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Adversarial policies: attacking deep reinforcement learning

Adversarial Policies: Attacking Deep Reinforcement Learning

arXiv· arXiv:1905.10615· Adam Gleave, Michael Dennis, Cody Wild, Neel Kant, Sergey Levine, Stuart RussellUniversity of California, BerkeleyIndexed by this site · 14 days ago· Originally publishedSelected AttacksSelectedAttention40

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AI summaryThe paper proposes a physically feasible threat model in which the attacker does not directly modify the victim's observations, but instead attacks deep reinforcement learning policies by taking actions in a multi-agent environment and producing natural observations that are adversarial to the victim. Researchers trained adversarial policies with PPO in zero-sum games with MuJoCo simulated robots, using less than 3% of the training steps of the victim's self-play training, yet consistently defeating victim policies that had been trained to be relatively robust in environments such as Kick and Defend and You Shall Not Pass. In You Shall Not Pass, the adversarial policy achieved an 86% win rate against the normal victim, whereas the normal opponent achieved a 47% win rate; after masking the victim's observation of the opponent's position, the same adversarial policy's win rate dropped to 1%, indicating that its wins depend on manipulating the victim's observations. Analysis of the victim policy network's activations showed that adversarial policies elicit markedly out-of-distribution activations; moreover, in the high-dimensional environment (Sumo Humans, dimension 24), the victim was more vulnerable to attack than in the low-dimensional environment (Sumo Ants, dimension 15).

Questions
Deep RL policies have been shown to be vulnerable to observation-perturbation attacks, but in reality attackers usually cannot directly modify others' observations. The authors ask: can a victim be attacked by choosing an adversarial policy in a multi-agent environment that produces natural observations harmful to the victim.
Methods
In the zero-sum MuJoCo robot games of Bansal et al., the fixed victim policy is embedded into the environment and an adversarial policy is trained with PPO, with a sparse win/loss reward; masking observations, dimensionality comparisons, GMM/t-SNE activation analysis and fine-tuning defenses are used to understand the attack mechanism.
Experiments and results
The adversarial policy exceeds the Zoo baseline in win rate in Kick and Defend and You Shall Not Pass, is effective against some victims in Sumo Humans (88%/62%/45%), and is weaker in the low-dimensional Sumo Ants; the attack fails after masking the victim's position observation; fine-tuning can defend against the original adversary but can be bypassed by re-attacking.
Limitations and future work
The authors note that fine-tuning defenses can be broken again by the same attack method, and propose scaling up defenses (similar to population-based training) as a future direction; experiments are conducted only in 4 MuJoCo simulated zero-sum environments, and all victims are self-play-pretrained policies from Bansal et al.
Why it was selectedThe paper presents win rates of adversarial policies in multi-agent simulated games, observation-masking experiments and activation-shift analysis, which can be used to examine hidden failure modes of self-play policies.

The paper presents win rates of adversarial policies in multi-agent simulated games, observation-masking experiments and activation-shift analysis, which can be used to examine hidden failure modes of self-play policies.

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