The security of Deep Reinforcement Learning (Deep RL) algorithms deployed in real life applications are of a primary concern. In particular, the robustness of RL agents in cyber-physical systems against adversarial attacks are especially vital since the cost of a malevolent intrusions can be extremely high. Studies have shown Deep Neural Networks (DNN), which forms the core decision-making unit in most modern RL algorithms, are easily subjected to adversarial attacks. Hence, it is imperative that RL agents deployed in real-life applications have the capability to detect and mitigate adversarial attacks in an online fashion. An example of such a framework is the Meta-Learned Advantage Hierarchy (MLAH) agent that utilizes a meta-learning framework to learn policies robustly online. Since the mechanism of this framework are still not fully explored, we conducted multiple experiments to better understand the framework's capabilities and limitations. Our results shows that the MLAH agent exhibits interesting coping behaviors when subjected to different adversarial attacks to maintain a nominal reward. Additionally, the framework exhibits a hierarchical coping capability, based on the adaptability of the Master policy and sub-policies themselves. From empirical results, we also observed that as the interval of adversarial attacks increase, the MLAH agent can maintain a higher distribution of rewards, though at the cost of higher instabilities.
Furthermore, @cite_0 proposed an algorithm that detects the presence of adversaries by observing the advantages of sub-policies using a hierarchical framework. Using the proposed algorithm, the results suggested that the learned bias of the RL agent is greatly reduced under adversarial conditions and a robust policy can be learnt while in the presence of unknown adversaries. Leveraging this existing framework, we further explore the viability of using it as a defensive framework.
@cite_0
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The growing prospect of deep reinforcement learning (DRL) being used in cyber-physical systems has raised concerns around safety and robustness of autonomous agents. Recent work on generating adversarial attacks have shown that it is computationally feasible for a bad actor to fool a DRL policy into behaving sub optimally. Although certain adversarial attacks with specific attack models have been addressed, most studies are only interested in off-line optimization in the data space (e.g., example fitting, distillation). This paper introduces a Meta-Learned Advantage Hierarchy (MLAH) framework that is attack model-agnostic and more suited to reinforcement learning, via handling the attacks in the decision space (as opposed to data space) and directly mitigating learned bias introduced by the adversary. In MLAH, we learn separate sub-policies (nominal and adversarial) in an online manner, as guided by a supervisory master agent that detects the presence of the adversary by leveraging the advantage function for the sub-policies. We demonstrate that the proposed algorithm enables policy learning with significantly lower bias as compared to the state-of-the-art policy learning approaches even in the presence of heavy state information attacks. We present algorithm analysis and simulation results using popular OpenAI Gym environments. In this paper, we describe a method to represent and discover adversarial group behavior in a continuous domain. In comparison to other types of behavior, adversarial behavior is heavily structured as the location of a player (or agent) is dependent both on their teammates and adversaries, in addition to the tactics or strategies of the team. We present a method which can exploit this relationship through the use of a spatiotemporal basis model. As players constantly change roles during a match, we show that employing a "role-based" representation instead of one based on player "identity" can best exploit the playing structure. As vision-based systems currently do not provide perfect detection tracking (e.g. missed or false detections), we show that our compact representation can effectively "denoise" erroneous detections as well as enabling temporal analysis, which was previously prohibitive due to the dimensionality of the signal. To evaluate our approach, we used a fully instrumented field-hockey pitch with 8 fixed high-definition (HD) cameras and evaluated our approach on approximately 200,000 frames of data from a state-of-the-art real-time player detector and compare it to manually labelled data. We introduce an approach for deep reinforcement learning (RL) that improves upon the efficiency, generalization capacity, and interpretability of conventional approaches through structured perception and relational reasoning. It uses self-attention to iteratively reason about the relations between entities in a scene and to guide a model-free policy. Our results show that in a novel navigation and planning task called Box-World, our agent finds interpretable solutions that improve upon baselines in terms of sample complexity, ability to generalize to more complex scenes than experienced during training, and overall performance. In the StarCraft II Learning Environment, our agent achieves state-of-the-art performance on six mini-games -- surpassing human grandmaster performance on four. By considering architectural inductive biases, our work opens new directions for overcoming important, but stubborn, challenges in deep RL. We introduce two tactics to attack agents trained by deep reinforcement learning algorithms using adversarial examples, namely the strategically-timed attack and the enchanting attack. In the strategically-timed attack, the adversary aims at minimizing the agent's reward by only attacking the agent at a small subset of time steps in an episode. Limiting the attack activity to this subset helps prevent detection of the attack by the agent. We propose a novel method to determine when an adversarial example should be crafted and applied. In the enchanting attack, the adversary aims at luring the agent to a designated target state. This is achieved by combining a generative model and a planning algorithm: while the generative model predicts the future states, the planning algorithm generates a preferred sequence of actions for luring the agent. A sequence of adversarial examples is then crafted to lure the agent to take the preferred sequence of actions. We apply the two tactics to the agents trained by the state-of-the-art deep reinforcement learning algorithm including DQN and A3C. In 5 Atari games, our strategically timed attack reduces as much reward as the uniform attack (i.e., attacking at every time step) does by attacking the agent 4 times less often. Our enchanting attack lures the agent toward designated target states with a more than 70 success rate. Videos are available at this http URL