I study a stochastic multi-arm bandit problem where rewards are subject to adversarial corruption. I propose a novel attack strategy that manipulates a learner employing the UCB algorithm into pulling some non-optimal target arm $T - o(T)$ times with a cumulative cost that scales as $\widehat{O}(\sqrt{\log T})$, where $T$ is the number of rounds. I also prove the first lower bound on the cumulative attack cost. The lower bound matches the upper bound up to $O(\log \log T)$ factors, showing the proposed attack strategy to be near optimal.
A Stackelberg Vertex Cover game is played on an undirected graph $\mathcal{G}$ where some of the vertices are under the control of a \emph{leader}. The remaining vertices are assigned a fixed weight. The game is played in two stages. First, the leader chooses prices for the vertices under her control. Afterward, the second player, called \emph{follower}, selects a min weight vertex cover in the resulting weighted graph. That is, the follower selects a subset of vertices $C^*$ such that every edge has at least one endpoint in $C^*$ of minimum weight w.r.t.\ to the fixed weights, and the prices set by the leader. Stackelberg Vertex Cover (StackVC) describes the leader's optimization problem to select prices in the first stage of the game so as to maximize her revenue, which is the cumulative price of all her (priceable) vertices that are contained in the follower's solution. Previous research showed that StackVC is \textsf{NP}-hard on bipartite graphs, but solvable in polynomial time in the special case of bipartite graphs, where all priceable vertices belong to the same side of the bipartition. In this paper, we investigate StackVC on paths and present a dynamic program with linear time and space complexity.
Deep learning technology has made great achievements in the field of image. In order to defend against malware attacks, researchers have proposed many Windows malware detection models based on deep learning. However, deep learning models are vulnerable to adversarial example attacks. Malware can generate adversarial malware with the same malicious function to attack the malware detection model and evade detection of the model. Currently, many adversarial defense studies have been proposed, but existing adversarial defense studies are based on image sample and cannot be directly applied to malware sample. Therefore, this paper proposes an adversarial malware defense method based on adversarial training. This method uses preprocessing to defend simple adversarial examples to reduce the difficulty of adversarial training. Moreover, this method improves the adversarial defense capability of the model through adversarial training. We experimented with three attack methods in two sets of datasets, and the results show that the method in this paper can improve the adversarial defense capability of the model without reducing the accuracy of the model.
We consider the problem of latent bandits with cluster structure where there are multiple users, each with an associated multi-armed bandit problem. These users are grouped into \emph{latent} clusters such that the mean reward vectors of users within the same cluster are identical. At each round, a user, selected uniformly at random, pulls an arm and observes a corresponding noisy reward. The goal of the users is to maximize their cumulative rewards. This problem is central to practical recommendation systems and has received wide attention of late \cite{gentile2014online, maillard2014latent}. Now, if each user acts independently, then they would have to explore each arm independently and a regret of $\Omega(\sqrt{\mathsf{MNT}})$ is unavoidable, where $\mathsf{M}, \mathsf{N}$ are the number of arms and users, respectively. Instead, we propose LATTICE (Latent bAndiTs via maTrIx ComplEtion) which allows exploitation of the latent cluster structure to provide the minimax optimal regret of $\widetilde{O}(\sqrt{(\mathsf{M}+\mathsf{N})\mathsf{T}})$, when the number of clusters is $\widetilde{O}(1)$. This is the first algorithm to guarantee such strong regret bound. LATTICE is based on a careful exploitation of arm information within a cluster while simultaneously clustering users. Furthermore, it is computationally efficient and requires only $O(\log{\mathsf{T}})$ calls to an offline matrix completion oracle across all $\mathsf{T}$ rounds.
We consider error-correction coding schemes for adversarial wiretap channels (AWTCs) in which the channel can a) read a fraction of the codeword bits up to a bound $r$ and b) flip a fraction of the bits up to a bound $p$. The channel can freely choose the locations of the bit reads and bit flips via a process with unbounded computational power. Codes for the AWTC are of broad interest in the area of information security, as they can provide data resiliency in settings where an attacker has limited access to a storage or transmission medium. We investigate a family of non-linear codes known as pseudolinear codes, which were first proposed by Guruswami and Indyk (FOCS 2001) for constructing list-decodable codes independent of the AWTC setting. Unlike general non-linear codes, pseudolinear codes admit efficient encoders and have succinct representations. We focus on unique decoding and show that random pseudolinear codes can achieve rates up to the binary symmetric channel (BSC) capacity $1-H_2(p)$ for any $p,r$ in the less noisy region: $p<1/2$ and $r<1-H_2(p)$ where $H_2(\cdot)$ is the binary entropy function. Thus, pseudolinear codes are the first known optimal-rate binary code family for the less noisy AWTC that admit efficient encoders. The above result can be viewed as a derandomization result of random general codes in the AWTC setting, which in turn opens new avenues for applying derandomization techniques to randomized constructions of AWTC codes. Our proof applies a novel concentration inequality for sums of random variables with limited independence which may be of interest as an analysis tool more generally.
Game theory has by now found numerous applications in various fields, including economics, industry, jurisprudence, and artificial intelligence, where each player only cares about its own interest in a noncooperative or cooperative manner, but without obvious malice to other players. However, in many practical applications, such as poker, chess, evader pursuing, drug interdiction, coast guard, cyber-security, and national defense, players often have apparently adversarial stances, that is, selfish actions of each player inevitably or intentionally inflict loss or wreak havoc on other players. Along this line, this paper provides a systematic survey on three main game models widely employed in adversarial games, i.e., zero-sum normal-form and extensive-form games, Stackelberg (security) games, zero-sum differential games, from an array of perspectives, including basic knowledge of game models, (approximate) equilibrium concepts, problem classifications, research frontiers, (approximate) optimal strategy seeking techniques, prevailing algorithms, and practical applications. Finally, promising future research directions are also discussed for relevant adversarial games.
Adversarial attack is a technique for deceiving Machine Learning (ML) models, which provides a way to evaluate the adversarial robustness. In practice, attack algorithms are artificially selected and tuned by human experts to break a ML system. However, manual selection of attackers tends to be sub-optimal, leading to a mistakenly assessment of model security. In this paper, a new procedure called Composite Adversarial Attack (CAA) is proposed for automatically searching the best combination of attack algorithms and their hyper-parameters from a candidate pool of \textbf{32 base attackers}. We design a search space where attack policy is represented as an attacking sequence, i.e., the output of the previous attacker is used as the initialization input for successors. Multi-objective NSGA-II genetic algorithm is adopted for finding the strongest attack policy with minimum complexity. The experimental result shows CAA beats 10 top attackers on 11 diverse defenses with less elapsed time (\textbf{6 $\times$ faster than AutoAttack}), and achieves the new state-of-the-art on $l_{\infty}$, $l_{2}$ and unrestricted adversarial attacks.
While existing work in robust deep learning has focused on small pixel-level $\ell_p$ norm-based perturbations, this may not account for perturbations encountered in several real world settings. In many such cases although test data might not be available, broad specifications about the types of perturbations (such as an unknown degree of rotation) may be known. We consider a setup where robustness is expected over an unseen test domain that is not i.i.d. but deviates from the training domain. While this deviation may not be exactly known, its broad characterization is specified a priori, in terms of attributes. We propose an adversarial training approach which learns to generate new samples so as to maximize exposure of the classifier to the attributes-space, without having access to the data from the test domain. Our adversarial training solves a min-max optimization problem, with the inner maximization generating adversarial perturbations, and the outer minimization finding model parameters by optimizing the loss on adversarial perturbations generated from the inner maximization. We demonstrate the applicability of our approach on three types of naturally occurring perturbations -- object-related shifts, geometric transformations, and common image corruptions. Our approach enables deep neural networks to be robust against a wide range of naturally occurring perturbations. We demonstrate the usefulness of the proposed approach by showing the robustness gains of deep neural networks trained using our adversarial training on MNIST, CIFAR-10, and a new variant of the CLEVR dataset.
Recent advances in maximizing mutual information (MI) between the source and target have demonstrated its effectiveness in text generation. However, previous works paid little attention to modeling the backward network of MI (i.e., dependency from the target to the source), which is crucial to the tightness of the variational information maximization lower bound. In this paper, we propose Adversarial Mutual Information (AMI): a text generation framework which is formed as a novel saddle point (min-max) optimization aiming to identify joint interactions between the source and target. Within this framework, the forward and backward networks are able to iteratively promote or demote each other's generated instances by comparing the real and synthetic data distributions. We also develop a latent noise sampling strategy that leverages random variations at the high-level semantic space to enhance the long term dependency in the generation process. Extensive experiments based on different text generation tasks demonstrate that the proposed AMI framework can significantly outperform several strong baselines, and we also show that AMI has potential to lead to a tighter lower bound of maximum mutual information for the variational information maximization problem.
Deep learning models on graphs have achieved remarkable performance in various graph analysis tasks, e.g., node classification, link prediction and graph clustering. However, they expose uncertainty and unreliability against the well-designed inputs, i.e., adversarial examples. Accordingly, various studies have emerged for both attack and defense addressed in different graph analysis tasks, leading to the arms race in graph adversarial learning. For instance, the attacker has poisoning and evasion attack, and the defense group correspondingly has preprocessing- and adversarial- based methods. Despite the booming works, there still lacks a unified problem definition and a comprehensive review. To bridge this gap, we investigate and summarize the existing works on graph adversarial learning tasks systemically. Specifically, we survey and unify the existing works w.r.t. attack and defense in graph analysis tasks, and give proper definitions and taxonomies at the same time. Besides, we emphasize the importance of related evaluation metrics, and investigate and summarize them comprehensively. Hopefully, our works can serve as a reference for the relevant researchers, thus providing assistance for their studies. More details of our works are available at //github.com/gitgiter/Graph-Adversarial-Learning.
We introduce an effective model to overcome the problem of mode collapse when training Generative Adversarial Networks (GAN). Firstly, we propose a new generator objective that finds it better to tackle mode collapse. And, we apply an independent Autoencoders (AE) to constrain the generator and consider its reconstructed samples as "real" samples to slow down the convergence of discriminator that enables to reduce the gradient vanishing problem and stabilize the model. Secondly, from mappings between latent and data spaces provided by AE, we further regularize AE by the relative distance between the latent and data samples to explicitly prevent the generator falling into mode collapse setting. This idea comes when we find a new way to visualize the mode collapse on MNIST dataset. To the best of our knowledge, our method is the first to propose and apply successfully the relative distance of latent and data samples for stabilizing GAN. Thirdly, our proposed model, namely Generative Adversarial Autoencoder Networks (GAAN), is stable and has suffered from neither gradient vanishing nor mode collapse issues, as empirically demonstrated on synthetic, MNIST, MNIST-1K, CelebA and CIFAR-10 datasets. Experimental results show that our method can approximate well multi-modal distribution and achieve better results than state-of-the-art methods on these benchmark datasets. Our model implementation is published here: //github.com/tntrung/gaan