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Attack Graph Obfuscation

arXiv.org Artificial Intelligence

Before executing an attack, adversaries usually explore the victim's network in an attempt to infer the network topology and identify vulnerabilities in the victim's servers and personal computers. Falsifying the information collected by the adversary post penetration may significantly slower lateral movement and increase the amount of noise generated within the victim's network. We investigate the effect of fake vulnerabilities within a real enterprise network on the attacker performance. We use the attack graphs to model the path of an attacker making its way towards a target in a given network. We use combinatorial optimization in order to find the optimal assignments of fake vulnerabilities. We demonstrate the feasibility of our deception-based defense by presenting results of experiments with a large scale real network. We show that adding fake vulnerabilities forces the adversary to invest a significant amount of effort, in terms of time and exploitability cost.


Learning a Lattice Planner Control Set for Autonomous Vehicles

arXiv.org Artificial Intelligence

In this paper, we introduce a method to compute a sparse lattice planner control set that is suited to a particular task by learning from a representative dataset of vehicle paths. To do this, we use a scoring measure similar to the Fr\'echet distance and propose an algorithm for evaluating a given control set according to the scoring measure. Control actions are then selected from a dense control set according to an objective function that rewards improvements in matching the dataset while also encouraging sparsity. This method is evaluated across several experiments involving real and synthetic datasets, and it is shown to generate smaller control sets when compared to the previous state-of-the-art lattice control set computation technique, with these smaller control sets maintaining a high degree of manoeuvrability in the required task. This results in a planning time speedup of up to 4.31x when using the learned control set over the state-of-the-art computed control set. In addition, we show the learned control sets are better able to capture the driving style of the dataset in terms of path curvature.


PDP: A General Neural Framework for Learning Constraint Satisfaction Solvers

arXiv.org Machine Learning

There have been recent efforts for incorporating Graph Neural Network models for learning full-stack solvers for constraint satisfaction problems (CSP) and particularly Boolean satisfiability (SAT). Despite the unique representational power of these neural embedding models, it is not clear how the search strategy in the learned models actually works. On the other hand, by fixing the search strategy (e.g. greedy search), we would effectively deprive the neural models of learning better strategies than those given. In this paper, we propose a generic neural framework for learning CSP solvers that can be described in terms of probabilistic inference and yet learn search strategies beyond greedy search. Our framework is based on the idea of propagation, decimation and prediction (and hence the name PDP) in graphical models, and can be trained directly toward solving CSP in a fully unsupervised manner via energy minimization, as shown in the paper. Our experimental results demonstrate the effectiveness of our framework for SAT solving compared to both neural and the state-of-the-art baselines.


The Regretful Agent: Heuristic-Aided Navigation through Progress Estimation

arXiv.org Artificial Intelligence

As deep learning continues to make progress for challenging perception tasks, there is increased interest in combining vision, language, and decision-making. Specifically, the Vision and Language Navigation (VLN) task involves navigating to a goal purely from language instructions and visual information without explicit knowledge of the goal. Recent successful approaches have made in-roads in achieving good success rates for this task but rely on beam search, which thoroughly explores a large number of trajectories and is unrealistic for applications such as robotics. In this paper, inspired by the intuition of viewing the problem as search on a navigation graph, we propose to use a progress monitor developed in prior work as a learnable heuristic for search. We then propose two modules incorporated into an end-to-end architecture: 1) A learned mechanism to perform backtracking, which decides whether to continue moving forward or roll back to a previous state (Regret Module) and 2) A mechanism to help the agent decide which direction to go next by showing directions that are visited and their associated progress estimate (Progress Marker). Combined, the proposed approach significantly outperforms current state-of-the-art methods using greedy action selection, with 5% absolute improvement on the test server in success rates, and more importantly 8% on success rates normalized by the path length. Our code is available at https://github.com/chihyaoma/regretful-agent .


Coloring Big Graphs with AlphaGoZero

arXiv.org Artificial Intelligence

We show that recent innovations in deep reinforcement learning can effectively color very large graphs -- a well-known NP-hard problem with clear commercial applications. Because the Monte Carlo Tree Search with Upper Confidence Bound algorithm used in AlphaGoZero can improve the performance of a given heuristic, our approach allows deep neural networks trained using high performance computing (HPC) technologies to transform computation into improved heuristics with zero prior knowledge. Key to our approach is the introduction of a novel deep neural network architecture (FastColorNet) that has access to the full graph context and requires $O(V)$ time and space to color a graph with $V$ vertices, which enables scaling to very large graphs that arise in real applications like parallel computing, compilers, numerical solvers, and design automation, among others. As a result, we are able to learn new state of the art heuristics for graph coloring.


Polynomial-time Algorithms for Combinatorial Pure Exploration with Full-bandit Feedback

arXiv.org Machine Learning

We study the problem of stochastic combinatorial pure exploration (CPE), where an agent sequentially pulls a set of single arms (a.k.a. a super arm) and tries to find the best super arm. Among a variety of problem settings of the CPE, we focus on the full-bandit setting, where we cannot observe the reward of each single arm, but only the sum of the rewards. Although we can regard the CPE with full-bandit feedback as a special case of pure exploration in linear bandits, an approach based on linear bandits is not computationally feasible since the number of super arms may be exponential. In this paper, we first propose a polynomial-time bandit algorithm for the CPE under general combinatorial constraints and provide an upper bound of the sample complexity. Second, we design an approximation algorithm for the 0-1 quadratic maximization problem, which arises in many bandit algorithms with confidence ellipsoids. Based on our approximation algorithm, we propose novel bandit algorithms for the top-k selection problem, and prove that our algorithms run in polynomial time. Finally, we conduct experiments on synthetic and real-world datasets, and confirm the validity of our theoretical analysis in terms of both the computation time and the sample complexity.


Real-time tree search with pessimistic scenarios

arXiv.org Artificial Intelligence

Autonomous agents, such as self-driving cars and drones, need to make decisions in real time, which is particularly important but difficult in critical situations for example to avoid collisions. Such decisions often need to be made in a sequential manner to achieve the eventual goal (e.g., avoiding collisions and recovering to safe conditions), under partially observable environment, and by taking into account how other agents behave. Towards this far-reaching goal of realizing such autonomous agents, we propose practical techniques of sequential decision making in real time and demonstrate their effectiveness in Pommerman, a multi-agent environment that has been used in one of the competitions held at the Thirty-second Conference on Neural Information Processing Systems (NeurIPS 2018) on Dec. 8, 2018 Resnick et al. [2018a]. The techniques that we propose in this paper have been used in the Pommerman agents (HakozakiJunctions and dypm-final) who have won the first and third places in the competition. In Pommerman, a team of two agents competes against another team of two agents on a board of 11 11 grids (see Figure 1 (a) for an initial configuration of the board). Each agent can observe only a limited area of the board, and the agents cannot communicate with each other. The goal of a team is to knock down all of the opponents. Towards this goal, the agents place bombs to destroy wooden walls and collect power-up items that might appear from those wooden walls, while avoiding flames and attacking opponents. See Figure 1 (b) for an example of the board in the middle of the game.


Grammar Based Directed Testing of Machine Learning Systems

arXiv.org Artificial Intelligence

The massive progress of machine learning has seen its application over a variety of domains in the past decade. But how do we develop a systematic, scalable and modular strategy to validate machine-learning systems? We present, to the best of our knowledge, the first approach, which provides a systematic test framework for machine-learning systems that accepts grammar-based inputs. Our OGMA approach automatically discovers erroneous behaviours in classifiers and leverages these erroneous behaviours to improve the respective models. OGMA leverages inherent robustness properties present in any well trained machine-learning model to direct test generation and thus, implementing a scalable test generation methodology. To evaluate our OGMA approach, we have tested it on three real world natural language processing (NLP) classifiers. We have found thousands of erroneous behaviours in these systems. We also compare OGMA with a random test generation approach and observe that OGMA is more effective than such random test generation by up to 489%.


Multiscale Gaussian Process Level Set Estimation

arXiv.org Machine Learning

In this paper, the problem of estimating the level set of a black-box function from noisy and expensive evaluation queries is considered. A new algorithm for this problem in the Bayesian framework with a Gaussian Process (GP) prior is proposed. The proposed algorithm employs a hierarchical sequence of partitions to explore different regions of the search space at varying levels of detail depending upon their proximity to the level set boundary. It is shown that this approach results in the algorithm having a low complexity implementation whose computational cost is significantly smaller than the existing algorithms for higher dimensional search space $\X$. Furthermore, high probability bounds on a measure of discrepancy between the estimated level set and the true level set for the the proposed algorithm are obtained, which are shown to be strictly better than the existing guarantees for a large class of GPs. In the process, a tighter characterization of the information gain of the proposed algorithm is obtained which takes into account the structured nature of the evaluation points. This approach improves upon the existing technique of bounding the information gain with maximum information gain.


Similarity Measures based on Local Game Trees

arXiv.org Artificial Intelligence

We study strategic similarity of game positions in Contribution We study similarity of game positions in two-player extensive games of perfect information, two-player, deterministic games of perfect information, by by looking at the structure of their local game trees, looking at the structure of their local game trees, working with the aim of improving the performance of game with the set of possible moves from each position. We introduce playing agents in detecting forcing continuations.