Reinforcement Learning
Informing Autonomous Deception Systems with Cyber Expert Performance Data
Major, Maxine, Souza, Brian, DiVita, Joseph, Ferguson-Walter, Kimberly
The performance of artificial intelligence (AI) algorithms in practice depends on the realism and correctness of the data, models, and feedback (labels or rewards) provided to the algorithm. This paper discusses methods for improving the realism and ecological validity of AI used for autonomous cyber defense by exploring the potential to use Inverse Reinforcement Learning (IRL) to gain insight into attacker actions, utilities of those actions, and ultimately decision points which cyber deception could thwart. The Tularosa study, as one example, provides experimental data of real-world techniques and tools commonly used by attackers, from which core data vectors can be leveraged to inform an autonomous cyber defense system.
Incorporating Deception into CyberBattleSim for Autonomous Defense
Walter, Erich, Ferguson-Walter, Kimberly, Ridley, Ahmad
Cyber deception considers the human aspects of an attacker in order to impede cyber attacks and improve Deceptive elements, including honeypots and decoys, security [17], which can also translate to advantages against were incorporated into the Microsoft CyberBattleSim automated attackers. Cyber deception aims to understand and experimentation and research platform influence an attacker even after they have already infiltrated [30]. The defensive capabilities of the deceptive a network, and ultimately to delay, deter, and disrupt their elements were tested using reinforcement attack. While some ML methods for detection in cybersecurity learning based attackers in the provided capture are still working on improving true-positive/false-positive the flag environment. The attacker's progress was rates, cyber deception technologies can often naturally act found to be dependent on the number and location as a high-confidence early warning mechanism.
Phy-Q: A Benchmark for Physical Reasoning
Xue, Cheng, Pinto, Vimukthini, Gamage, Chathura, Nikonova, Ekaterina, Zhang, Peng, Renz, Jochen
Humans are well-versed in reasoning about the behaviors of physical objects when choosing actions to accomplish tasks, while it remains a major challenge for AI. To facilitate research addressing this problem, we propose a new benchmark that requires an agent to reason about physical scenarios and take an action accordingly. Inspired by the physical knowledge acquired in infancy and the capabilities required for robots to operate in real-world environments, we identify 15 essential physical scenarios. For each scenario, we create a wide variety of distinct task templates, and we ensure all the task templates within the same scenario can be solved by using one specific physical rule. By having such a design, we evaluate two distinct levels of generalization, namely the local generalization and the broad generalization. We conduct an extensive evaluation with human players, learning agents with varying input types and architectures, and heuristic agents with different strategies. The benchmark gives a Phy-Q (physical reasoning quotient) score that reflects the physical reasoning ability of the agents. Our evaluation shows that 1) all agents fail to reach human performance, and 2) learning agents, even with good local generalization ability, struggle to learn the underlying physical reasoning rules and fail to generalize broadly. We encourage the development of intelligent agents with broad generalization abilities in physical domains.
Learning to Synthesize Programs as Interpretable and Generalizable Policies
Trivedi, Dweep, Zhang, Jesse, Sun, Shao-Hua, Lim, Joseph J.
Recently, deep reinforcement learning (DRL) methods have achieved impressive performance on tasks in a variety of domains. However, neural network policies produced with DRL methods are not human-interpretable and often have difficulty generalizing to novel scenarios. To address these issues, prior works explore learning programmatic policies that are more interpretable and structured for generalization. Yet, these works either employ limited policy representations (e.g. decision trees, state machines, or predefined program templates) or require stronger supervision (e.g. input/output state pairs or expert demonstrations). We present a framework that instead learns to synthesize a program, which details the procedure to solve a task in a flexible and expressive manner, solely from reward signals. To alleviate the difficulty of learning to compose programs to induce the desired agent behavior from scratch, we propose to first learn a program embedding space that continuously parameterizes diverse behaviors in an unsupervised manner and then search over the learned program embedding space to yield a program that maximizes the return for a given task. Experimental results demonstrate that the proposed framework not only learns to reliably synthesize task-solving programs but also outperforms DRL and program synthesis baselines while producing interpretable and more generalizable policies. We also justify the necessity of the proposed two-stage learning scheme as well as analyze various methods for learning the program embedding.
Investigating Vulnerabilities of Deep Neural Policies
Reinforcement learning policies based on deep neural networks are vulnerable to imperceptible adversarial perturbations to their inputs, in much the same way as neural network image classifiers. Recent work has proposed several methods to improve the robustness of deep reinforcement learning agents to adversarial perturbations based on training in the presence of these imperceptible perturbations (i.e. adversarial training). In this paper, we study the effects of adversarial training on the neural policy learned by the agent. In particular, we follow two distinct parallel approaches to investigate the outcomes of adversarial training on deep neural policies based on worst-case distributional shift and feature sensitivity. For the first approach, we compare the Fourier spectrum of minimal perturbations computed for both adversarially trained and vanilla trained neural policies. Via experiments in the OpenAI Atari environments we show that minimal perturbations computed for adversarially trained policies are more focused on lower frequencies in the Fourier domain, indicating a higher sensitivity of these policies to low frequency perturbations. For the second approach, we propose a novel method to measure the feature sensitivities of deep neural policies and we compare these feature sensitivity differences in state-of-the-art adversarially trained deep neural policies and vanilla trained deep neural policies. We believe our results can be an initial step towards understanding the relationship between adversarial training and different notions of robustness for neural policies.
Adaptive perturbation adversarial training: based on reinforcement learning
Nie, Zhishen, Lin, Ying, Ren, Sp, Zhang, Lan
Adversarial training has become the primary method to defend against adversarial samples. However, it is hard to practically apply due to many shortcomings. One of the shortcomings of adversarial training is that it will reduce the recognition accuracy of normal samples. Adaptive perturbation adversarial training is proposed to alleviate this problem. It uses marginal adversarial samples that are close to the decision boundary but does not cross the decision boundary for adversarial training, which improves the accuracy of model recognition while maintaining the robustness of the model. However, searching for marginal adversarial samples brings additional computational costs. This paper proposes a method for finding marginal adversarial samples based on reinforcement learning, and combines it with the latest fast adversarial training technology, which effectively speeds up training process and reduces training costs.
SurRoL: An Open-source Reinforcement Learning Centered and dVRK Compatible Platform for Surgical Robot Learning
Xu, Jiaqi, Li, Bin, Lu, Bo, Liu, Yun-Hui, Dou, Qi, Heng, Pheng-Ann
Autonomous surgical execution relieves tedious routines and surgeon's fatigue. Recent learning-based methods, especially reinforcement learning (RL) based methods, achieve promising performance for dexterous manipulation, which usually requires the simulation to collect data efficiently and reduce the hardware cost. The existing learning-based simulation platforms for medical robots suffer from limited scenarios and simplified physical interactions, which degrades the real-world performance of learned policies. In this work, we designed SurRoL, an RL-centered simulation platform for surgical robot learning compatible with the da Vinci Research Kit (dVRK). The designed SurRoL integrates a user-friendly RL library for algorithm development and a real-time physics engine, which is able to support more PSM/ECM scenarios and more realistic physical interactions. Ten learning-based surgical tasks are built in the platform, which are common in the real autonomous surgical execution. We evaluate SurRoL using RL algorithms in simulation, provide in-depth analysis, deploy the trained policies on the real dVRK, and show that our SurRoL achieves better transferability in the real world.
Deep Reinforcement Learning at the Edge of the Statistical Precipice
Agarwal, Rishabh, Schwarzer, Max, Castro, Pablo Samuel, Courville, Aaron, Bellemare, Marc G.
Deep reinforcement learning (RL) algorithms are predominantly evaluated by comparing their relative performance on a large suite of tasks. Most published results on deep RL benchmarks compare point estimates of aggregate performance such as mean and median scores across tasks, ignoring the statistical uncertainty implied by the use of a finite number of training runs. Beginning with the Arcade Learning Environment (ALE), the shift towards computationally-demanding benchmarks has led to the practice of evaluating only a small number of runs per task, exacerbating the statistical uncertainty in point estimates. In this paper, we argue that reliable evaluation in the few run deep RL regime cannot ignore the uncertainty in results without running the risk of slowing down progress in the field. We illustrate this point using a case study on the Atari 100k benchmark, where we find substantial discrepancies between conclusions drawn from point estimates alone versus a more thorough statistical analysis. With the aim of increasing the field's confidence in reported results with a handful of runs, we advocate for reporting interval estimates of aggregate performance and propose performance profiles to account for the variability in results, as well as present more robust and efficient aggregate metrics, such as interquartile mean scores, to achieve small uncertainty in results. Using such statistical tools, we scrutinize performance evaluations of existing algorithms on other widely used RL benchmarks including the ALE, Procgen, and the DeepMind Control Suite, again revealing discrepancies in prior comparisons. Our findings call for a change in how we evaluate performance in deep RL, for which we present a more rigorous evaluation methodology, accompanied with an open-source library rliable, to prevent unreliable results from stagnating the field.
Autonomous Curiosity for Real-Time Training Onboard Robotic Agents
Learning requires both study and curiosity. A good learner is not only good at extracting information from the data given to it, but also skilled at finding the right new information to learn from. This is especially true when a human operator is required to provide the ground truth - such a source should only be queried sparingly. In this work, we address the problem of curiosity as it relates to online, real-time, human-in-the-loop training of an object detection algorithm onboard a robotic platform, one where motion produces new views of the subject. We propose a deep reinforcement learning approach that decides when to ask the human user for ground truth, and when to move. Through a series of experiments, we demonstrate that our agent learns a movement and request policy that is at least 3x more effective at using human user interactions to train an object detector than untrained approaches, and is generalizable to a variety of subjects and environments.
Photonic Quantum Policy Learning in OpenAI Gym
Nagy, Dániel, Tabi, Zsolt, Hága, Péter, Kallus, Zsófia, Zimborás, Zoltán
In recent years, near-term noisy intermediate scale quantum (NISQ) computing devices have become available. One of the most promising application areas to leverage such NISQ quantum computer prototypes is quantum machine learning. While quantum neural networks are widely studied for supervised learning, quantum reinforcement learning is still just an emerging field of this area. To solve a classical continuous control problem, we use a continuous-variable quantum machine learning approach. We introduce proximal policy optimization for photonic variational quantum agents and also study the effect of the data re-uploading. We present performance assessment via empirical study using Strawberry Fields, a photonic simulator Fock backend and a hybrid training framework connected to an OpenAI Gym environment and TensorFlow. For the restricted CartPole problem, the two variations of the photonic policy learning achieve comparable performance levels and a faster convergence than the baseline classical neural network of same number of trainable parameters.