Adversarial Policies: Attacking Deep Reinforcement Learning
Authors:
Adam Gleave, Michael Dennis, Cody Wild, Neel Kant, Sergey Levine, Stuart Russel at the University of California
Presentation by Group 6:
Azin Atarodi, Amaal Ahmed
Summarized by Group 5: Eric Jones, Julian Johnson

Summary

 The presentation consists of using adversarial policies to attack reinforcement learning. This is applied to a two-player Markov game using multi-Joint in four different scenarios with different goals, such as kick and defend, you shall not pass, Sumo, and 2d Sumo. All were trained with LSTM except You shall not pass which was trained with MLP.  The adversarial policy excelled at the you shall not pass scenario by confusing the victim by curling up in a ball. This unexpected behavior caused the adversarial opponent to win 86% of these scenarios. This demonstrates adversarial policies that can be applied to robotics.

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Motivation
In CPS, attackers can only cause natural but adversarial observations.

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Key question Can an opponent policy systematically make a strong RL agent fail?

Background

Some prior work focuses on improving robustness and performance in dim settings; however, this research does not focus on acting in the world, instead of editing sensors.

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Environment and Victim Policies

To simulate these policies, the researchers employ Multi-Joint dynamics with Contact (MuJoCo) where two agents control humanoid models trained on various MLs.

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Threat Model & Formulation

The simulation is a two-player Markov game where players attempt to maximize their sums of rewards, eventually finding an adversarial policy maximizing rewards.

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Methods Evaluated

Optimization was done with model-free Proximal Policy Optimization.

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Results

In MuJoCo, the adversarial policy achieved almost two times as many victories against the victim as the normal opponent.

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Understanding Adversarial Policies

A masked policy hides the opponent pose in MuJoCo and replaces it with a static initial position vector, forcing adversarial observations. The attacker manipulates what the victim sees.

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Defending Against Adversarial Polices

On the defensive side, they employed single fine tuning and dual fine tuning. Using an adaptive attacker, high win rates were maintained.

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Contributions

This paper used a simulation to show a more realistic and highly successful attack via an adversarial policy. It showed that these adversarial policies exist and that these attacks work.

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Limitations

Some limitations include only testing in a simulation, on a fixed victim, testing in a limited amount of games, and using only a two-agent setup.

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Connection to course

This research connects to the course by showing that reinforcement learning and neural networks can serve as viable attack and defense methods in a cyber physical system, alongside methods to make use of these tools defensively.

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Earlier Related Work

Szegedy et al. showed that changing pixels could force a neural network to give completely wrong output. Goodfellow et al. introduced FGSM and proposed adversarial training.

Huang et al. and Pinto et al. incorporated pixel changing to attack RL and physical disturbances to make an agent stronger instead of weaker.

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Follow-up Research

Follow up research further tested observation attacks on a reinforcement learning agent and vulnerabilities of neural networks in reinforcement learning.

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Teamwork

The two cooperated heavily on the presentation, with both reviewing the paper together and editing to ensure the presentation goes smoothly.

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Q&A

1.    What would your idea of the next step be if you were to continue the research

a.    We can make different opponents with different attacks to learn more on different attacks

2.    On you shall not pass adv wins 87% are all the games in that ballpark

a.    It’s just for one game and it’s different for other games sumo has lower rate of success

3.    How do you find a solution to safeguard an agent from getting worse instead of getting better on these online

a.    Improve each step by adding more agents, the victims have offline learning but apply the adversarial learned through the game, most are learned offline. If they tried to do it online the environment will be more complex. The victim might have some unstable solutions

b.    Pos sol for maintaining safety

                                                             i.      Add more sensors to make decisions

                                                          ii.      How can a sensor determine if the agent can learn something or not learn something

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Discussion

1.How can we improve the robustness of reinforcement learning agents against natural adversarial behaviors?

            The tuning of the hyper parameters of the RL and how to get the optimal learning rate mostly through trial and error if you can find the optimal

            Implementing prediction of enemy moves

           

 

2.How can simulation results like this be tested or transferred to real robots safely?

            Looking at you shall not pass game if it had an estimated state vector confused limb for limb, use most safe option

           

 

3.Instead of training stronger agents, could we design environments or rules that naturally prevent adversarial behaviors?

            Designing environments is not easy, you can improve policy. On policy training method that can learn the environment no matter complex, training would take much more time

If we tried to make game, all agents work together to cooperate

 

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