landmarks), explicit feedback signals (e.g. verbal interactions), robot movements and self-assessed questionnaires on sociodemo-graphics and user impressions (e.g. frustration, satisfaction) on robot interactions. HRI-SENSE is expected to facilitate further research into modelling non-verbal behaviour and advancing the development of user-aware interaction models in HRI domain. Balint Gucsi, Nguyen Tan Viet Tuyen, Bing Chu, Danesh S. Tarapore, Long Tran-Thanh |
HRI | 5 |
| 2025 | DPaI: Differentiable Pruning at Initialization with Node-Path Balance PrincipleabstractPruning 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 Lichuan Xiang, Quan Nguyen-Tri, Lan-Cuong Nguyen, Khoat Than, Long Tran-Thanh, Hongkai Wen 0001 |
ICLR | 6 |
| 2025 | Provably Improving Generalization of Few-shot models with Synthetic DataabstractFew-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. Lan-Cuong Nguyen, Quan Nguyen-Tri, Bang Tran Khanh, Dung D. Le, Long Tran-Thanh, Khoat Than |
ICML | 5 |
| 2025 | User-Aware Collaborative Learning in Human-Robot InteractionsabstractOur 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. Balint Gucsi, Nguyen Tan Viet Tuyen, Bing Chu, Danesh S. Tarapore, Long Tran-Thanh |
ICRA | 5 |
| 2025 | Market-based Architectures in RL and Beyond
Abhimanyu Pallavi Sudhir, Long Tran-Thanh |
AAMAS | 2 |
| 2025 | The Graphon Limit Hypothesis: Understanding Neural Network Pruning via Infinite Width AnalysisabstractSparse 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. The-Anh Ta, Tom Jacobs, Rebekka Burkholz, Long Tran-Thanh |
NeurIPS | 5 |
| 2025 | RoboButler: Frustration-Aware Assistive User Localisation for Social Robots in Office EnvironmentsabstractIn human-robot interactions (HRI), it is crucial for robots to be accepted by users and that they find robotic assistance attempts helpful rather than frustrating. Working towards this goal, we investigate the problem of frustration-aware robot behaviour planning in human-robot interaction contexts without continuous user contact or live feedback. Specifically, we address the question of how social robots can efficiently localise users and assist them with errands of various importance in office environments, while minimizing the frustration experienced by their human colleagues to enhance the overall interaction experience. Doing so, we design a frustration-aware decision-making and learning framework building on multiarmed bandit approaches and knapsack algorithms, in addition to developing a Psychology-based model of frustration tailored for HRI settings with limited user contact. Then we evaluate our approach on realistic user behaviour datasets, simulating the interactions’ robotic components in Gazebo with a TIAGo robot, and perform further scalability analysis in graph-based simulations. The experimental results demonstrate that the proposed framework achieves localisation success rates and travel times that converge towards oracle values (outperforming other structured learning benchmarks) while yielding an estimated up to 75% less frustration – indicating the proposed framework’s suitability for advancing to user studies and deployment in real-world scenarios. Balint Gucsi, Nguyen Tan Viet Tuyen, Bing Chu, Danesh S. Tarapore, Long Tran-Thanh |
RO-MAN | 5 |
| 2024 | Identifying the Best Arm in the Presence of Global Environment ShiftsabstractThis 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. Phurinut Srisawad, Jürgen Branke, Long Tran-Thanh |
ECAI | 3 |
| 2024 | A Simulation for Supply Chains Contract Execution
Long Tran-Thanh, Tran Cao Son, Dylan Flynn, Marcello Balduccini |
LPNMR | 1 |
| 2024 | Symmetric Linear Bandits with Hidden SymmetryabstractHigh-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)} )$. Nam Phuong Tran, The-Anh Ta, Debmalya Mandal, Long Tran-Thanh |
NeurIPS | 4 |
| 2024 | Learning the Expected Core of Strictly Convex Stochastic Cooperative GamesabstractReward 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. Nam Phuong Tran, The-Anh Ta, Shuqing Shi, Debmalya Mandal, Yali Du 0001, Long Tran-Thanh |
NeurIPS | 6 |
| 2023 | Towards Data-Agnostic Pruning At Initialization: What Makes a Good Sparse Mask?abstractPruning 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. The-Anh Ta, Shiwei Liu 0003, Lichuan Xiang, Dung Le, Hongkai Wen 0001, Long Tran-Thanh |
NeurIPS | 7 |
| 2023 | Invariant Lipschitz Bandits: A Side Observation Approach
Nam Phuong Tran, Long Tran-Thanh |
ECML/PKDD (4) | 2 |
| 2023 | Online Markov decision processes with non-oblivious strategic adversary
Le Cong Dinh, David Mguni, Long Tran-Thanh, Jun Wang 0012, Yaodong Yang 0001 |
Auton. Agents Multi Agent Syst. | 3 |
| 2023 | Efficient and adaptive incentive selection for crowdsourcing contestsabstractAbstract The success of crowdsourcing projects relies critically on motivating a crowd to contribute. One particularly effective method for incentivising participants to perform tasks is to run contests where participants compete against each other for rewards. However, there are numerous ways to implement such contests in specific projects, that vary in how performance is evaluated, how participants are rewarded, and the sizes of the prizes. Also, the best way to implement contests in a particular project is still an open challenge, as the effectiveness of each contest implementation (henceforth, incentive) is unknown in advance. Hence, in a crowdsourcing project, a practical approach to maximise the overall utility of the requester (which can be measured by the total number of completed tasks or the quality of the task submissions) is to choose a set of incentives suggested by previous studies from the literature or from the requester’s experience. Then, an effective mechanism can be applied to automatically select appropriate incentives from this set over different time intervals so as to maximise the cumulative utility within a given financial budget and a time limit. To this end, we present a novel approach to this incentive selection problem. Specifically, we formalise it as an online decision making problem, where each action corresponds to offering a specific incentive. After that, we detail and evaluate a novel algorithm, , to solve the incentive selection problem efficiently and adaptively. In theory, in the case that all the estimates in (except the estimates of the effectiveness of each incentive) are correct, we show that the algorithm achieves the regret bound of $\mathcal {O}(\sqrt {B/c})$ O ( B / c ) , where B denotes the financial budget and c is the average cost of the incentives. In experiments, the performance of is about 93% (up to 98%) of the optimal solution and about 9% (up to 40%) better than state-of-the-art algorithms in a broad range of settings, which vary in budget sizes, time limits, numbers of incentives, values of the standard deviation of the incentives’ utilities, and group sizes of the contests (i.e., the numbers of participants in a contest). Nhat V. Q. Truong, Le Cong Dinh, Sebastian Stein 0001, Long Tran-Thanh, Nicholas R. Jennings |
Appl. Intell. | 4 |
| 2022 | Sequential Blocked MatchingabstractWe 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. Nicholas Bishop, Hau Chan, Debmalya Mandal, Long Tran-Thanh |
AAAI | 4 |
| 2022 | Saving Stochastic Bandits from Poisoning Attacks via Limited Data VerificationabstractThis 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 O(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 UCB, that requires Omega(log T) amount of contamination to suffer regret Omega(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 O(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 O(min(C,T/sqrt(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 Omega(C) lower bound of the non-verified setting if C is large. Anshuka Rangi, Long Tran-Thanh, Massimo Franceschetti |
AAAI | 2 |
| 2022 | Class Similarity Weighted Knowledge Distillation for Continual Semantic SegmentationabstractDeep learning models are known to suffer from the problem of catastrophic forgetting when they incrementally learn new classes. Continual learning for semantic segmentation (CSS) is an emerging field in computer vision. We identify a problem in CSS: A model tends to be confused between old and new classes that are visually similar, which makes it forget the old ones. To address this gap, we propose REMINDER - a new CSS framework and a novel class similarity knowledge distillation (CSW-KD) method. Our CSW-KD method distills the knowledge of a previous model on old classes that are similar to the new one. This provides two main benefits: (i) selectively revising old classes that are more likely to be forgotten, and (ii) better learning new classes by relating them with the previously seen classes. Extensive experiments on Pascal-Voc 2012 and ADE20k datasets show that our approach outperforms state-of-the-art methods on standard CSS settings by up to 7.07% and 8.49%, respectively. Minh-Hieu Phan, The-Anh Ta, Son Lam Phung, Long Tran-Thanh, Abdesselam Bouzerdoum |
CVPR | 4 |
| 2022 | Understanding the Limits of Poisoning Attacks in Episodic Reinforcement LearningabstractTo 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. Anshuka Rangi, Long Tran-Thanh, Massimo Franceschetti |
IJCAI | 3 |
| 2022 | Sequential Vaccine Allocation with Delayed FeedbackabstractIn 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). Yichen Xiao, Han-Ching Ou, Haipeng Chen 0001, Van Thieu Nguyen, Long Tran-Thanh |
IJCAI | 5 |
| 2022 | Expected Improvement for Contextual BanditsabstractThe 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. Hung Tran-The, Sunil Gupta 0001, Santu Rana, Tuan Truong, Long Tran-Thanh, Svetha Venkatesh |
NeurIPS | 5 |
| 2022 | Socialbots on Fire: Modeling Adversarial Behaviors of Socialbots via Multi-Agent Hierarchical Reinforcement LearningabstractSocialbots are software-driven user accounts on social platforms, acting autonomously (mimicking human behavior), with the aims to influence the opinions of other users or spread targeted misinformation for particular goals. As socialbots undermine the ecosystem of social platforms, they are often considered harmful. As such, there have been several computational efforts to auto-detect the socialbots. However, to our best knowledge, the adversarial nature of these socialbots has not yet been studied. This begs a question “can adversaries, controlling socialbots, exploit AI techniques to their advantage?” To this question, we successfully demonstrate that indeed it is possible for adversaries to exploit computational learning mechanism such as reinforcement learning (RL) to maximize the influence of socialbots while avoiding being detected. We first formulate the adversarial socialbot learning as a cooperative game between two functional hierarchical RL agents. While one agent curates a sequence of activities that can avoid the detection, the other agent aims to maximize network influence by selectively connecting with right users. Our proposed policy networks train with a vast amount of synthetic graphs and generalize better than baselines on unseen real-life graphs both in terms of maximizing network influence (up to +18%) and sustainable stealthiness (up to +40% undetectability) under a strong bot detector (90% detection accuracy). During inference, the complexity of our approach scales linearly, independent of a network’s structure and the virality of news. This makes our attack very practical in a real-life setting. Thai Le, Long Tran-Thanh, Dongwon Lee 0001 |
WWW | 2 |
| 2021 | Last Round Convergence and No-Dynamic Regret in Asymmetric Repeated GamesabstractThis paper considers repeated games in which one player has a different objective than others. In particular, we investigate repeated two-player zero-sum games where the column player not only aims to minimize her regret but also stabilize the actions. Suppose that while repeatedly playing this game, the row player chooses her strategy at each round by using a no-regret algorithm to minimize her regret. We develop a no-dynamic regret algorithm for the column player to exhibit last round convergence to a minimax equilibrium. We show that our algorithm is efficient against a large set of popular no-regret algorithms the row player can use, including the multiplicative weights update algorithm, general follow-the-regularized-leader and any no-regret algorithms satisfy a property so called “stability”. Le Cong Dinh, Tri-Dung Nguyen, Alain B. Zemkoho, Long Tran-Thanh |
ALT | 4 |
| 2021 | Partner selection in self-organised wireless sensor networks for opportunistic energy negotiation: A multi-armed bandit based approach
Andre P. Ortega, Sarvapali D. Ramchurn, Long Tran-Thanh, Geoff V. Merrett |
Ad Hoc Networks | 3 |
| 2021 | Speeding up distributed pseudo-tree optimization procedures with cross edge consistency to solve DCOPs
Mashrur Rashik, Md. Musfiqur Rahman, Md. Mosaddek Khan, Md. Mamun-Or-Rashid, Long Tran-Thanh, Nicholas R. Jennings |
Appl. Intell. | 5 |
| 2020 | Bounding Regret in Empirical Games
Steven Jecmen, Arunesh Sinha, Zun Li 0002, Long Tran-Thanh |
AAAI | 4 |
| 2020 | Defending with Shared Resources on a NetworkabstractIn 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 2-approximation 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. Minming Li, Long Tran-Thanh, Xiaowei Wu 0001 |
AAAI | 2 |
| 2020 | Path Planning Problems with Side Observations - When Colonels Play Hide-and-SeekabstractResource 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 one-shot 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 side-observations (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. Dong Quan Vu, Patrick Loiseau, Alonso Silva, Long Tran-Thanh |
AAAI | 4 |
| 2020 | Comparison of classical and machine-learning methods on spatio-temporal modeling of daily Ozone concentrationsabstractEffective actions to mitigate air pollution require of availability of high-resolution observations. Low-cost sensor technologies have emerged as an affordable solution to cope with this deficiency. However, since low-cost sensors are built with low-cost materials, they are prone to errors, gaps, bias, and noise. These problems need to be solved before data can be used to support research or decision making. Addressing lack of reliability in low-cost sensor data is a complex challenge that is still under research over several lines (e.g. accuracy estimation of low-cost sensor data). Current approaches in this line involve modeling, bias-correction, and more recently, data fusion methods relying on high-resolution air quality computational models. Overall, accuracy estimation can be reduced to a modeling problem. The focus of this work is studying, testing, and comparing suitable approaches for handling point-referenced spatio-temporal sensor data, particularly classical spatial models, spatio-temporal models, and popular machine learning methods. Among these approaches, Bayesian hierarchical models have a special consideration given the attention they have drawn during the last fifteen years. The benchmark supporting this comparison study is a real-life dataset made up of daily ozone observations taken from the USA Environmental Protection Agency (EPA) and meteorological variables extracted from the NCEP/NCAR Reanalysis Project (NNRP). The main contributions of this work are: (1) a systematic comparison of three kinds of models, using a 10-fold cross-validation exercise; and (2) a feature engineering method to create covariates meant to harness spatially correlated observations of point-referenced sensor data. Ronald Gualán, Victor Saquicela, Long Tran-Thanh |
CLEI | 3 |
| 2020 | Optimising Resource Management for Embedded Machine LearningabstractMachine learning inference is increasingly being executed locally on mobile and embedded platforms, due to the clear advantages in latency, privacy and connectivity. In this paper, we present approaches for online resource management in heterogeneous multi-core systems and show how they can be applied to optimise the performance of machine learning work-loads. Performance can be defined using platform-dependent (e.g. speed, energy) and platform-independent (accuracy, confidence) metrics. In particular, we show how a Deep Neural Network (DNN) can be dynamically scalable to trade-off these various performance metrics. Achieving consistent performance when executing on different platforms is necessary yet challenging, due to the different resources provided and their capability, and their time-varying availability when executing alongside other workloads. Managing the interface between available hardware resources (often numerous and heterogeneous in nature), software requirements, and user experience is increasingly complex. Lei Xun, Long Tran-Thanh, Bashir M. Al-Hashimi, Geoff V. Merrett |
DATE | 2 |
| 2020 | Fighting Wildfires under Uncertainty - A Sequential Resource Allocation ApproachabstractStandard 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. Hau Chan, Long Tran-Thanh, Vignesh Viswanathan |
IJCAI | 2 |
| 2020 | Learning Optimal Temperature Region for Solving Mixed Integer Functional DCOPsabstractDistributed 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. Saaduddin Mahmud, Md. Mosaddek Khan, Moumita Choudhury, Long Tran-Thanh, Nicholas R. Jennings |
IJCAI | 4 |
| 2020 | To Ask or Not to Ask: A User Annoyance Aware Preference Elicitation Framework for Social RobotsabstractIn 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. Balint Gucsi, Danesh S. Tarapore, William Yeoh 0001, Christopher Amato, Long Tran-Thanh |
IROS | 5 |
| 2020 | Adversarial Blocking BanditsabstractWe 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 BT 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). Nick Bishop, Hau Chan, Debmalya Mandal, Long Tran-Thanh |
NeurIPS | 4 |
| 2020 | Optimal Learning from Verified Training DataabstractStandard 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. Nick Bishop, Long Tran-Thanh, Enrico H. Gerding |
NeurIPS | 2 |
| 2019 | On the Inducibility of Stackelberg Equilibrium for Security GamesabstractStrong 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. Qingyu Guo, Jiarui Gan, Fei Fang 0001, Long Tran-Thanh, Milind Tambe, Bo An 0001 |
AAAI | 4 |
| 2019 | Optimal Interdiction of Urban Criminals with the Aid of Real-Time InformationabstractMost 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. Youzhi Zhang 0001, Qingyu Guo, Bo An 0001, Long Tran-Thanh, Nicholas R. Jennings |
AAAI | 4 |
| 2019 | Identifying vulnerabilities in trust and reputation systemsabstractOnline 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. Taha D. Gunes, Long Tran-Thanh, Timothy J. Norman |
IJCAI | 2 |
| 2019 | Unifying the Stochastic and the Adversarial Bandits with KnapsackabstractThis 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. Anshuka Rangi, Massimo Franceschetti, Long Tran-Thanh |
IJCAI | 3 |
| 2019 | Manipulating a Learning Defender and Ways to CounteractabstractIn 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. Jiarui Gan, Qingyu Guo, Long Tran-Thanh, Bo An 0001, Michael J. Wooldridge |
NeurIPS | 3 |
| 2019 | Streaming Bayesian Inference for Crowdsourced ClassificationabstractA 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. Edoardo Manino, Long Tran-Thanh, Nicholas R. Jennings |
NeurIPS | 2 |
| 2019 | Social Cost Guarantees in Smart Route Guidance
Paolo Serafino, Carmine Ventre, Long Tran-Thanh, Jie Zhang 0008, Bo An 0001, Nicholas R. Jennings |
PRICAI (2) | 3 |
| 2019 | What Prize Is Right? How to Learn the Optimal Structure for Crowdsourcing Contests
Nhat V. Q. Truong, Sebastian Stein 0001, Long Tran-Thanh, Nicholas R. Jennings |
PRICAI (1) | 3 |
| 2019 | Selfish Mining in Proof-of-Work Blockchain with Multiple Miners: An Empirical Evaluation
Tin Leelavimolsilp, Sebastian Stein 0001, Long Tran-Thanh |
PRIMA | 4 |
| 2019 | On the efficiency of data collection for multiple Naïve Bayes classifiers
Edoardo Manino, Long Tran-Thanh, Nicholas R. Jennings |
Artif. Intell. | 2 |
| 2018 | Utilizing Housing Resources for Homeless Youth Through the Lens of Multiple Multi-Dimensional KnapsacksabstractThere are over 1 million homeless youth in the U.S. each year. To reduce homelessness, U.S. Housing and Urban Development (HUD) and housing communities provide housing programs/services to homeless youth with the goal of improving their long-term situation. Housing communities are facing a difficult task of filling their housing programs, with as many youths as possible, subject to resource constraints for meeting the needs of youth. Currently, the assignment is manually done by humans working in the housing communities. In this paper, we consider the problem of assigning homeless youth to housing programs subject to resource constraints. We provide an initial abstract model for this setting and show that the problem of maximizing the total assigned youth to the programs under this model is APX-hard. To solve the problem, we non-trivially formulate it as a multiple multi-dimensional knapsack problem (MMDKP), which is not known to have any approximation algorithm. We provide a first interpretable and easy-to-use greedy algorithm with logarithmic approximation ratio for solving general MMDKP. We conduct experiments on random and realistic instances of the housing assignment settings and show that our algorithm is efficient and effective in solving large instances (up to 1 million youth). Hau Chan, Long Tran-Thanh, Bryan Wilder, Eric Rice, Phebe Vayanos, Milind Tambe |
AIES | 2 |
| 2018 | Fostering Cooperation in Structured Populations Through Local and Global Interference StrategiesabstractWe 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. Han The Anh, Simon Lynch, Long Tran-Thanh, Francisco C. Santos |
IJCAI | 3 |
| 2018 | On the Efficiency of Data Collection for Crowdsourced ClassificationabstractThe 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. Edoardo Manino, Long Tran-Thanh, Nicholas R. Jennings |
IJCAI | 2 |
| 2018 | Designing the Game to Play: Optimizing Payoff Structure in Security GamesabstractWe 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. Zheyuan Shi, Ziye Tang, Long Tran-Thanh, Fei Fang 0001 |
IJCAI | 3 |
| 2018 | Speeding Up GDL-Based Message Passing Algorithms for Large-Scale DCOPsabstractThis paper develops a new approach to speed up Generalized Distributive Law (GDL) based message passing algorithms that are used to solve large-scale Distributed Constraint Optimization Problems (DCOPs) in multi-agent systems. In particular, we significantly reduce computation and communication costs in terms of convergence time for algorithms such as Max-Sum, Bounded Max-Sum, Fast Max-Sum, Bounded Fast Max-Sum, BnB Max-Sum, BnB Fast Max-Sum and Generalized Fast Belief Propagation. This is important since it is often observed that the outcome obtained from such algorithms becomes outdated or unusable if the optimization process takes too much time. Specifically, the issue of taking too long to complete the internal operation of a DCOP algorithm is even more severe and commonplace in a system where the algorithm has to deal with a large number of agents, tasks and resources. This, in turn, limits the practical scalability of such algorithms. In other words, an optimization algorithm can be used in larger systems if the completion time can be reduced. However, it is challenging to maintain the solution quality while minimizing the completion time. Considering this trade-off, we propose a generic message passing protocol for GDL-based algorithms that combines clustering with domain pruning, as well as the use of a regression method to determine the appropriate number of clusters for a given scenario. We empirically evaluate the performance of our method in a number of settings and find that it brings down the completion time by around 37–85% (1.6–6.5 times faster) for 100–900 nodes, and by around 47–91% (1.9–11 times faster) for 3000–10 000 nodes compared to the current state-of-the-art. Md. Mosaddek Khan, Long Tran-Thanh, Sarvapali D. Ramchurn, Nicholas R. Jennings |
Comput. J. | 2 |
| 2017 | The Dollar Auction with Spiteful PlayersabstractThe 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 non-zero bids. Our results give us insight into the possible effects of meanness onto conflict escalation. Marcin Waniek, Long Tran-Thanh, Tomasz P. Michalak, Nicholas R. Jennings |
AAAI | 2 |
| 2017 | Playing Repeated Network Interdiction Games with Semi-Bandit FeedbackabstractWe 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. Qingyu Guo, Bo An 0001, Long Tran-Thanh |
IJCAI | 3 |
| 2017 | Optimal Escape Interdiction on Transportation NetworksabstractPreventing 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. Youzhi Zhang 0001, Bo An 0001, Long Tran-Thanh, Jiarui Gan, Nicholas R. Jennings |
IJCAI | 3 |
| 2016 | Interactive Scheduling of Appliance Usage in the Home
Ngoc Cuong Truong, Tim Baarslag, Sarvapali D. Ramchurn, Long Tran-Thanh |
IJCAI | 4 |
| 2015 | Crowdsourcing Complex Workflows under Budget ConstraintsabstractWe 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. Long Tran-Thanh, Trung Dong Huynh, Avi Rosenfeld, Sarvapali D. Ramchurn, Nicholas R. Jennings |
AAAI | 1 |
| 2015 | Efficient Algorithms with Performance Guarantees for the Stochastic Multiple-Choice Knapsack Problem
Long Tran-Thanh, Yingce Xia, Tao Qin 0001, Nicholas R. Jennings |
IJCAI | 1 |
| 2015 | Efficient Thompson Sampling for Online Matrix-Factorization RecommendationabstractMatrix 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. Jaya Kawale, Hung Hai Bui, Branislav Kveton, Long Tran-Thanh, Sanjay Chawla |
NIPS | 4 |
| 2014 | Referral Incentives in CrowdfundingabstractWord-of-mouth, referral, or viral marketing is a highly sought-after way of advertising. In this paper, we investigate whether such marketing can be encouraged through incentive mechanisms, thus allowing an organisation to effectively crowdsource their marketing. Specifically, we undertake a field experiment that compares several mechanisms for incentivising social media shares in support of a charitable cause. Our experiment takes place on a website promoting a fundraising drive by a large cancer research charity. Site visitors who sign up to support the cause are asked to spread the word about it on Facebook, Twitter or other channels. They are randomly assigned to one of four treatments that differ in the way social sharing activities are incentivised. Under the control treatment, no extra incentive is provided. Under two of the other mechanisms, the sharers are offered a fixed number of points that help take the campaign further. We compare low and high levels of such incentives for direct referrals. In the final treatment, we adopt a multi-level incentive mechanism that rewards direct as well as indirect referrals (where referred contacts refer others). We find that providing a high level of incentives results in a statistically significant increase in sharing behaviour and resulting signups. Our data does not indicate a statistically significant increase for the low and multi-level incentive mechanisms. Victor Naroditskiy, Sebastian Stein 0001, Mirco Tonin, Long Tran-Thanh, Michael Vlassopoulos, Nicholas R. Jennings |
HCOMP | 4 |
| 2014 | 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 |
UAI | 1 |
| 2014 | Efficient crowdsourcing of unknown experts using bounded multi-armed bandits
Long Tran-Thanh, Sebastian Stein 0001, Alex Rogers, Nicholas R. Jennings |
Artif. Intell. | 1 |
| 2013 | An Efficient Vector-Based Representation for Coalitional Games
Long Tran-Thanh, Tri-Dung Nguyen, Talal Rahwan, Alex Rogers, Nicholas R. Jennings |
IJCAI | 1 |
| 2013 | Forecasting Multi-Appliance Usage for Smart Home Energy Management
Ngoc Cuong Truong, James McInerney, Long Tran-Thanh, Enrico Costanza, Sarvapali D. Ramchurn |
IJCAI | 3 |
| 2012 | Knapsack Based Optimal Policies for Budget-Limited Multi-Armed BanditsabstractIn budget–limited multi–armed bandit (MAB) problems, thelearner’s actions are costly and constrained by a fixed budget.Consequently, an optimal exploitation policy may not be topull the optimal arm repeatedly, as is the case in other variantsof MAB, but rather to pull the sequence of different arms thatmaximises the agent’s total reward within the budget. Thisdifference from existing MABs means that new approachesto maximising the total reward are required. Given this, wedevelop two pulling policies, namely: (i) KUBE; and (ii)fractional KUBE. Whereas the former provides better performanceup to 40% in our experimental settings, the latteris computationally less expensive. We also prove logarithmicupper bounds for the regret of both policies, and show thatthese bounds are asymptotically optimal (i.e. they only differfrom the best possible regret by a constant factor). Long Tran-Thanh, Archie C. Chapman, Alex Rogers, Nicholas R. Jennings |
AAAI | 1 |
| 2012 | Long-term information collection with energy harvesting wireless sensors: a multi-armed bandit based approach
Long Tran-Thanh, Alex Rogers, Nicholas R. Jennings |
Auton. Agents Multi Agent Syst. | 1 |
| 2011 | On the Existence of Pure Strategy Nash Equilibria in Integer-Splittable Weighted Congestion Games
Long Tran-Thanh, Maria Polukarov, Archie C. Chapman, Alex Rogers, Nicholas R. Jennings |
SAGT | 1 |
| 2010 | Epsilon-First Policies for Budget-Limited Multi-Armed BanditsabstractWe 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 difference from existing MABs means that new approaches to maximising the total reward are required. To this end, we propose an epsilon–first algorithm, in which the first epsilon of the budget is used solely to learn the arms’ rewards (exploration), while the remaining 1 − epsilon 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%. Long Tran-Thanh, Archie C. Chapman, Enrique Munoz de Cote, Alex Rogers, Nicholas R. Jennings |
AAAI | 1 |
| 2010 | Delay Characteristics and Server Update Optimization of Multiplayer Gaming in Mobile EnvironmentabstractIn this paper a novel approach to provide satisfactory multiplayer gaming quality in mobile environment is presented. The paper has two contributions: (i) evaluation of the delay characteristics of multiplayer games in mobile environment based on extensive measurements to verify whether HSDPA access can provide a satisfactory gaming quality; (ii) improving the gaming quality with new server update time optimization algorithms taking advantage of the statistical delay characteristics. Gábor Kiss, János Levendovszky, Sándor Molnár, Long Tran-Thanh |
ICC | 4 |
| 2010 | Optimal Time Dependent Data Collection Schemes in Wireless Sensor NetworksabstractIn this paper, we investigate two relaxed versions of the time dependent (delay-constrained) data collection problem in wireless sensor networks, namely: (i) data collection with minimal delay; and (ii) maximising the number of collected data with a given delay-constraint. Furthermore, these problems are studied in networks with rechargeable nodes, and lossy radio links, due to signal interference and channel fading. In this paper, we propose two decentralised algorithms to solve these problems, which, under certain assumptions, are optimal, in terms of achieving minimal delay, and maximal collected data, respectively. We prove that these algorithms have polynomial complexity. By using extensive simulations, we demonstrate that both algorithms have low communication overhead on average. Long Tran-Thanh, János Levendovszky |
WCNC | 1 |
| 2010 | An Agent-Based Distributed Coordination Mechanism for Wireless Visual Sensor Nodes Using Dynamic ProgrammingabstractThe efficient management of the limited energy resources of a wireless visual sensor network is central to its successful operation. Within this context, this article focuses on the adaptive sampling, forwarding and routing actions of each node in order to maximize the information value of the data collected. These actions are inter-related in a multi-hop routing scenario because each node's energy consumption must be optimally allocated between sampling and transmitting its own data, receiving and forwarding the data of other nodes, and routing any data. Thus, we develop two optimal agent-based decentralized algorithms to solve this distributed constraint optimization problem. The first assumes that the route by which data is forwarded to the base station is fixed, and then calculates the optimal sampling, transmitting and forwarding actions that each node should perform. The second assumes flexible routing, and makes optimal decisions regarding both the integration of actions that each node should choose and also the route by which the data should be forwarded to the base station. The two algorithms represent a trade-off in optimality, communication cost and processing time. In an empirical evaluation on sensor networks (whose underlying communication networks exhibit loops), we show that the algorithm with flexible routing is able to deliver approximately twice the quantity of information to the base station compared with the algorithm using fixed routing (where an arbitrary choice of route is made). However, this gain comes at a considerable communication and computational cost (increasing both by a factor of 100 times). Thus, while the algorithm with flexible routing is suitable for networks with a small number of nodes, it scales poorly, and as the size of the network increases, the algorithm with fixed routing is favoured. Johnsen Kho, Long Tran-Thanh, Alex Rogers, Nicholas R. Jennings |
Comput. J. | 2 |
| 2010 | Fading-aware reliable and energy efficient routing in wireless sensor networks
János Levendovszky, Long Tran-Thanh, Gergely Treplán, Gábor Kiss |
Comput. Commun. | 2 |
| 2009 | A novel reliability based routing protocol for power aware communications in wireless sensor networksabstractIn this paper a Rayleigh fading model based reliability-centric routing algorithm is proposed for Wireless Sensor Networks (WSNs). The proposed scheme is optimized with respect to minimal power consumption to improve longevity as well as to ensure reliable packet transmission to the Base Station (BS). Reliability is guaranteed by selecting path over which the probability of correct packet reception of the transmitted packet will exceed a predefined threshold at the BS. It will be pointed out that reliable and power efficient packet forwarding over WSN can be mapped into a constrained optimization problem. This optimization is then reduced to a shortest path problem with specific link metrics solved in polynomial time. Long Tran-Thanh, János Levendovszky |
WCNC | 1 |