Reinforcement Learning
BertRLFuzzer: A BERT and Reinforcement Learning Based Fuzzer
Jha, Piyush, Scott, Joseph, Ganeshna, Jaya Sriram, Singh, Mudit, Ganesh, Vijay
We present a novel tool BertRLFuzzer, a BERT and Reinforcement Learning (RL) based fuzzer aimed at finding security vulnerabilities for Web applications. BertRLFuzzer works as follows: given a set of seed inputs, the fuzzer performs grammar-adhering and attack-provoking mutation operations on them to generate candidate attack vectors. The key insight of BertRLFuzzer is the use of RL with a BERT model as an agent to guide the fuzzer to efficiently learn grammar-adhering and attack-provoking mutation operators. In order to establish the efficacy of BertRLFuzzer we compare it against a total of 13 black box and white box fuzzers over a benchmark of 9 victim websites with over 16K LOC. We observed a significant improvement relative to the nearest competing tool in terms of time to first attack (54% less), new vulnerabilities found (17 new vulnerabilities), and attack rate (4.4% more attack vectors generated).
Auto-Encoding Adversarial Imitation Learning
Zhang, Kaifeng, Zhao, Rui, Zhang, Ziming, Gao, Yang
Reinforcement learning (RL) provides a powerful framework for decision-making, but its application in practice often requires a carefully designed reward function. Adversarial Imitation Learning (AIL) sheds light on automatic policy acquisition without access to the reward signal from the environment. In this work, we propose Auto-Encoding Adversarial Imitation Learning (AEAIL), a robust and scalable AIL framework. To induce expert policies from demonstrations, AEAIL utilizes the reconstruction error of an auto-encoder as a reward signal, which provides more information for optimizing policies than the prior discriminator-based ones. Subsequently, we use the derived objective functions to train the auto-encoder and the agent policy. Experiments show that our AEAIL performs superior compared to state-of-the-art methods on both state and image based environments. More importantly, AEAIL shows much better robustness when the expert demonstrations are noisy.
Behind the Myth of Exploration in Policy Gradients
Bolland, Adrien, Lambrechts, Gaspard, Ernst, Damien
Policy-gradient algorithms are effective reinforcement learning methods for solving control problems with continuous state and action spaces. To compute near-optimal policies, it is essential in practice to include exploration terms in the learning objective. Although the effectiveness of these terms is usually justified by an intrinsic need to explore environments, we propose a novel analysis and distinguish two different implications of these techniques. First, they make it possible to smooth the learning objective and to eliminate local optima while preserving the global maximum. Second, they modify the gradient estimates, increasing the probability that the stochastic parameter update eventually provides an optimal policy. In light of these effects, we discuss and illustrate empirically exploration strategies based on entropy bonuses, highlighting their limitations and opening avenues for future works in the design and analysis of such strategies.
SERL: A Software Suite for Sample-Efficient Robotic Reinforcement Learning
Luo, Jianlan, Hu, Zheyuan, Xu, Charles, Tan, You Liang, Berg, Jacob, Sharma, Archit, Schaal, Stefan, Finn, Chelsea, Gupta, Abhishek, Levine, Sergey
In recent years, significant progress has been made in the field of robotic reinforcement learning (RL), enabling methods that handle complex image observations, train in the real world, and incorporate auxiliary data, such as demonstrations and prior experience. However, despite these advances, robotic RL remains hard to use. It is acknowledged among practitioners that the particular implementation details of these algorithms are often just as important (if not more so) for performance as the choice of algorithm. We posit that a significant challenge to widespread adoption of robotic RL, as well as further development of robotic RL methods, is the comparative inaccessibility of such methods. To address this challenge, we developed a carefully implemented library containing a sample efficient off-policy deep RL method, together with methods for computing rewards and resetting the environment, a high-quality controller for a widely-adopted robot, and a number of challenging example tasks. We provide this library as a resource for the community, describe its design choices, and present experimental results. Perhaps surprisingly, we find that our implementation can achieve very efficient learning, acquiring policies for PCB board assembly, cable routing, and object relocation between 25 to 50 minutes of training per policy on average, improving over state-of-the-art results reported for similar tasks in the literature. These policies achieve perfect or near-perfect success rates, extreme robustness even under perturbations, and exhibit emergent recovery and correction behaviors. We hope that these promising results and our high-quality open-source implementation will provide a tool for the robotics community to facilitate further developments in robotic RL. Our code, documentation, and videos can be found at https://serl-robot.github.io/
A Reinforcement Learning Based Controller to Minimize Forces on the Crutches of a Lower-Limb Exoskeleton
Utku, Aydin Emre, Ada, Suzan Ece, Hatipoglu, Muhammet, Derman, Mustafa, Ugur, Emre, Samur, Evren
Metabolic energy consumption of a powered lower-limb exoskeleton user mainly comes from the upper body effort since the lower body is considered to be passive. However, the upper body effort of the users is largely ignored in the literature when designing motion controllers. In this work, we use deep reinforcement learning to develop a locomotion controller that minimizes ground reaction forces (GRF) on crutches. The rationale for minimizing GRF is to reduce the upper body effort of the user. Accordingly, we design a model and a learning framework for a human-exoskeleton system with crutches. We formulate a reward function to encourage the forward displacement of a human-exoskeleton system while satisfying the predetermined constraints of a physical robot. We evaluate our new framework using Proximal Policy Optimization, a state-of-the-art deep reinforcement learning (RL) method, on the MuJoCo physics simulator with different hyperparameters and network architectures over multiple trials. We empirically show that our learning model can generate joint torques based on the joint angle, velocities, and the GRF on the feet and crutch tips. The resulting exoskeleton model can directly generate joint torques from states in line with the RL framework. Finally, we empirically show that policy trained using our method can generate a gait with a 35% reduction in GRF with respect to the baseline.
Decentralized Covert Routing in Heterogeneous Networks Using Reinforcement Learning
Kong, Justin, Moore, Terrence J., Dagefu, Fikadu T.
This letter investigates covert routing communications in a heterogeneous network where a source transmits confidential data to a destination with the aid of relaying nodes where each transmitter judiciously chooses one modality among multiple communication modalities. We develop a novel reinforcement learning-based covert routing algorithm that finds a route from the source to the destination where each node identifies its next hop and modality only based on the local feedback information received from its neighboring nodes. We show based on numerical simulations that the proposed covert routing strategy has only negligible performance loss compared to the optimal centralized routing scheme.
Control in Stochastic Environment with Delays: A Model-based Reinforcement Learning Approach
Yao, Zhiyuan, Florescu, Ionut, Lee, Chihoon
In this paper we are introducing a new reinforcement learning method for control problems in environments with delayed feedback. Specifically, our method employs stochastic planning, versus previous methods that used deterministic planning. This allows us to embed risk preference in the policy optimization problem. We show that this formulation can recover the optimal policy for problems with deterministic transitions. We contrast our policy with two prior methods from literature. We apply the methodology to simple tasks to understand its features. Then, we compare the performance of the methods in controlling multiple Atari games.
Vertical Symbolic Regression via Deep Policy Gradient
Jiang, Nan, Nasim, Md, Xue, Yexiang
Vertical Symbolic Regression (VSR) recently has been proposed to expedite the discovery of symbolic equations with many independent variables from experimental data. VSR reduces the search spaces following the vertical discovery path by building from reduced-form equations involving a subset of independent variables to full-fledged ones. Proved successful by many symbolic regressors, deep neural networks are expected to further scale up VSR. Nevertheless, directly combining VSR with deep neural networks will result in difficulty in passing gradients and other engineering issues. We propose Vertical Symbolic Regression using Deep Policy Gradient (VSR-DPG) and demonstrate that VSR-DPG can recover ground-truth equations involving multiple input variables, significantly beyond both deep reinforcement learning-based approaches and previous VSR variants. Our VSR-DPG models symbolic regression as a sequential decision-making process, in which equations are built from repeated applications of grammar rules. The integrated deep model is trained to maximize a policy gradient objective. Experimental results demonstrate that our VSR-DPG significantly outperforms popular baselines in identifying both algebraic equations and ordinary differential equations on a series of benchmarks.
Nash Soft Actor-Critic LEO Satellite Handover Management Algorithm for Flying Vehicles
Chen, Jinxuan, Ozger, Mustafa, Cavdar, Cicek
Compared with the terrestrial networks (TN), which can only support limited coverage areas, low-earth orbit (LEO) satellites can provide seamless global coverage and high survivability in case of emergencies. Nevertheless, the swift movement of the LEO satellites poses a challenge: frequent handovers are inevitable, compromising the quality of service (QoS) of users and leading to discontinuous connectivity. Moreover, considering LEO satellite connectivity for different flying vehicles (FVs) when coexisting with ground terminals, an efficient satellite handover decision control and mobility management strategy is required to reduce the number of handovers and allocate resources that align with different users' requirements. In this paper, a novel distributed satellite handover strategy based on Multi-Agent Reinforcement Learning (MARL) and game theory named Nash-SAC has been proposed to solve these problems. From the simulation results, the Nash-SAC-based handover strategy can effectively reduce the handovers by over 16 percent and the blocking rate by over 18 percent, outperforming local benchmarks such as traditional Q-learning. It also greatly improves the network utility used to quantify the performance of the whole system by up to 48 percent and caters to different users requirements, providing reliable and robust connectivity for both FVs and ground terminals.
Scheduled Curiosity-Deep Dyna-Q: Efficient Exploration for Dialog Policy Learning
Niu, Xuecheng, Ito, Akinori, Nose, Takashi
Training task-oriented dialog agents based on reinforcement learning is time-consuming and requires a large number of interactions with real users. How to grasp dialog policy within limited dialog experiences remains an obstacle that makes the agent training process less efficient. In addition, most previous frameworks start training by randomly choosing training samples, which differs from the human learning method and hurts the efficiency and stability of training. Therefore, we propose Scheduled Curiosity-Deep Dyna-Q (SC-DDQ), a curiosity-driven curriculum learning framework based on a state-of-the-art model-based reinforcement learning dialog model, Deep Dyna-Q (DDQ). Furthermore, we designed learning schedules for SC-DDQ and DDQ, respectively, following two opposite training strategies: classic curriculum learning and its reverse version. Our results show that by introducing scheduled learning and curiosity, the new framework leads to a significant improvement over the DDQ and Deep Q-learning(DQN). Surprisingly, we found that traditional curriculum learning was not always effective. Specifically, according to the experimental results, the easy-first and difficult-first strategies are more suitable for SC-DDQ and DDQ. To analyze our results, we adopted the entropy of sampled actions to depict action exploration and found that training strategies with high entropy in the first stage and low entropy in the last stage lead to better performance.