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 defender strategy


Design of A* based heuristic algorithm for efficient interdiction in multi-Layer networks

Samanta, Sukanya

arXiv.org Artificial Intelligence

Intercepting a criminal using limited police resources presents a significant challenge in dynamic crime environments, where the criminal's location continuously changes over time. The complexity is further heightened by the vastness of the transportation network. To tackle this problem, we propose a layered graph representation, in which each time step is associated with a duplicate of the transportation network. For any given set of attacker strategies, a near-optimal defender strategy is computed using the A-Star heuristic algorithm applied to the layered graph. The defender's goal is to maximize the probability of successful interdiction. We evaluate the performance of the proposed method by comparing it with a Mixed-Integer Linear Programming (MILP) approach used for the defender. The comparison considers both computational efficiency and solution quality. The results demonstrate that our approach effectively addresses the complexity of the problem and delivers high-quality solutions within a short computation time.


Learning Optimal Commitment to Overcome Insecurity

Avrim Blum, Nika Haghtalab, Ariel D. Procaccia

Neural Information Processing Systems

Game-theoretic algorithms for physical security have made an impressive realworld impact. These algorithms compute an optimal strategy for the defender to commit to in a Stackelberg game, where the attacker observes the defender's strategy and best-responds. In order to build the game model, though, the payoffs of potential attackers for various outcomes must be estimated; inaccurate estimates can lead to significant inefficiencies.


Optimal Defender Strategies for CAGE-2 using Causal Modeling and Tree Search

Hammar, Kim, Dhir, Neil, Stadler, Rolf

arXiv.org Artificial Intelligence

The CAGE-2 challenge is considered a standard benchmark to compare methods for autonomous cyber defense. Current state-of-the-art methods evaluated against this benchmark are based on model-free (offline) reinforcement learning, which does not provide provably optimal defender strategies. We address this limitation and present a formal (causal) model of CAGE-2 together with a method that produces a provably optimal defender strategy, which we call Causal Partially Observable Monte-Carlo Planning (C-POMCP). It has two key properties. First, it incorporates the causal structure of the target system, i.e., the causal relationships among the system variables. This structure allows for a significant reduction of the search space of defender strategies. Second, it is an online method that updates the defender strategy at each time step via tree search. Evaluations against the CAGE-2 benchmark show that C-POMCP achieves state-of-the-art performance with respect to effectiveness and is two orders of magnitude more efficient in computing time than the closest competitor method.


Solving a Stackelberg Game on Transportation Networks in a Dynamic Crime Scenario: A Mixed Approach on Multi-Layer Networks

Samanta, Sukanya, Kimura, Kei, Yokoo, Makoto

arXiv.org Artificial Intelligence

Interdicting a criminal with limited police resources is a challenging task as the criminal changes location over time. The size of the large transportation network further adds to the difficulty of this scenario. To tackle this issue, we consider the concept of a layered graph. At each time stamp, we create a copy of the entire transportation network to track the possible movements of both players, the attacker and the defenders. We consider a Stackelberg game in a dynamic crime scenario where the attacker changes location over time while the defenders attempt to interdict the attacker on his escape route. Given a set of defender strategies, the optimal attacker strategy is determined by applying Dijkstra's algorithm on the layered networks. Here, the attacker aims to minimize while the defenders aim to maximize the probability of interdiction. We develop an approximation algorithm on the layered networks to find near-optimal strategy for defenders. The efficacy of the developed approach is compared with the adopted MILP approach. We compare the results in terms of computational time and solution quality. The quality of the results demonstrates the need for the developed approach, as it effectively solves the complex problem within a short amount of time.


Learning Optimal Commitment to Overcome Insecurity

Neural Information Processing Systems

Game-theoretic algorithms for physical security have made an impressive realworld impact. These algorithms compute an optimal strategy for the defender to commit to in a Stackelberg game, where the attacker observes the defender's strategy and best-responds. In order to build the game model, though, the payoffs of potential attackers for various outcomes must be estimated; inaccurate estimates can lead to significant inefficiencies.


Scalable Learning of Intrusion Responses through Recursive Decomposition

Hammar, Kim, Stadler, Rolf

arXiv.org Artificial Intelligence

We study automated intrusion response for an IT infrastructure and formulate the interaction between an attacker and a defender as a partially observed stochastic game. To solve the game we follow an approach where attack and defense strategies co-evolve through reinforcement learning and self-play toward an equilibrium. Solutions proposed in previous work prove the feasibility of this approach for small infrastructures but do not scale to realistic scenarios due to the exponential growth in computational complexity with the infrastructure size. We address this problem by introducing a method that recursively decomposes the game into subgames which can be solved in parallel. Applying optimal stopping theory we show that the best response strategies in these subgames exhibit threshold structures, which allows us to compute them efficiently. To solve the decomposed game we introduce an algorithm called Decompositional Fictitious Self-Play (DFSP), which learns Nash equilibria through stochastic approximation. We evaluate the learned strategies in an emulation environment where real intrusions and response actions can be executed. The results show that the learned strategies approximate an equilibrium and that DFSP significantly outperforms a state-of-the-art algorithm for a realistic infrastructure configuration.


Learning Near-Optimal Intrusion Responses Against Dynamic Attackers

Hammar, Kim, Stadler, Rolf

arXiv.org Artificial Intelligence

We study automated intrusion response and formulate the interaction between an attacker and a defender as an optimal stopping game where attack and defense strategies evolve through reinforcement learning and self-play. The game-theoretic modeling enables us to find defender strategies that are effective against a dynamic attacker, i.e. an attacker that adapts its strategy in response to the defender strategy. Further, the optimal stopping formulation allows us to prove that optimal strategies have threshold properties. To obtain near-optimal defender strategies, we develop Threshold Fictitious Self-Play (T-FP), a fictitious self-play algorithm that learns Nash equilibria through stochastic approximation. We show that T-FP outperforms a state-of-the-art algorithm for our use case. The experimental part of this investigation includes two systems: a simulation system where defender strategies are incrementally learned and an emulation system where statistics are collected that drive simulation runs and where learned strategies are evaluated. We argue that this approach can produce effective defender strategies for a practical IT infrastructure.


Mitigating the Curse of Correlation in Security Games by Entropy Maximization

Xu, Haifeng, Tambe, Milind, Dughmi, Shaddin, Noronha, Venil Loyd

arXiv.org Artificial Intelligence

In Stackelberg security games, a defender seeks to randomly allocate limited security resources to protect critical targets from an attack. In this paper, we study a fundamental, yet underexplored, phenomenon in security games, which we term the \emph{Curse of Correlation} (CoC). Specifically, we observe that there are inevitable correlations among the protection status of different targets. Such correlation is a crucial concern, especially in \emph{spatio-temporal} domains like conservation area patrolling, where attackers can surveil patrollers at certain areas and then infer their patrolling routes using such correlations. To mitigate this issue, we propose to design entropy-maximizing defending strategies for spatio-temporal security games, which frequently suffer from CoC. We prove that the problem is \#P-hard in general. However, it admits efficient algorithms in well-motivated special settings. Our experiments show significant advantages of max-entropy algorithms over previous algorithms. A scalable implementation of our algorithm is currently under pre-deployment testing for integration into FAMS software to improve the scheduling of US federal air marshals.


Keeping it Real: Using Real-World Problems to Teach AI to Diverse Audiences

Sintov, Nicole (The Ohio State University) | Kar, Debarun (University of Southern California) | Nguyen, Thanh (University of Michigan) | Fang, Fei (Carnegie Mellon University) | Hoffman, Kevin (Aspire Public Schools) | Lyet, Arnaud (World Wildlife Fund) | Tambe, Milind (University of Southern California)

AI Magazine

In recent years, AI-based applications have increasingly been used in real-world domains. For example, game theory-based decision aids have been successfully deployed in various security settings to protect ports, airports, and wildlife. This article describes our unique problem-to-project educational approach that used games rooted in real-world issues to teach AI concepts to diverse audiences. Specifically, our educational program began by presenting real-world security issues, and progressively introduced complex AI concepts using lectures, interactive exercises, and ultimately hands-on games to promote learning. We describe our experience in applying this approach to several audiences, including students of an urban public high school, university undergraduates, and security domain experts who protect wildlife. We evaluated our approach based on results from the games and participant surveys.


From the Lab to the Classroom and Beyond: Extending a Game-Based Research Platform for Teaching AI to Diverse Audiences

Sintov, Nicole (University of Southern California) | Kar, Debarun (University of Southern California) | Nguyen, Thanh (University of Southern California) | Fang, Fei (University of Southern California) | Hoffman, Kevin (Aspire Public Schools) | Lyet, Arnaud (World Wildlife Fund) | Tambe, Milind (University of Southern California)

AAAI Conferences

Recent years have seen increasing interest in AI from outside the AI community. This is partly due to applications based on AI that have been used in real-world domains, for example, the successful deployment of game theory-based decision aids in security domains. This paper describes our teaching approach for introducing the AI concepts underlying security games to diverse audiences. We adapted a game-based research platform that served as a testbed for recent research advances in computational game theory into a set of interactive role-playing games. We guided learners in playing these games as part of our teaching strategy, which also included didactic instruction and interactive exercises on broader AI topics. We describe our experience in applying this teaching approach to diverse audiences, including students of an urban public high school, university undergraduates, and security domain experts who protect wildlife. We evaluate our approach based on results from the games and participant surveys.