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Creators/Authors contains: "Kulinski, Sean"

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  1. Answering counterfactual queries has important applications such as explainability, robustness, and fairness but is challenging when the causal variables are unobserved and the observations are non-linear mixtures of these latent variables, such as pixels in images. One approach is to recover the latent Structural Causal Model (SCM), which may be infeasible in practice due to requiring strong assumptions, e.g., linearity of the causal mechanisms or perfect atomic interventions. Meanwhile, more practical ML-based approaches using naive domain translation models to generate counterfactual samples lack theoretical grounding and may construct invalid counterfactuals. In this work, we strive to strike a balance between practicality and theoretical guarantees by analyzing a specific type of causal query called domain counterfactuals, which hypothesizes what a sample would have looked like if it had been generated in a different domain (or environment). We show that recovering the latent SCM is unnecessary for estimating domain counterfactuals, thereby sidestepping some of the theoretic challenges. By assuming invertibility and sparsity of intervention, we prove domain counterfactual estimation error can be bounded by a data fit term and intervention sparsity term. Building upon our theoretical results, we develop a theoretically grounded practical algorithm that simplifies the modeling process to generative model estimation under autoregressive and shared parameter constraints that enforce intervention sparsity. Finally, we show an improvement in counterfactual estimation over baseline methods through extensive simulated and image-based experiments. 
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  2. Fine-grained visual reasoning tasks in multi-agent environments such as event prediction, agent type identification, or missing data imputation are important for multiple applications (e.g., autonomous surveillance over sensor networks and subtasks for reinforcement learning (RL)). StarCraft II game replays encode intelligent (and adversarial) multi-agent behavior and could provide a testbed for these tasks; however, extracting simple and standardized representations for prototyping these tasks is laborious and hinders reproducibility. In contrast, MNIST and CIFAR10, despite their extreme simplicity, have enabled rapid prototyping and reproducibility of ML methods. Following the simplicity of these datasets, we construct a benchmark fine-grained multi-agent categorization dataset based on StarCraft II replays that exhibit complex multi-agent behaviors, while still being as easy to use as MNIST and CIFAR10. Specifically, we carefully summarize a window of 255 consecutive game states to create 3.6 million summary images from 60,000 replays, including all relevant metadata such as game outcome and player races. We develop three formats of decreasing complexity: Hyperspectral images that include one channel for every unit type (similar to multispectral geospatial images), RGB images that mimic CIFAR10, and grayscale images that mimic MNIST. We show how this dataset can be used for prototyping fine-grained multi-agent categorization methods. All datasets, code for extraction, and code for dataset loading can be found at https://starcraftdata.davidinouye.com/.</p> 
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  3. Spatial reasoning tasks in multi-agent environments such as event prediction, agent type identification, or missing data imputation are important for multiple applications (e.g., autonomous surveillance over sensor networks and subtasks for reinforcement learning (RL)). StarCraft II game replays encode intelligent (and adversarial) multiagent behavior and could provide a testbed for these tasks; however, extracting simple and standardized representations for prototyping these tasks is laborious and hinders reproducibility. In contrast, MNIST and CIFAR10, despite their extreme simplicity, have enabled rapid prototyping and reproducibility of ML methods. Following the simplicity of these datasets, we construct a benchmark spatial reasoning dataset based on StarCraft II replays that exhibit complex multi-agent behaviors, while still being as easy to use as MNIST and CIFAR10. Specifically, we carefully summarize a window of 255 consecutive game states to create 3.6 million summary images from 60,000 replays, including all relevant metadata such as game outcome and player races. We develop three formats of decreasing complexity: Hyperspectral images that include one channel for every unit type (similar to multispectral geospatial images), RGB images that mimic CIFAR10, and grayscale images that mimic MNIST. We show how this dataset can be used for prototyping spatial reasoning methods. All datasets, code for extraction, and code for dataset loading can be found at https://starcraftdata.davidinouye.com/. 
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