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Stackelberg security games are a critical tool for maximizing the utility of limited defense resources to protect important targets from an intelligent adversary. Motivated by green security, where the defender may only observe an adversarys response to defense on a limited set of targets, we study the problem of learning a defense that generalizes well to a new set of targets with novel feature values and combinations. Traditionally, this problem has been addressed via a two-stage approach where an adversary model is trained to maximize predictive accuracy without considering the defenders optimization problem. We develop an end-to-end game-focused approach, where the adversary model is trained to maximize a surrogate for the defenders expected utility. We show both in theory and experimental results that our game-focused approach achieves higher defender expected utility than the two-stage alternative when there is limited data.
A growing body of work in game theory extends the traditional Stackelberg game to settings with one leader and multiple followers who play a Nash equilibrium. Standard approaches for computing equilibria in these games reformulate the followers best
Complex environments and tasks pose a difficult problem for holistic end-to-end learning approaches. Decomposition of an environment into interacting controllable and non-controllable objects allows supervised learning for non-controllable objects an
In e-commerce advertising, it is crucial to jointly consider various performance metrics, e.g., user experience, advertiser utility, and platform revenue. Traditional auction mechanisms, such as GSP and VCG auctions, can be suboptimal due to their fi
We propose a novel problem within end-to-end learning of task-oriented dialogs (TOD), in which the dialog system mimics a troubleshooting agent who helps a user by diagnosing their problem (e.g., car not starting). Such dialogs are grounded in domain
Due to the need to store the intermediate activations for back-propagation, end-to-end (E2E) training of deep networks usually suffers from high GPUs memory footprint. This paper aims to address this problem by revisiting the locally supervised learn