Reinforcement Learning
Developing Optimal Causal Cyber-Defence Agents via Cyber Security Simulation
Andrew, Alex, Spillard, Sam, Collyer, Joshua, Dhir, Neil
In this paper we explore cyber security defence, through the unification of a novel cyber security simulator with models for (causal) decision-making through optimisation. Particular attention is paid to a recently published approach: dynamic causal Bayesian optimisation (DCBO). We propose that DCBO can act as a blue agent when provided with a view of a simulated network and a causal model of how a red agent spreads within that network. To investigate how DCBO can perform optimal interventions on host nodes, in order to reduce the cost of intrusions caused by the red agent. Through this we demonstrate a complete cyber-simulation system, which we use to generate observational data for DCBO and provide numerical quantitative results which lay the foundations for future work in this space.
Learning to Generalize with Object-centric Agents in the Open World Survival Game Crafter
Stanić, Aleksandar, Tang, Yujin, Ha, David, Schmidhuber, Jürgen
Reinforcement learning agents must generalize beyond their training experience. Prior work has focused mostly on identical training and evaluation environments. Starting from the recently introduced Crafter benchmark, a 2D open world survival game, we introduce a new set of environments suitable for evaluating some agent's ability to generalize on previously unseen (numbers of) objects and to adapt quickly (meta-learning). In Crafter, the agents are evaluated by the number of unlocked achievements (such as collecting resources) when trained for 1M steps. We show that current agents struggle to generalize, and introduce novel object-centric agents that improve over strong baselines. We also provide critical insights of general interest for future work on Crafter through several experiments. We show that careful hyper-parameter tuning improves the PPO baseline agent by a large margin and that even feedforward agents can unlock almost all achievements by relying on the inventory display. We achieve new state-of-the-art performance on the original Crafter environment. Additionally, when trained beyond 1M steps, our tuned agents can unlock almost all achievements. We show that the recurrent PPO agents improve over feedforward ones, even with the inventory information removed. We introduce CrafterOOD, a set of 15 new environments that evaluate OOD generalization. On CrafterOOD, we show that the current agents fail to generalize, whereas our novel object-centric agents achieve state-of-the-art OOD generalization while also being interpretable. Our code is public.
A Cooperation Graph Approach for Multiagent Sparse Reward Reinforcement Learning
Fu, Qingxu, Qiu, Tenghai, Pu, Zhiqiang, Yi, Jianqiang, Yuan, Wanmai
Multiagent reinforcement learning (MARL) can solve complex cooperative tasks. However, the efficiency of existing MARL methods relies heavily on well-defined reward functions. Multiagent tasks with sparse reward feedback are especially challenging not only because of the credit distribution problem, but also due to the low probability of obtaining positive reward feedback. In this paper, we design a graph network called Cooperation Graph (CG). The Cooperation Graph is the combination of two simple bipartite graphs, namely, the Agent Clustering subgraph (ACG) and the Cluster Designating subgraph (CDG). Next, based on this novel graph structure, we propose a Cooperation Graph Multiagent Reinforcement Learning (CG-MARL) algorithm, which can efficiently deal with the sparse reward problem in multiagent tasks. In CG-MARL, agents are directly controlled by the Cooperation Graph. And a policy neural network is trained to manipulate this Cooperation Graph, guiding agents to achieve cooperation in an implicit way. This hierarchical feature of CG-MARL provides space for customized cluster-actions, an extensible interface for introducing fundamental cooperation knowledge. In experiments, CG-MARL shows state-of-the-art performance in sparse reward multiagent benchmarks, including the anti-invasion interception task and the multi-cargo delivery task.
Multi-agent Databases via Independent Learning
Zhang, Chi, Papaemmanouil, Olga, Hanna, Josiah P., Akella, Aditya
Machine learning is rapidly being used in database research to improve the effectiveness of numerous tasks included but not limited to query optimization, workload scheduling, physical design, etc. Currently, the research focus has been on replacing a single database component responsible for one task by its learning-based counterpart. However, query performance is not simply determined by the performance of a single component, but by the cooperation of multiple ones. As such, learning based database components need to collaborate during both training and execution in order to develop policies that meet end performance goals. Thus, the paper attempts to address the question "Is it possible to design a database consisting of various learned components that cooperatively work to improve end-to-end query latency?". To answer this question, we introduce MADB (Multi-Agent DB), a proof-of-concept system that incorporates a learned query scheduler and a learned query optimizer. MADB leverages a cooperative multi-agent reinforcement learning approach that allows the two components to exchange the context of their decisions with each other and collaboratively work towards reducing the query latency. Preliminary results demonstrate that MADB can outperform the non-cooperative integration of learned components.
Edge-centric Optimization of Multi-modal ML-driven eHealth Applications
Kanduri, Anil, Shahhosseini, Sina, Naeini, Emad Kasaeyan, Alikhani, Hamidreza, Liljeberg, Pasi, Dutt, Nikil, Rahmani, Amir M.
Smart eHealth applications deliver personalized and preventive digital healthcare services to clients through remote sensing, continuous monitoring, and data analytics. Smart eHealth applications sense input data from multiple modalities, transmit the data to edge and/or cloud nodes, and process the data with compute intensive machine learning (ML) algorithms. Run-time variations with continuous stream of noisy input data, unreliable network connection, computational requirements of ML algorithms, and choice of compute placement among sensor-edge-cloud layers affect the efficiency of ML-driven eHealth applications. In this chapter, we present edge-centric techniques for optimized compute placement, exploration of accuracy-performance trade-offs, and cross-layered sense-compute co-optimization for ML-driven eHealth applications. We demonstrate the practical use cases of smart eHealth applications in everyday settings, through a sensor-edge-cloud framework for an objective pain assessment case study.
Impact Makes a Sound and Sound Makes an Impact: Sound Guides Representations and Explorations
Zhao, Xufeng, Weber, Cornelius, Hafez, Muhammad Burhan, Wermter, Stefan
Sounds are generally much more distinctive compared Research in the field of neuroscience shows that with multiple with visual events. For some specific tasks related to physical cues from a diverse range of sensory modalities comes properties estimation, the sound alone is reliable to guide enhanced behavioral performance towards faster response, a robot and measure its performance [12]. For others, it more accurate movement, and a better sense of stimulus [1]. may be informative but not sufficient, e.g., a classification When presented with multiple modalities, e.g., a combination of objects that share common auditory properties [13], or of auditory, haptic, and visual perception, an observer will precise control of a water-pouring robot [14]. In this case, make the assumption of unity that decides whether the sounds are supposed to fuse with other sensory inputs to multimodal information originates from a common source or present a much more robust description of states, or to from some separated objects and events [2]. The perception scaffold the agent's exploration. of unity arises when the perceiver assumes that a physical There are more chances that sound is abundantly distributed event is redundantly expressed and sensed across diverse while hardly considered for general manipulations modalities, and decisions are commonly made based on the due to the facts that 1) vision is content-rich and is thus temporal and spatial consistency of information [3], or on sufficient for traditional planning-based robots so the sound semantic congruence factors [1].
Improving Personalised Physical Activity Recommendation on the mHealth Information Service Using Deep Reinforcement Learning
Fang, Ji, Lee, Vincent CS, Wang, Haiyan
Recently has seen the growth in the use of mobile health (mHealth) information services, which have rich guides on improving physical activity. These rich guides evolved from the consideration of various personal behavioural factors, which often deviate from the user's health conditions. The behavioural factors include changing fitness preferences, adherence issues, and uncertainty about future fitness outcomes, which may all lead to a decline in the quality of the mHealth information services. Many of these mHealth information services provide limited fitness guidance owing to the dynamics of the user's health conditions. This paper seeks an adaptive method using deep reinforcement learning to make personalised physical activity recommendations, which is learnt from retrospective physical activity data and can simulate realistic behaviour trajectories. We construct a real-time interaction model for the mHealth information service system based on scientific knowledge about physical activity to evaluate its exercise performance. The physical activity performance evaluation model is used to find the optimal exercise intensity considering the fitness and fatigue effects to avoid the lack of exercise or overload. The short-term activity plans are made using deep reinforcement learning and personal health conditions that change over time. Using this method, we can dynamically update the physical activity recommendation policy in accordance with the real implementation behaviour. Our DRL-based recommender policy was validated by comparison to other benchmark policies. Experimental results show that this adaptive learning algorithm can improve recommendation performance over 4.13 percent.
Using Cyber Terrain in Reinforcement Learning for Penetration Testing
Gangupantulu, Rohit, Cody, Tyler, Park, Paul, Rahman, Abdul, Eisenbeiser, Logan, Radke, Dan, Clark, Ryan
Reinforcement learning (RL) has been applied to attack graphs for penetration testing, however, trained agents do not reflect reality because the attack graphs lack operational nuances typically captured within the intelligence preparation of the battlefield (IPB) that include notions of (cyber) terrain. In particular, current practice constructs attack graphs exclusively using the Common Vulnerability Scoring System (CVSS) and its components. We present methods for constructing attack graphs using notions from IPB on cyber terrain analysis of obstacles, avenues of approach, key terrain, observation and fields of fire, and cover and concealment. We demonstrate our methods on an example where firewalls are treated as obstacles and represented in (1) the reward space and (2) the state dynamics. We show that terrain analysis can be used to bring realism to attack graphs for RL.
FedDRL: Deep Reinforcement Learning-based Adaptive Aggregation for Non-IID Data in Federated Learning
Nguyen, Nang Hung, Nguyen, Phi Le, Nguyen, Duc Long, Nguyen, Trung Thanh, Nguyen, Thuy Dung, Pham, Huy Hieu, Nguyen, Truong Thao
The uneven distribution of local data across different edge devices (clients) results in slow model training and accuracy reduction in federated learning. Naive federated learning (FL) strategy and most alternative solutions attempted to achieve more fairness by weighted aggregating deep learning models across clients. This work introduces a novel non-IID type encountered in real-world datasets, namely cluster-skew, in which groups of clients have local data with similar distributions, causing the global model to converge to an over-fitted solution. To deal with non-IID data, particularly the cluster-skewed data, we propose FedDRL, a novel FL model that employs deep reinforcement learning to adaptively determine each client's impact factor (which will be used as the weights in the aggregation process). Extensive experiments on a suite of federated datasets confirm that the proposed FedDRL improves favorably against FedAvg and FedProx methods, e.g., up to 4.05% and 2.17% on average for the CIFAR-100 dataset, respectively.
Towards Augmented Microscopy with Reinforcement Learning-Enhanced Workflows
Xu, Michael, Kumar, Abinash, LeBeau, James M.
Here, we report a case study implementation of reinforcement learning (RL) to automate operations in the scanning transmission electron microscopy (STEM) workflow. To do so, we design a virtual, prototypical RL environment to test and develop a network to autonomously align the electron beam without prior knowledge. Using this simulator, we evaluate the impact of environment design and algorithm hyperparameters on alignment accuracy and learning convergence, showing robust convergence across a wide hyperparameter space. Additionally, we deploy a successful model on the microscope to validate the approach and demonstrate the value of designing appropriate virtual environments. Consistent with simulated results, the on-microscope RL model achieves convergence to the goal alignment after minimal training. Overall, the results highlight that by taking advantage of RL, microscope operations can be automated without the need for extensive algorithm design, taking another step towards augmenting electron microscopy with machine learning methods.