战神:对抗机器学习的面向系统的战争游戏框架

Farhan Ahmed, Pratik Vaishnavi, Kevin Eykholt, Amir Rahmati
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引用次数: 3

摘要

自从近十年前发现针对机器学习模型的对抗性攻击以来,对抗性机器学习的研究已经迅速演变为防御者和对手之间的永恒战争,防御者寻求增加ML模型对对抗性攻击的鲁棒性,而对手则寻求开发能够削弱或击败这些防御的更好的攻击。然而,这个领域很少得到ML从业者的支持,他们既不公开担心这些攻击会影响他们在现实世界中的系统,也不愿意为了追求对这些攻击的鲁棒性而牺牲模型的准确性。在本文中,我们激励Ares的设计和实现,Ares是对抗性ML的评估框架,允许研究人员在逼真的战争游戏环境中探索攻击和防御。Ares将攻击者和防御者之间的冲突框定为强化学习环境中具有相反目标的两个代理。这允许引入系统级评估度量,例如故障时间和复杂策略的评估,例如移动目标防御。我们提供了涉及白盒攻击者对抗经过对抗性训练的防御者的初步探索的结果。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Ares: A System-Oriented Wargame Framework for Adversarial ML
Since the discovery of adversarial attacks against machine learning models nearly a decade ago, research on adversarial machine learning has rapidly evolved into an eternal war between defenders, who seek to increase the robustness of ML models against adversarial attacks, and adversaries, who seek to develop better attacks capable of weakening or defeating these defenses. This domain, however, has found little buy-in from ML practitioners, who are neither overtly concerned about these attacks affecting their systems in the real world nor are willing to trade off the accuracy of their models in pursuit of robustness against these attacks.In this paper, we motivate the design and implementation of Ares, an evaluation framework for adversarial ML that allows researchers to explore attacks and defenses in a realistic wargame-like environment. Ares frames the conflict between the attacker and defender as two agents in a reinforcement learning environment with opposing objectives. This allows the introduction of system-level evaluation metrics such as time to failure and evaluation of complex strategies such as moving target defenses. We provide the results of our initial exploration involving a white-box attacker against an adversarially trained defender.
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