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Bhaskar Ramasubramanian

Bhaskar Ramasubramanian contributes to research discovery and scholarly infrastructure.

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Published work

11 published item(s)

preprint2026arXiv

Polyhedral Instability Governs Regret in Online Learning

Many online decision problems over combinatorial actions are addressed via convex relaxations, leading to online convex optimization with piecewise linear objectives and induced polyhedral structure. We show that regret in such problems is governed by \emph{polyhedral instability}: the number of changes of the active region. Under full information feedback and fixed partition assumptions, if $\mathrm{RS}_T$ denotes the number of region switches and $V_{\max}$ the maximum number of vertices per region, we prove $\Regret_T= Θ(\sqrt{(1+\mathrm{RS}_T)\,T\,\log V_{\max}})$ interpolating between experts-like and dimension-dependent OCO rates. For online submodular--concave games under Lovász convexification, this reduces to the permutation-switch count $\mathrm{SC}_T$, yielding the matching rate $\Regret_T= Θ(\sqrt{(1+\mathrm{SC}_T)\,T\,\log n})$. Experiments on synthetic and real combinatorial problems (shortest path, influence maximization) validate the predicted scaling and indicate that low-instability regimes can arise in practice without explicit enumeration of actions.

preprint2026arXiv

The WidthWall: A Strict Expressivity Hierarchy for Hypergraph Neural Networks

Hypergraphs provide a natural framework to model higher-order interactions in scientific, social, and biological systems. Hypergraph neural networks (HGNNs) aim to learn from such data, yet it remains unclear which higher-order structures these models can represent. We show that hypergraph expressivity is governed by which small patterns an architecture can detect and count. We formalize this via homomorphism densities, which measure how often a structural motif appears in a hypergraph. Combining classical homomorphism-count completeness with invariant approximation, we show that homomorphism densities generate all continuous hypergraph invariants and organize them into a strict hierarchy indexed by hypertree width. This yields a Width Wall: a fundamental architectural limit beyond which no hidden dimension, training procedure or fixed-depth HGNN can represent invariants requiring wider patterns. Our framework provides a unified characterization of 15 HGNN architectures, precisely identifies information lost by clique expansion, and motivates density-aware models that extend expressivity beyond bounded-width message passing. We experimentally validate this finding on an APPLICATION NODE CLASSIFICATION SUITE of real-world hypergraphs, where the Width Wall predicts when graph-reduction baselines fail and when density features help.

preprint2026arXiv

Visual Aesthetic Benchmark: Can Frontier Models Judge Beauty?

Multimodal large language models (MLLMs) are now routinely deployed for visual understanding, generation, and curation. A substantial fraction of these applications require an explicit aesthetic judgment. Most existing solutions reduce this judgment to predicting a scalar score for a single image. We first ask whether such scores faithfully capture comparative preference: in a controlled study with eight expert annotators, score-derived rankings align poorly with the same annotators' direct comparisons, while direct ranking yields substantially higher inter-annotator agreement on best- and worst-image labels. Motivated by this finding, we introduce the Visual Aesthetic Benchmark (VAB), which casts aesthetic evaluation as comparative selection over candidate sets with matched subject matter. VAB contains 400 tasks and 1,195 images across fine art, photography, and illustration, with labels derived from the consensus of 10 independent expert judges per task. Evaluating 20 frontier MLLMs and six dedicated visual-quality reward models, we find that the strongest system identifies both the best and the worst image correctly across three random permutations of the candidate order in only 26.5% of tasks, far below the 68.9% achieved by human experts. Fine-tuning a 35B-parameter model on 2,000 expert examples brings its accuracy close to that of a 397B-parameter open-weight model, suggesting that the comparative signal in VAB is transferable. Together, these results expose a clear and measurable gap between current multimodal models and expert aesthetic judgment, and VAB provides the first set-based, expert-grounded testbed on which that gap can be tracked and closed.

preprint2022arXiv

Agent-Temporal Attention for Reward Redistribution in Episodic Multi-Agent Reinforcement Learning

This paper considers multi-agent reinforcement learning (MARL) tasks where agents receive a shared global reward at the end of an episode. The delayed nature of this reward affects the ability of the agents to assess the quality of their actions at intermediate time-steps. This paper focuses on developing methods to learn a temporal redistribution of the episodic reward to obtain a dense reward signal. Solving such MARL problems requires addressing two challenges: identifying (1) relative importance of states along the length of an episode (along time), and (2) relative importance of individual agents' states at any single time-step (among agents). In this paper, we introduce Agent-Temporal Attention for Reward Redistribution in Episodic Multi-Agent Reinforcement Learning (AREL) to address these two challenges. AREL uses attention mechanisms to characterize the influence of actions on state transitions along trajectories (temporal attention), and how each agent is affected by other agents at each time-step (agent attention). The redistributed rewards predicted by AREL are dense, and can be integrated with any given MARL algorithm. We evaluate AREL on challenging tasks from the Particle World environment and the StarCraft Multi-Agent Challenge. AREL results in higher rewards in Particle World, and improved win rates in StarCraft compared to three state-of-the-art reward redistribution methods. Our code is available at https://github.com/baicenxiao/AREL.

preprint2022arXiv

Game of Trojans: A Submodular Byzantine Approach

Machine learning models in the wild have been shown to be vulnerable to Trojan attacks during training. Although many detection mechanisms have been proposed, strong adaptive attackers have been shown to be effective against them. In this paper, we aim to answer the questions considering an intelligent and adaptive adversary: (i) What is the minimal amount of instances required to be Trojaned by a strong attacker? and (ii) Is it possible for such an attacker to bypass strong detection mechanisms? We provide an analytical characterization of adversarial capability and strategic interactions between the adversary and detection mechanism that take place in such models. We characterize adversary capability in terms of the fraction of the input dataset that can be embedded with a Trojan trigger. We show that the loss function has a submodular structure, which leads to the design of computationally efficient algorithms to determine this fraction with provable bounds on optimality. We propose a Submodular Trojan algorithm to determine the minimal fraction of samples to inject a Trojan trigger. To evade detection of the Trojaned model, we model strategic interactions between the adversary and Trojan detection mechanism as a two-player game. We show that the adversary wins the game with probability one, thus bypassing detection. We establish this by proving that output probability distributions of a Trojan model and a clean model are identical when following the Min-Max (MM) Trojan algorithm. We perform extensive evaluations of our algorithms on MNIST, CIFAR-10, and EuroSAT datasets. The results show that (i) with Submodular Trojan algorithm, the adversary needs to embed a Trojan trigger into a very small fraction of samples to achieve high accuracy on both Trojan and clean samples, and (ii) the MM Trojan algorithm yields a trained Trojan model that evades detection with probability 1.

preprint2022arXiv

Privacy-Preserving Reinforcement Learning Beyond Expectation

Cyber and cyber-physical systems equipped with machine learning algorithms such as autonomous cars share environments with humans. In such a setting, it is important to align system (or agent) behaviors with the preferences of one or more human users. We consider the case when an agent has to learn behaviors in an unknown environment. Our goal is to capture two defining characteristics of humans: i) a tendency to assess and quantify risk, and ii) a desire to keep decision making hidden from external parties. We incorporate cumulative prospect theory (CPT) into the objective of a reinforcement learning (RL) problem for the former. For the latter, we use differential privacy. We design an algorithm to enable an RL agent to learn policies to maximize a CPT-based objective in a privacy-preserving manner and establish guarantees on the privacy of value functions learned by the algorithm when rewards are sufficiently close. This is accomplished through adding a calibrated noise using a Gaussian process mechanism at each step. Through empirical evaluations, we highlight a privacy-utility tradeoff and demonstrate that the RL agent is able to learn behaviors that are aligned with that of a human user in the same environment in a privacy-preserving manner

preprint2022arXiv

Trojan Horse Training for Breaking Defenses against Backdoor Attacks in Deep Learning

Machine learning (ML) models that use deep neural networks are vulnerable to backdoor attacks. Such attacks involve the insertion of a (hidden) trigger by an adversary. As a consequence, any input that contains the trigger will cause the neural network to misclassify the input to a (single) target class, while classifying other inputs without a trigger correctly. ML models that contain a backdoor are called Trojan models. Backdoors can have severe consequences in safety-critical cyber and cyber physical systems when only the outputs of the model are available. Defense mechanisms have been developed and illustrated to be able to distinguish between outputs from a Trojan model and a non-Trojan model in the case of a single-target backdoor attack with accuracy > 96 percent. Understanding the limitations of a defense mechanism requires the construction of examples where the mechanism fails. Current single-target backdoor attacks require one trigger per target class. We introduce a new, more general attack that will enable a single trigger to result in misclassification to more than one target class. Such a misclassification will depend on the true (actual) class that the input belongs to. We term this category of attacks multi-target backdoor attacks. We demonstrate that a Trojan model with either a single-target or multi-target trigger can be trained so that the accuracy of a defense mechanism that seeks to distinguish between outputs coming from a Trojan and a non-Trojan model will be reduced. Our approach uses the non-Trojan model as a teacher for the Trojan model and solves a min-max optimization problem between the Trojan model and defense mechanism. Empirical evaluations demonstrate that our training procedure reduces the accuracy of a state-of-the-art defense mechanism from >96 to 0 percent.

preprint2020arXiv

Control Synthesis for Cyber-Physical Systems to Satisfy Metric Interval Temporal Logic Objectives under Timing and Actuator Attacks

This paper studies the synthesis of controllers for cyber-physical systems (CPSs) that are required to carry out complex tasks that are time-sensitive, in the presence of an adversary. The task is specified as a formula in metric interval temporal logic (MITL). The adversary is assumed to have the ability to tamper with the control input to the CPS and also manipulate timing information perceived by the CPS. In order to model the interaction between the CPS and the adversary, and also the effect of these two classes of attacks, we define an entity called a durational stochastic game (DSG). DSGs probabilistically capture transitions between states in the environment, and also the time taken for these transitions. With the policy of the defender represented as a finite state controller (FSC), we present a value-iteration based algorithm that computes an FSC that maximizes the probability of satisfying the MITL specification under the two classes of attacks. A numerical case-study on a signalized traffic network is presented to illustrate our results.

preprint2020arXiv

FRESH: Interactive Reward Shaping in High-Dimensional State Spaces using Human Feedback

Reinforcement learning has been successful in training autonomous agents to accomplish goals in complex environments. Although this has been adapted to multiple settings, including robotics and computer games, human players often find it easier to obtain higher rewards in some environments than reinforcement learning algorithms. This is especially true of high-dimensional state spaces where the reward obtained by the agent is sparse or extremely delayed. In this paper, we seek to effectively integrate feedback signals supplied by a human operator with deep reinforcement learning algorithms in high-dimensional state spaces. We call this FRESH (Feedback-based REward SHaping). During training, a human operator is presented with trajectories from a replay buffer and then provides feedback on states and actions in the trajectory. In order to generalize feedback signals provided by the human operator to previously unseen states and actions at test-time, we use a feedback neural network. We use an ensemble of neural networks with a shared network architecture to represent model uncertainty and the confidence of the neural network in its output. The output of the feedback neural network is converted to a shaping reward that is augmented to the reward provided by the environment. We evaluate our approach on the Bowling and Skiing Atari games in the arcade learning environment. Although human experts have been able to achieve high scores in these environments, state-of-the-art deep learning algorithms perform poorly. We observe that FRESH is able to achieve much higher scores than state-of-the-art deep learning algorithms in both environments. FRESH also achieves a 21.4% higher score than a human expert in Bowling and does as well as a human expert in Skiing.

preprint2020arXiv

Privacy-Preserving Resilience of Cyber-Physical Systems to Adversaries

A cyber-physical system (CPS) is expected to be resilient to more than one type of adversary. In this paper, we consider a CPS that has to satisfy a linear temporal logic (LTL) objective in the presence of two kinds of adversaries. The first adversary has the ability to tamper with inputs to the CPS to influence satisfaction of the LTL objective. The interaction of the CPS with this adversary is modeled as a stochastic game. We synthesize a controller for the CPS to maximize the probability of satisfying the LTL objective under any policy of this adversary. The second adversary is an eavesdropper who can observe labeled trajectories of the CPS generated from the previous step. It could then use this information to launch other kinds of attacks. A labeled trajectory is a sequence of labels, where a label is associated to a state and is linked to the satisfaction of the LTL objective at that state. We use differential privacy to quantify the indistinguishability between states that are related to each other when the eavesdropper sees a labeled trajectory. Two trajectories of equal length will be differentially private if they are differentially private at each state along the respective trajectories. We use a skewed Kantorovich metric to compute distances between probability distributions over states resulting from actions chosen according to policies from related states in order to quantify differential privacy. Moreover, we do this in a manner that does not affect the satisfaction probability of the LTL objective. We validate our approach on a simulation of a UAV that has to satisfy an LTL objective in an adversarial environment.

preprint2020arXiv

Safety-Critical Online Control with Adversarial Disturbances

This paper studies the control of safety-critical dynamical systems in the presence of adversarial disturbances. We seek to synthesize state-feedback controllers to minimize a cost incurred due to the disturbance, while respecting a safety constraint. The safety constraint is given by a bound on an H-inf norm, while the cost is specified as an upper bound on the H-2 norm of the system. We consider an online setting where costs at each time are revealed only after the controller at that time is chosen. We propose an iterative approach to the synthesis of the controller by solving a modified discrete-time Riccati equation. Solutions of this equation enforce the safety constraint. We compare the cost of this controller with that of the optimal controller when one has complete knowledge of disturbances and costs in hindsight. We show that the regret function, which is defined as the difference between these costs, varies logarithmically with the time horizon. We validate our approach on a process control setup that is subject to two kinds of adversarial attacks.