<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Average Infections:
City</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Interpretable Local Tree Surrogate Policies</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>John Mern</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sidhart Krishnan</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Anil Yildiz</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kyle Hatch</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mykel J. Kochenderfer</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Aeronautics and Astronautics, Stanford University</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Department of Computer Science, Stanford University</institution>
        </aff>
      </contrib-group>
      <volume>1</volume>
      <issue>6</issue>
      <abstract>
        <p>High-dimensional policies, such as those represented by neural networks, cannot be reasonably interpreted by humans. This lack of interpretability reduces the trust users have in policy behavior, limiting their use to low-impact tasks such as video games. Unfortunately, many methods rely on neural network representations for effective learning. In this work, we propose a method to build interpretable policy trees as surrogates for policies such as neural networks. The policy trees are easily human interpretable and provide quantitative predictions of future behavior. We demonstrate the performance of this approach on several simulated tasks.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Deep reinforcement learning has achieved state of the art
performance in several challenging task domains
        <xref ref-type="bibr" rid="ref18">(Mnih
et al. 2015)</xref>
        . Much of that performance comes from the use
of highly expressive neural networks to represent policies.
Humans are generally unable to meaningfully interpret
neural network parameters, which has lead to the common view
of neural networks as “black-box” functions. Poor
interpretability often leads to a lack of trust in neural networks
and use of other more transparent, though potentially less
high-performing policy models. This is often referred to as
the performance-transparency trade-off.
      </p>
      <p>Interpretability is important for high-consequence tasks.
Domains in which neural networks have already been
applied, such as image classification, often do not require
interpretable decisions because the consequences of
mislabeling images are typically low. In many potential applications
of deep reinforcement learning, such as autonomous
vehicle control, erroneous actions may be costly and dangerous.
In these cases, greater trust in policy decisions is typically
desired before systems are deployed.</p>
      <p>Our work is motivated by tasks in which a human
interacts directly with the policy, either by approving agent
actions before they are taken or by enacting recommendations
directly. This is often referred to having a human “in the
loop”. An example is an automated cyber security incident
response system that provides recommendations to a human
analyst. In these cases, knowing the extended course of
actions before committing to the recommendation can enhance
the trust of the human operator.</p>
      <p>
        It is difficult for humans to holistically interpret models
with even a small number of interacting terms
        <xref ref-type="bibr" rid="ref11">(Lipton 2018)</xref>
        .
Neural networks commonly have several thousand
parameters and non-linear interactions, making holistic
interpretation infeasible. Some existing methods constrain neural
networks architectures and train them to learn human
interpretable features during task learning. The training and
architecture constraints, however, can degrade performance
compared to an unconstrained policy. A common approach
is to learn transparent surrogates from the original
models
        <xref ref-type="bibr" rid="ref1 ref24">(Adadi and Berrada 2018)</xref>
        . A major challenge in this
approach is balancing the fidelity of the surrogate to the
original with the interpretability of the surrogate. Surrogate
models that are generated stochastically can additionally struggle
to provide consistent representations for the same policy.
      </p>
      <p>In this work, we propose a method to develop transparent
surrogate models as local policy trees. The resulting trees
encode an intuitive plan of future actions with performance
comparable to the original policy. The proposed approach
allows users to specify tree size constraints and fidelity
targets. The method is model-agnostic, meaning that it does not
require the original policy to take any specific form. Though
this work was motivated by neural networks, the proposed
approach may be used with any baseline policy form.</p>
      <p>During execution of a tree policy, the actions taken by
an agent are guaranteed to be along one of the unique paths
from the root. Experiments on a simple grid world task
highlight the impact of algorithm parameters on tree behavior.
The experiments also show that using the trees as a
recedinghorizon policy maintains good performance relative to the
baseline model. Additional experiments on more complex
infrastructure planning and cyber-physical security domains
demonstrate the potential utility of this approach in
realworld tasks.</p>
    </sec>
    <sec id="sec-2">
      <title>Background</title>
      <p>
        Despite its importance in machine learning, there is no
precise qualitative or mathematical definition of
interpretability. In the literature, interpretability is commonly used to
describe a model with one of two characteristics. The first
is explainability, defined by
        <xref ref-type="bibr" rid="ref17">Miller (2019)</xref>
        as the degree
to which a human can understand the cause of a decision.
The second characteristic is predictability, which is defined
by
        <xref ref-type="bibr" rid="ref8">Kim, Koyejo, and Khanna (2016</xref>
        ) as the degree to which
a human can consistently predict a model’s result. In this
work, we will refer to models that are either explainable or
predictable as interpretable.
      </p>
      <p>
        Techniques for model interpretability can vary greatly. We
characterize the methods presented in this work using the
taxonomy proposed by
        <xref ref-type="bibr" rid="ref1">Adadi and Berrada (2018)</xref>
        as
modelagnostic, local surrogate methods. Model-agnostic methods
are those that may be applied to any model with the
appropriate mapping from input to output. Surrogate modeling
techniques distill the behavior of a complex baseline model
into a more transparent surrogate. Local methods provide
interpretability that is valid only in the neighborhood of a
target input point. As a result, they tend to maintain higher
fidelity to the original model in the acceptable region than
models that attempt to provide global interpretations.
      </p>
      <sec id="sec-2-1">
        <title>Markov Decision Processes</title>
        <p>
          The control tasks in this work are assumed to satisfy the
Markov assumption and may be modeled as either Markov
decision processes (MDPs) or partially observable Markov
decision processes (POMDPs). MDPs are defined by
tuples (S; A; T; r; ), where S and A are the state and
action spaces, respectively, T (s0 j s; a) is the transition model,
r(s; a; s0) is the reward function, and is a time discount
factor. POMDPs are modeled by the same tuple with the
addition of the observation space O and observation model
Z(o j s; a). A policy is a function that maps a state to an
action in MDPs or a history of observations to an action in
POMDPs. To solve a MDP is to learn the policy : S ! A
that maximizes the expected sum of discounted rewards
over all states. Learning an optimal policy is equivalent to
learning the optimal action value function
where is the optimal policy. When learning an action
value function estimator, the effective policy is
(s)
arg max Q^(s; a)
a2A
(3)
where Q^(s; a) is the learned approximator. These problems
can be solved using a variety of methods such as dynamic
programming, Monte Carlo planning, and reinforcement
learning
          <xref ref-type="bibr" rid="ref9">(Kochenderfer, Wheeler, and Wray 2022)</xref>
          .
Similarly, various function types can be used to model the policy
or value function estimator. Neural networks are commonly
used as policies for complex tasks.
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Related Work</title>
      <p>
        There has been a wealth of prior work in the field of
explainable and interpretable artificial intelligence. The book
by
        <xref ref-type="bibr" rid="ref19">Molnar (2019)</xref>
        provides an overview of model
interpretability techniques for general machine learning
methods. Methods for specific models and tasks have also been
proposed.
        <xref ref-type="bibr" rid="ref21">Puiutta and Veith (2020)</xref>
        provides a survey of
recent work in explainable reinforcement learning. The
discussion in this section is restricted to methods relevant to deep
reinforcement learning. Methods requiring domain specific
representations
        <xref ref-type="bibr" rid="ref26">(Verma et al. 2018)</xref>
        are not considered.
      </p>
      <p>
        A common technique for model-agnostic surrogate
modeling is to learn a surrogate model of an inherently
interpretable class. An useful example is locally interpretable
model-agnostic explanations (LIME)
        <xref ref-type="bibr" rid="ref22">(Ribeiro, Singh, and
Guestrin 2016)</xref>
        . LIME learns sparse linear representations
of a target policy at a specific input by training on a data
set of points near the target point. While the resulting linear
functions are interpretable, they are often not consistent and
small variations in the training data can result in drastically
different linear functions.
      </p>
      <p>
        Several methods have been proposed to distill neural
network policies to decision tree surrogates. Linear model
Utrees
        <xref ref-type="bibr" rid="ref14">(Liu et al. 2018)</xref>
        and soft decision trees
        <xref ref-type="bibr" rid="ref5">(Coppens et al.
2019)</xref>
        take similar approaches to tree representation and
learning. Decision trees are global policy representations
that map input observations to output actions by traversing a
binary tree. Actions can be partially understood by
inspecting the values at each internal node. Unfortunately, the
understanding provided by decision trees can be limited
because the mappings still pass the input observation through
several layers of affine transforms and non-linear functions.
      </p>
      <p>Structural causal models (Madumal et al. 2020) also try
to learn an inherently interpretable surrogate as a directed
acyclic graph (DAG). The learned DAG represents relations
between objects in the task environment that can be easily
understood by humans. The DAG structure, however, must
be provided for each task, and the fidelity is not assured.</p>
      <p>
        Our work proposes tree representations that provide
intuitive maps over future courses of action. When used as a
policy, the realized course of action is guaranteed to be along
the branches of the tree. In this way, the method is similar to
methods of neural network verification that seek to provide
guarantees of network outputs over a given set of inputs.
        <xref ref-type="bibr" rid="ref13">Liu
et al. (2021)</xref>
        provides an overview of verification for
general neural networks. Additional works have been proposed
specifically for verification of neural network control
policies (Sidrane et al. 2021).
      </p>
      <p>
        The methods proposed in this work also resemble
Monte Carlo tree search (MCTS) algorithms
        <xref ref-type="bibr" rid="ref10">(Kocsis and
Szepesva´ri 2006)</xref>
        . MCTS methods search for an optimal
action from a given initial state or belief by sampling
trajectories using a search policy. The result of an MCTS search is
a tree of trajectories reachable from the initial state. The tree
trajectories, however, are not limited to those reached
under a fixed policy, but rather by a non-stationary tree search
policy. The resulting tree cannot be used to interpret or
predict future policy behavior. Trees from planners using UCB
exploration
        <xref ref-type="bibr" rid="ref3">(Auer, Cesa-Bianchi, and Fischer 2002)</xref>
        tend to
grow exponentially with search depth h as O(jSjhjAjh).
      </p>
    </sec>
    <sec id="sec-4">
      <title>Proposed Method</title>
      <p>We present model-agnostic methods to represent policies
for both MDPs and POMDPs as interpretable tree policies.
Trees are inherently more interpretable than high
dimensional models like neural networks. The proposed method
uses the baseline policy to generate simulations of
trajectories reachable from a given initial state. The trajectories are
then clustered to develop a width-constrained tree that
represents the original policy with low expected return loss. The
methods assume that baseline policies return distributions
over actions or estimates of action values for a given state.
Building trees also requires a generative model of the task
environment.</p>
      <p>In addition to representing the future policy, the tree also
provides useful statistics on expected performance such as
likelihood of following each represented trajectory. The tree
may be used as a policy during task execution with
guarantees on expected behavior. We present methods to generalize
to states not seen during tree construction by using the tree
as a constraint on the baseline policy.</p>
      <sec id="sec-4-1">
        <title>Local Tree Policy</title>
        <p>Before describing the tree construction algorithm, we first
present the local tree policies that it produces. A policy tree
is a rooted polytree where nodes represent actions taken
during policy execution. An example tree policy for a
stochastic, fully observable task is shown in fig. 1. Each node of the
tree represents an action at taken at time t. The root action
of each tree is the action recommended by the policy at the
initial state. Each path from the tree root to a leaf node gives
a trajectory of actions at; at+1; : : : ; at+h that the agent may
take during policy execution up to some depth h.
Trajectories leading to terminal conditions before h steps result in
shallower tree branches.</p>
        <p>Policy trees are interpretable representations of the future
behavior of a policy that give explicit, quantitative
predictions of future trajectories. Each node provides an estimate
of the probability that the action sequence up to that node
will be taken P (a0; : : : ; at j s0; ) and estimates of the
policy value Q(s; a). Each node also contains a set of example
states or observations that would result in that action.</p>
        <p>Figure 2 provides more detailed views of the policy tree
in fig. 1. The trajectory probabilities and value estimates
shown in fig. 2a are calculated during tree construction and
may be presented for any surrogate policy. The states in
the example problem st 2 Rn are real vectors. Each node
in fig. 2b shows the mean of that node’s state values. While
the mean state value is useful for understanding this
problem, it may not be useful in all problems. For example, the
mean value may be meaningless for problems with discrete
state spaces. Methods to compactly represent a node’s set
of states or observations cannot be generally defined and
instead should be specified for each problem.</p>
        <p>
          Trees are an intuitive choice for the local surrogate model
of a control policy. Local surrogate methods seek to provide
simple approximate models that are faithful to the original
policy in a space around a target point. For control tasks,
often only predictions of future behavior are useful. Trees
provide compact surrogate models by only representing
behavior in states that are forward-reachable from the current
state. This is in contrast to methods that define local
neighborhoods by arbitrarily perturbing the initial point
          <xref ref-type="bibr" rid="ref22">(Ribeiro,
Singh, and Guestrin 2016)</xref>
          . In these cases, explanatory
capacity is wasted on unnecessary states.
        </p>
      </sec>
      <sec id="sec-4-2">
        <title>Tree Build Algorithm</title>
        <p>Trees are built by simulating multiple executions of the
baseline policy from the given initial state or belief and clustering
them into action nodes. The process is illustrated in fig. 3.
Each simulation is represented by a collection of particles
pt for each time t along the simulation trajectory. Particles
are tuples (st; rt) of the state at time t and reward received
from t 1 to t. For POMDPs, particles also record the
observation ot and belief bt.</p>
        <p>Tree construction begins by first generating a set of
particles for the initial state or belief. For the initial step, all
particles are assigned to the root action node an0, which
takes the action given by the baseline policy a0 = (s0)
for MDPs or a0 = (b0) for POMDPs. The particles are
then advanced through one simulation time step to produce
the particles for t + 1, as shown in fig. 3a. The t + 1
particles that did not enter terminal states are clustered to new
action nodes as shown in fig. 3b. This process continues
until a terminal state is encountered or a fixed depth limit is
met. Action nodes that do not have at least nmin particles
are not expanded further to limit over-fitting, where nmin is
specified by the user.</p>
        <p>The point of entry for tree construction is the BUILD
function, presented in algorithm 1 for MDPs. The initial particle
set is created and clustered into the root action node. Each
root particle for an MDP policy is initialized with the same
state s0. Each action node is a tuple (P; a; Ch), where P is
the node’s set of particles, a is the action taken from that
node, and Ch is the set of child nodes. The BUILD
function for POMDPs follows the same procedure as for MDPs,
Action: City 4
Value: -0.44
Prob: 55.2 %</p>
        <p>Action: City 5
Value: -0.43
Prob: 44.8 %
Action: City 8
Value: -0.35
Prob: 34.4 %</p>
        <p>Action: City 5
Value: -0.26
Prob: 20.8 %</p>
        <p>Action: City 1
Value: -0.26
Prob: 20.7 %</p>
        <p>Action: City 7
Value: -0.38
Prob: 24.1 %</p>
        <p>Action: City 4
Average Infections:</p>
        <p>City 1: 10.4%
City 2: 8.5%
City 3: 9.0%
City 4: 11.6%
City 5: 8.1%
City 6: 33.3%
City 7: 11.0%
City 8: 4.1%</p>
        <p>Action: City 5
Average Infections:</p>
        <p>City 1: 7.2%
City 2: 9.9%
City 3: 9.2%
City 4: 10.4%
City 5: 10.9%
City 6: 26.8%
City 7: 14.8%
City 8: 5.0%
(a)
(b)
though states and observations for the initial particle set are
sampled from the initial belief b0.</p>
        <p>Algorithm 1: Build MDP
7:
8:
9:
10:
11:
1: procedure BUILDMDP(s0, , n, dmax)
2: P ;
3: Ch ;
4: d 0
5: for i 2 1 : n
6: P P [ f(s0; 0)g
p0 (s0)
a0 arg maxa2A (s0)
root Node(P; a0; p0; Ch)
root ROLLOUT(root; ; d)
return root</p>
        <p>Particles are advanced through recursive calls to the
ROLLOUT function (algorithm 2). Each time ROLLOUT is
called from an action node an, it proceeds if the size of
the node particle set anP exceeds the minimum threshold
and the depth limit dmax has not been exceeded. If these
conditions are met, each particle is advanced by calling the
simulator GEN(s; a) using that particle’s state and the node
action. The set of new particles are then grouped into new
action nodes by the CLUSTER function. ROLLOUT is
recursively called on each new action node and the returned node
is added to the child node set anCh.</p>
        <p>The action nodes of the tree T encode a deterministic
policy for the sampled particles, T : SR ! A, where SR is the
set of states contained in the particle set. The particles are
Algorithm 2: Rollout
1: procedure ROLLOUT(an, , d)
2: if janP j nmin and d &lt; dmax
3: P ;
4: for p 2 anP
5: s ps
6: s0; o0; r0; done
7: if not done
8: p0 PARTICLE(s0; o0; r0)
9: P P [ fp0g</p>
        <p>C CLUSTER(P; )
for c 2 C
c0 ROLLOUT(c; ; d + 1)
anch anch [ fc0g
return node</p>
        <p>GEN(s; ana)
clustered into action nodes to minimize how much this
policy deviates from the baseline policy while meeting
constraints on tree size. To achieve this, we developed a
clustering algorithm that approximately solves for the optimal
clustering through recursive greedy optimization.</p>
        <p>The recursive clustering approach is presented in
algorithm 3. The algorithm progressively clusters particles into
an increasing number of nodes k until a distance measure
between the actions assigned by the tree and the baseline
policy is less than a threshold or the maximum number of
nodes cmax is exceeded.</p>
        <p>Clusters are assigned according to a greedy heuristic
process shown in algorithm 4. In this approach, the complete set
t = 1
t = 2</p>
        <p>GREEDYCLUSTER(P; k; )
k + 1</p>
        <p>or jCj cmax
of actions assigned to each particle under the baseline
policy AU is ranked according to frequency by the
UNIQUEACTIONS function. Action nodes for each of the top k
actions and all particles assigned that action by the baseline
policy are clustered. Any particles not clustered to a node at
the end of this process are assigned to the previously formed
node that minimizes the distance between that action and the
action assigned by the baseline policy.</p>
        <p>Algorithm 4: Greedy Cluster
1: procedure GREEDYCLUSTER(P , k, )
2: C ;
3: 0
4: AU UNIQUEACTIONS(P; )
5: for i 2 1 : k
6: a AU [i]
7: P A
8: C
9: P</p>
        <p>fp 2 P j arg maxa2A
fNODE(P A; a; ;)g [ C</p>
        <p>P n P A
To use the tree as a policy during task execution, it must be
able to generalize to states not encountered in the particle set
of the tree. To do this, we propose a simple method that uses
the baseline policy, constrained by the tree at each time step.
For a tree constructed for a state s0, the policy will always
take the action at the root node an0. For all remaining steps,
the policy will return
a
arg max
a02AT
(st)
where AT is the set of actions in the child set of the
preceding action node ant 1. Intuitively, the agent will take the
best action predicted by the baseline policy that is included
in the tree. Building a new tree each time a leaf state is
encountered allows the tree policies to be run in-the-loop for
long or infinite-horizon problems.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>Experiments</title>
      <p>We ran experiments to test the performance of the proposed
approach. One set of experiments are conducted on a simple
grid world task. These experiments were designed to
quantitatively measure the effect of various algorithm parameters
and environment features on tree size and performance. Two
additional experiments were run on more complex tasks that
(4)
(5)
demonstrate the utility of the approach on real-world
motivating examples. The first of these is multi-city vaccine
deployment planning. In large-scale infrastructure planning
tasks such as this, it is often necessary to have a reasonable
prediction of all steps of the plan in order to gain stakeholder
trust. The second task is a cyber security agent that provides
recommendations to a human analyst to secure a network
against attack. Interpretable policies are important for tasks
with human oversight and cooperation.</p>
      <p>
        We implemented the proposed algorithm with the distance
function defined in eq. (4) in Python. Neural network
training was done in PyTorch
        <xref ref-type="bibr" rid="ref20">(Paszke et al. 2019)</xref>
        . Source code,
full experiment descriptions, and results are available in the
Appendix.
      </p>
      <sec id="sec-5-1">
        <title>Grid World</title>
        <p>
          In the grid world task, an agent must navigate a discrete, 2D
world to reach a goal state while avoiding trap states. The
agent may take one of n total actions to move between 1 and
n
b 4 c units in any of the four cardinal directions on the grid.
The agent moves in the intended direction with probability p
and takes a random action otherwise. To incentivize solving
the problem quickly, the agent receives a cost of 1 at each
time step. The agent gets a positive reward of +10 for
reaching a goal state and a penalty of 5 for reaching a trap state.
The episode terminates when the agent reaches a goal state
or when a maximum number of steps is reached. Because we
know exact transition probabilities, we used discrete value
iteration to learn a baseline policy
          <xref ref-type="bibr" rid="ref1 ref24">(Sutton and Barto 2018)</xref>
          .
        </p>
        <p>We constructed surrogate trees from the baseline policy
using various environment and tree-build algorithm settings.
For the environment, we swept over different values of the
transition probability p and the number of actions n. For the
tree build algorithm, we varied the total number of
particles, the minimum particle count, the distance threshold ,
and the maximum leaf node depth. Only one parameter was
varied for each test, with all others held fixed. The baseline
settings for the environment were n = 4 actions and a
successful transition probability of p = 0:9. The baseline tree
build parameters are 1000 total particles, 250 minimum
particles, distance threshold of 0.01, and maximum depth of 10.</p>
        <p>To test each tree, we ran it as a policy from the initial
state until it reached a leaf node. The baseline policy was
then used to complete the episode. We tested 2,500 trees for
each parameter configuration. Select results are shown
table 1. The mean change in performance of the tree policy
relative to the baseline is shown along with one standard
error bounds. The average depth of leaf nodes is also shown,
though standard error is omitted as each had SE &lt; 0:05.</p>
        <p>From the transition probability sweep, we see that relative
performance generally improves as transition probability
increases. At p = 0:5, both policies perform very poorly and
the difference between the two is not significant as a result.
In the deterministic case, the surrogate tree perfectly
represents the baseline policy. These results suggest that surrogate
trees are better suited for tasks with low stochasticity.</p>
        <p>As we increase the number of actions, the difference in
performance between the baseline and the tree policy
decreases. The average leaf depth of the trees also decreases</p>
        <sec id="sec-5-1-1">
          <title>Parameter</title>
        </sec>
        <sec id="sec-5-1-2">
          <title>Value</title>
        </sec>
        <sec id="sec-5-1-3">
          <title>Rel Change (%) Leaf Depth</title>
        </sec>
        <sec id="sec-5-1-4">
          <title>Trans. Prob.</title>
        </sec>
        <sec id="sec-5-1-5">
          <title>No. Actions Max Depth 0.5 0.7</title>
          <p>with more actions. This likely explains the improved
performance, as shallower trees will transition back to the baseline
policy sooner in the tests. Another possible explanation is
that as the number of actions grows, the cost of taking a
suboptimal action decreases. For example, with 4 actions, if the
optimal action is not taken, then the agent moves in a
completely different direction than it should. With n &gt; 4 actions,
the agent may still move in the correct direction, though by
more or less distance than optimal.</p>
          <p>For the tree building algorithm parameters, we see that as
increases, the depth of the leaf nodes also decreases. This
is likely because higher values of leads to more
aggressive node clustering and fewer branches. Similar to the trend
observed by varying the number of actions, as the average
leaf depth decreases, relative performance increases.
Similarly, as the max depth increases, the tree is allowed to grow
deeper and the relative performance drops.</p>
        </sec>
      </sec>
      <sec id="sec-5-2">
        <title>Vaccine Planning</title>
        <p>
          In the vaccine deployment task, an agent decides the order
in which to start vaccine distributions in cities in the midst
of a pandemic outbreak. Each step, the agent picks a city
in which to start a vaccine program. The spread of the
disease is modeled as a stochastic SIRD model
          <xref ref-type="bibr" rid="ref4">(Bailey 1975)</xref>
          ,
with portions of each city population being susceptible to
infection (S), infected (I), recovered (R), or dead (D). The
n cities are modeled as a fully connected, weighted graph,
where weight wij encodes the amount of traffic between city
i and j. The state of city i changes from time t to t + 1 as
dSt(i) =
dIt(i) =
        </p>
        <p>I~t(i)St(i) t(i)St(i) + tS;(i)
I~t(i)St(i) + tS;(i) It(i)</p>
        <p>I(i)
t
dRt(i) = I(i) +
t
t(i)S(i)</p>
        <p>t
dDt(i) = I(i)
t
(6)
(7)
(8)
(9)
where , , and are the mean infection, recovery, and
death rates, respectively. The vaccination rate t(i) of city i at
time t and is equal to zero until an action is taken to deploy
a vaccination program to that city. The noise is sampled
from a zero mean Gaussian. The effective infection
exposure at city i is defined as I~(i) = Pj wij Ij , where the sum
is taken over all cities, and wii = 1. Cities with closer index
values will have higher weights, for example w12 &gt; w13.</p>
        <p>Each episode is initialized with up to 10% of each city
infected and the remainder susceptible. One city is initialized
with 25% infected. The episode concludes after five cities
have had vaccine programs started. The simulation is then
run until all cities have zero susceptible or infected
population. The reward at each time step is rt = a Pi dIt(i) +
b P dDt(i), where a and b are parameters.</p>
        <p>i</p>
        <p>
          We trained a neural network policy using double
DQN
          <xref ref-type="bibr" rid="ref25">(van Hasselt 2010)</xref>
          with n-step returns. The trained
policy achieved an average score with one standard error
bounds of 149:8 0:6 over 100 trial episodes. We built
trees for 100 random initial states with 2000 particles and a
minimum particle threshold of 250 and tested their
performance as forward policies. The trees achieved an average
score of 152:2 0:8 over the 100 trials, for an average
performance drop of 1:6%. To compare to a baseline
surrogate modeling approach, we also trained and tested a LIME
model
          <xref ref-type="bibr" rid="ref22">(Ribeiro, Singh, and Guestrin 2016)</xref>
          with 2000
samples. The LIME average score was 184:2 4:5, for an
average performance loss of 23:0%.
        </p>
        <p>The surrogate tree in fig. 2 provides an intuitive
understanding of the learned policy. In fig. 2b we can see that the
policy does not deploy vaccines to the most heavily infected
cities first. It instead prioritizes cities with larger susceptible
populations to give the vaccine time to take effect on a larger
amount of the population.</p>
      </sec>
      <sec id="sec-5-3">
        <title>Cyber Security</title>
        <p>The cyber security task requires an agent to prevent
unauthorized access to secure data server on a computer network.
The computer network is comprised of four local area
networks (LANs), each of which has a local application server
and ten workstations, and a single secure data server. The
compromise state of the network is not known may be
observed through noisy alerts generated from malware scans.
Workstations are networked to all others on their LAN and
to the LAN application server. Servers are randomly
connected in a complete graph. An attacker begins with a single
workstation compromised and takes actions to compromise
additional workstations and servers to reach the data server.</p>
        <p>
          The defender can scan all nodes on a LAN to locate
compromised nodes with probability pdetect. Compromised
nodes will also generate alerts without being scanned with
low probability. The defender can also scan and clean
individual nodes to detect and remove compromise. The reward
is zero unless the data server is compromised, in which case
a large penalty is incurred. The defender was trained using
Rainbow DQN
          <xref ref-type="bibr" rid="ref7">(Hessel et al. 2018)</xref>
          .
        </p>
        <p>Automated systems such as this are often implemented
with a human in the loop. Policies that can be more easily
Scan LAN 2
Value: -0.35
Prob: 100.0 %
Mode Observation:</p>
        <p>Alert: Host Detection
LAN: 2
IP: 192.168.2.6</p>
        <p>Clean Host (2,6)
Value: -0.25
Prob: 62.5 %</p>
        <p>Scan LAN 1
Value: -0.26
Prob: 37.5 %
interpreted are more likely to be trusted by a human operator.
A surrogate tree for the neural network is shown in fig. 4.
Unlike the baseline neural network, the policy encoded by
this tree can be easily interpreted. The agent will continually
scan LAN 1 in most cases, and will only clean a workstation
after malware has been detected.</p>
      </sec>
    </sec>
    <sec id="sec-6">
      <title>Conclusions</title>
      <p>In this work, we presented methods to construct local
surrogate policy trees from arbitrary control policies. The trees
are more interpretable than high-dimensional policies such
as neural networks and provide quantitative estimates of
future behavior. Our experiments show that, despite
truncating the set of actions that may be taken at each future time
step, the trees retain performance comparable to their
baseline policies. Experiments demonstrate the effect of various
environment and algorithm parameters on tree size and
performance in a simple grid world. Demonstrations show how
surrogate trees may be used in more complex, real-world
scenarios.</p>
      <p>
        The action node clustering presented in this work used
a heuristic search method that provided good results, but
without any optimality guarantees. Future work will look at
improved approaches to clustering, for example by using a
mixed integer program optimization. We will also explore
using the scenarios simulated to construct the tree to backup
more accurate value estimates, and refine the resulting
policy. Including empirical backups such as these may also
allow calculation of confidence intervals or bounds on policy
performance
        <xref ref-type="bibr" rid="ref16">(Mern and Kochenderfer 2021)</xref>
        .
      </p>
    </sec>
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