ترغب بنشر مسار تعليمي؟ اضغط هنا

Adversarial patrolling with spatially uncertain alarm signals

101   0   0.0 ( 0 )
 نشر من قبل Giuseppe De Nittis
 تاريخ النشر 2015
  مجال البحث الهندسة المعلوماتية
والبحث باللغة English




اسأل ChatGPT حول البحث

When securing complex infrastructures or large environments, constant surveillance of every area is not affordable. To cope with this issue, a common countermeasure is the usage of cheap but wide-ranged sensors, able to detect suspicious events that occur in large areas, supporting patrollers to improve the effectiveness of their strategies. However, such sensors are commonly affected by uncertainty. In the present paper, we focus on spatially uncertain alarm signals. That is, the alarm system is able to detect an attack but it is uncertain on the exact position where the attack is taking place. This is common when the area to be secured is wide such as in border patrolling and fair site surveillance. We propose, to the best of our knowledge, the first Patrolling Security Game model where a Defender is supported by a spatially uncertain alarm system which non-deterministically generates signals once a target is under attack. We show that finding the optimal strategy in arbitrary graphs is APX-hard even in zero-sum games and we provide two (exponential time) exact algorithms and two (polynomial time) approximation algorithms. Furthermore, we analyse what happens in environments with special topologies, showing that in linear and cycle graphs the optimal patrolling strategy can be found in polynomial time, de facto allowing our algorithms to be used in real-life scenarios, while in trees the problem is NP-hard. Finally, we show that without false positives and missed detections, the best patrolling strategy reduces to stay in a place, wait for a signal, and respond to it at best. This strategy is optimal even with non-negligible missed detection rates, which, unfortunately, affect every commercial alarm system. We evaluate our methods in simulation, assessing both quantitative and qualitative aspects.



قيم البحث

اقرأ أيضاً

Security Games employ game theoretical tools to derive resource allocation strategies in security domains. Recent works considered the presence of alarm systems, even suffering various forms of uncertainty, and showed that disregarding alarm signals may lead to arbitrarily bad strategies. The central problem with an alarm system, unexplored in other Security Games, is finding the best strategy to respond to alarm signals for each mobile defensive resource. The literature provides results for the basic single-resource case, showing that even in that case the problem is computationally hard. In this paper, we focus on the challenging problem of designing algorithms scaling with multiple resources. First, we focus on finding the minimum number of resources assuring non-null protection to every target. Then, we deal with the computation of multi-resource strategies with different degrees of coordination among resources. For each considered problem, we provide a computational analysis and propose algorithmic methods.
We focus on adversarial patrolling games on arbitrary graphs, where the Defender can control a mobile resource, the targets are alarmed by an alarm system, and the Attacker can observe the actions of the mobile resource of the Defender and perform di fferent attacks exploiting multiple resources. This scenario can be modeled as a zero-sum extensive-form game in which each player can play multiple times. The game tree is exponentially large both in the size of the graph and in the number of attacking resources. We show that when the number of the Attackers resources is free, the problem of computing the equilibrium path is NP-hard, while when the number of resources is fixed, the equilibrium path can be computed in poly-time. We provide a dynamic-programming algorithm that, given the number of the Attackers resources, computes the equilibrium path requiring poly-time in the size of the graph and exponential time in the number of the resources. Furthermore, since in real-world scenarios it is implausible that the Defender knows the number of attacking resources, we study the robustness of the Defenders strategy when she makes a wrong guess about that number. We show that even the error of just a single resource can lead to an arbitrary inefficiency, when the inefficiency is defined as the ratio of the Defenders utilities obtained with a wrong guess and a correct guess. However, a more suitable definition of inefficiency is given by the difference of the Defenders utilities: this way, we observe that the higher the error in the estimation, the higher the loss for the Defender. Then, we investigate the performance of online algorithms when no information about the Attackers resources is available. Finally, we resort to randomized online algorithms showing that we can obtain a competitive factor that is twice better than the one that can be achieved by any deterministic online algorithm.
Adversarial attacks have proved to be the major impediment in the progress on research towards reliable machine learning solutions. Carefully crafted perturbations, imperceptible to human vision, can be added to images to force misclassification by a n otherwise high performing neural network. To have a better understanding of the key contributors of such structured attacks, we searched for and studied spatially co-located patterns in the distribution of pixels in the input space. In this paper, we propose a framework for segregating and isolating regions within an input image which are particularly critical towards either classification (during inference), or adversarial vulnerability or both. We assert that during inference, the trained model looks at a specific region in the image, which we call Region of Importance (RoI); and the attacker looks at a region to alter/modify, which we call Region of Attack (RoA). The success of this approach could also be used to design a post-hoc adversarial defence method, as illustrated by our observations. This uses the notion of blocking out (we call neutralizing) that region of the image which is highly vulnerable to adversarial attacks but is not important for the task of classification. We establish the theoretical setup for formalising the process of segregation, isolation and neutralization and substantiate it through empirical analysis on standard benchmarking datasets. The findings strongly indicate that mapping features into the input space preserves the significant patterns typically observed in the feature-space while adding major interpretability and therefore simplifies potential defensive mechanisms.
323 - Andrea Celli , Nicola Gatti 2017
We provide, to the best of our knowledge, the first computational study of extensive-form adversarial team games. These games are sequential, zero-sum games in which a team of players, sharing the same utility function, faces an adversary. We define three different scenarios according to the communication capabilities of the team. In the first, the teammates can communicate and correlate their actions both before and during the play. In the second, they can only communicate before the play. In the third, no communication is possible at all. We define the most suitable solution concepts, and we study the inefficiency caused by partial or null communication, showing that the inefficiency can be arbitrarily large in the size of the game tree. Furthermore, we study the computational complexity of the equilibrium-finding problem in the three scenarios mentioned above, and we provide, for each of the three scenarios, an exact algorithm. Finally, we empirically evaluate the scalability of the algorithms in random games and the inefficiency caused by partial or null communication.
In this paper, we present exploitability descent, a new algorithm to compute approximate equilibria in two-player zero-sum extensive-form games with imperfect information, by direct policy optimization against worst-case opponents. We prove that when following this optimization, the exploitability of a players strategy converges asymptotically to zero, and hence when both players employ this optimization, the joint policies converge to a Nash equilibrium. Unlike fictitious play (XFP) and counterfactual regret minimization (CFR), our convergence result pertains to the policies being optimized rather than the average policies. Our experiments demonstrate convergence rates comparable to XFP and CFR in four benchmark games in the tabular case. Using function approximation, we find that our algorithm outperforms the tabular version in two of the games, which, to the best of our knowledge, is the first such result in imperfect information games among this class of algorithms.

الأسئلة المقترحة

التعليقات
جاري جلب التعليقات جاري جلب التعليقات
سجل دخول لتتمكن من متابعة معايير البحث التي قمت باختيارها
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا