ترغب بنشر مسار تعليمي؟ اضغط هنا

End-to-End Game-Focused Learning of Adversary Behavior in Security Games

84   0   0.0 ( 0 )
 نشر من قبل Andrew Perrault
 تاريخ النشر 2019
  مجال البحث الهندسة المعلوماتية
والبحث باللغة English




اسأل ChatGPT حول البحث

Stackelberg security games are a critical tool for maximizing the utility of limited defense resources to protect important targets from an intelligent adversary. Motivated by green security, where the defender may only observe an adversarys response to defense on a limited set of targets, we study the problem of learning a defense that generalizes well to a new set of targets with novel feature values and combinations. Traditionally, this problem has been addressed via a two-stage approach where an adversary model is trained to maximize predictive accuracy without considering the defenders optimization problem. We develop an end-to-end game-focused approach, where the adversary model is trained to maximize a surrogate for the defenders expected utility. We show both in theory and experimental results that our game-focused approach achieves higher defender expected utility than the two-stage alternative when there is limited data.



قيم البحث

اقرأ أيضاً

A growing body of work in game theory extends the traditional Stackelberg game to settings with one leader and multiple followers who play a Nash equilibrium. Standard approaches for computing equilibria in these games reformulate the followers best response as constraints in the leaders optimization problem. These reformulation approaches can sometimes be effective, but often get trapped in low-quality solutions when followers objectives are non-linear or non-quadratic. Moreover, these approaches assume a unique equilibrium or a specific equilibrium concept, e.g., optimistic or pessimistic, which is a limiting assumption in many situations. To overcome these limitations, we propose a stochastic gradient descent--based approach, where the leaders strategy is updated by differentiating through the followers best responses. We frame the leaders optimization as a learning problem against followers equilibrium, which allows us to decouple the followers equilibrium constraints from the leaders problem. This approach also addresses cases with multiple equilibria and arbitrary equilibrium selection procedures by back-propagating through a sampled Nash equilibrium. To this end, this paper introduces a novel concept called equilibrium flow to formally characterize the set of equilibrium selection processes where the gradient with respect to a sampled equilibrium is an unbiased estimate of the true gradient. We evaluate our approach experimentally against existing baselines in three Stackelberg problems with multiple followers and find that in each case, our approach is able to achieve higher utility for the leader.
Complex environments and tasks pose a difficult problem for holistic end-to-end learning approaches. Decomposition of an environment into interacting controllable and non-controllable objects allows supervised learning for non-controllable objects an d universal value function approximator learning for controllable objects. Such decomposition should lead to a shorter learning time and better generalisation capability. Here, we consider arcade-game environments as sets of interacting objects (controllable, non-controllable) and propose a set of functional modules that are specialized on mastering different types of interactions in a broad range of environments. The modules utilize regression, supervised learning, and reinforcement learning algorithms. Results of this case study in different Atari games suggest that human-level performance can be achieved by a learning agent within a human amount of game experience (10-15 minutes game time) when a proper decomposition of an environment or a task is provided. However, automatization of such decomposition remains a challenging problem. This case study shows how a model of a causal structure underlying an environment or a task can benefit learning time and generalization capability of the agent, and argues in favor of exploiting modular structure in contrast to using pure end-to-end learning approaches.
In e-commerce advertising, it is crucial to jointly consider various performance metrics, e.g., user experience, advertiser utility, and platform revenue. Traditional auction mechanisms, such as GSP and VCG auctions, can be suboptimal due to their fi xed allocation rules to optimize a single performance metric (e.g., revenue or social welfare). Recently, data-driven auctions, learned directly from auction outcomes to optimize multiple performance metrics, have attracted increasing research interests. However, the procedure of auction mechanisms involves various discrete calculation operations, making it challenging to be compatible with continuous optimization pipelines in machine learning. In this paper, we design underline{D}eep underline{N}eural underline{A}uctions (DNAs) to enable end-to-end auction learning by proposing a differentiable model to relax the discrete sorting operation, a key component in auctions. We optimize the performance metrics by developing deep models to efficiently extract contexts from auctions, providing rich features for auction design. We further integrate the game theoretical conditions within the model design, to guarantee the stability of the auctions. DNAs have been successfully deployed in the e-commerce advertising system at Taobao. Experimental evaluation results on both large-scale data set as well as online A/B test demonstrated that DNAs significantly outperformed other mechanisms widely adopted in industry.
We propose a novel problem within end-to-end learning of task-oriented dialogs (TOD), in which the dialog system mimics a troubleshooting agent who helps a user by diagnosing their problem (e.g., car not starting). Such dialogs are grounded in domain -specific flowcharts, which the agent is supposed to follow during the conversation. Our task exposes novel technical challenges for neural TOD, such as grounding an utterance to the flowchart without explicit annotation, referring to additional manual pages when user asks a clarification question, and ability to follow unseen flowcharts at test time. We release a dataset (FloDial) consisting of 2,738 dialogs grounded on 12 different troubleshooting flowcharts. We also design a neural model, FloNet, which uses a retrieval-augmented generation architecture to train the dialog agent. Our experiments find that FloNet can do zero-shot transfer to unseen flowcharts, and sets a strong baseline for future research.
Due to the need to store the intermediate activations for back-propagation, end-to-end (E2E) training of deep networks usually suffers from high GPUs memory footprint. This paper aims to address this problem by revisiting the locally supervised learn ing, where a network is split into gradient-isolated modules and trained with local supervision. We experimentally show that simply training local modules with E2E loss tends to collapse task-relevant information at early layers, and hence hurts the performance of the full model. To avoid this issue, we propose an information propagation (InfoPro) loss, which encourages local modules to preserve as much useful information as possible, while progressively discard task-irrelevant information. As InfoPro loss is difficult to compute in its original form, we derive a feasible upper bound as a surrogate optimization objective, yielding a simple but effective algorithm. In fact, we show that the proposed method boils down to minimizing the combination of a reconstruction loss and a normal cross-entropy/contrastive term. Extensive empirical results on five datasets (i.e., CIFAR, SVHN, STL-10, ImageNet and Cityscapes) validate that InfoPro is capable of achieving competitive performance with less than 40% memory footprint compared to E2E training, while allowing using training data with higher-resolution or larger batch sizes under the same GPU memory constraint. Our method also enables training local modules asynchronously for potential training acceleration. Code is available at: https://github.com/blackfeather-wang/InfoPro-Pytorch.

الأسئلة المقترحة

التعليقات
جاري جلب التعليقات جاري جلب التعليقات
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا