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Yevgeniy Vorobeychik

Publications and source records attributed to Yevgeniy Vorobeychik.

At least 91 records · Page 5Linked to original sources

Enabling Trade-offs in Privacy and Utility in Genomic Data Beacons and Summary Statistics

The collection and sharing of genomic data are becoming increasingly commonplace in research, clinical, and direct-to-consumer settings. The computational protocols typically adopted to protect individual privacy include sharing summary statistics, such as allele frequencies, or limiting query responses to the presence/absence of alleles of interest using web-services called Beacons. However, even such limited releases are susceptible to likelihood-ratio-based membership-inference attacks. Several approaches have been proposed to preserve privacy, which either suppress a subset of genomic variants or modify query responses for specific variants (e.g., adding noise, as in differential privacy). However, many of these approaches result in a significant utility loss, either suppressing many variants or adding a substantial amount of noise. In this paper, we introduce optimization-based approaches to explicitly trade off the utility of summary data or Beacon responses and privacy with respect to membership-inference attacks based on likelihood-ratios, combining variant suppression and modification. We consider two attack models. In the first, an attacker applies a likelihood-ratio test to make membership-inference claims. In the second model, an attacker uses a threshold that accounts for the effect of the data release on the separation in scores between individuals in the dataset and those who are not. We further introduce highly scalable approaches for approximately solving the privacy-utility tradeoff problem when information is either in the form of summary statistics or presence/absence queries. Finally, we show that the proposed approaches outperform the state of the art in both utility and privacy through an extensive evaluation with public datasets.

cs.CR↗

Robust Deep Reinforcement Learning through Bootstrapped Opportunistic Curriculum

Despite considerable advances in deep reinforcement learning, it has been shown to be highly vulnerable to adversarial perturbations to state observations. Recent efforts that have attempted to improve adversarial robustness of reinforcement learning can nevertheless tolerate only very small perturbations, and remain fragile as perturbation size increases. We propose Bootstrapped Opportunistic Adversarial Curriculum Learning (BCL), a novel flexible adversarial curriculum learning framework for robust reinforcement learning. Our framework combines two ideas: conservatively bootstrapping each curriculum phase with highest quality solutions obtained from multiple runs of the previous phase, and opportunistically skipping forward in the curriculum. In our experiments we show that the proposed BCL framework enables dramatic improvements in robustness of learned policies to adversarial perturbations. The greatest improvement is for Pong, where our framework yields robustness to perturbations of up to 25/255; in contrast, the best existing approach can only tolerate adversarial noise up to 5/255. Our code is available at: https://github.com/jlwu002/BCL.

cs.LG↗

Certifying Safety in Reinforcement Learning under Adversarial Perturbation Attacks

Function approximation has enabled remarkable advances in applying reinforcement learning (RL) techniques in environments with high-dimensional inputs, such as images, in an end-to-end fashion, mapping such inputs directly to low-level control. Nevertheless, these have proved vulnerable to small adversarial input perturbations. A number of approaches for improving or certifying robustness of end-to-end RL to adversarial perturbations have emerged as a result, focusing on cumulative reward. However, what is often at stake in adversarial scenarios is the violation of fundamental properties, such as safety, rather than the overall reward that combines safety with efficiency. Moreover, properties such as safety can only be defined with respect to true state, rather than the high-dimensional raw inputs to end-to-end policies. To disentangle nominal efficiency and adversarial safety, we situate RL in deterministic partially-observable Markov decision processes (POMDPs) with the goal of maximizing cumulative reward subject to safety constraints. We then propose a partially-supervised reinforcement learning (PSRL) framework that takes advantage of an additional assumption that the true state of the POMDP is known at training time. We present the first approach for certifying safety of PSRL policies under adversarial input perturbations, and two adversarial training approaches that make direct use of PSRL. Our experiments demonstrate both the efficacy of the proposed approach for certifying safety in adversarial environments, and the value of the PSRL framework coupled with adversarial training in improving certified safety while preserving high nominal reward and high-quality predictions of true state.

cs.LG↗

Attacking Shortest Paths by Cutting Edges

Identifying shortest paths between nodes in a network is a common graph analysis problem that is important for many applications involving routing of resources. An adversary that can manipulate the graph structure could alter traffic patterns to gain some benefit (e.g., make more money by directing traffic to a toll road). This paper presents the Force Path Cut problem, in which an adversary removes edges from a graph to make a particular path the shortest between its terminal nodes. We prove that this problem is APX-hard, but introduce PATHATTACK, a polynomial-time approximation algorithm that guarantees a solution within a logarithmic factor of the optimal value. In addition, we introduce the Force Edge Cut and Force Node Cut problems, in which the adversary targets a particular edge or node, respectively, rather than an entire path. We derive a nonconvex optimization formulation for these problems, and derive a heuristic algorithm that uses PATHATTACK as a subroutine. We demonstrate all of these algorithms on a diverse set of real and synthetic networks, illustrating the network types that benefit most from the proposed algorithms.

cs.SI↗

Reward Delay Attacks on Deep Reinforcement Learning

Most reinforcement learning algorithms implicitly assume strong synchrony. We present novel attacks targeting Q-learning that exploit a vulnerability entailed by this assumption by delaying the reward signal for a limited time period. We consider two types of attack goals: targeted attacks, which aim to cause a target policy to be learned, and untargeted attacks, which simply aim to induce a policy with a low reward. We evaluate the efficacy of the proposed attacks through a series of experiments. Our first observation is that reward-delay attacks are extremely effective when the goal is simply to minimize reward. Indeed, we find that even naive baseline reward-delay attacks are also highly successful in minimizing the reward. Targeted attacks, on the other hand, are more challenging, although we nevertheless demonstrate that the proposed approaches remain highly effective at achieving the attacker's targets. In addition, we introduce a second threat model that captures a minimal mitigation that ensures that rewards cannot be used out of sequence. We find that this mitigation remains insufficient to ensure robustness to attacks that delay, but preserve the order, of rewards.

cs.LG↗

A Game-Theoretic Approach for Hierarchical Epidemic Control

We design and analyze a multi-level game-theoretic model of hierarchical policy interventions for epidemic control, such as those in response to the COVID-19 pandemic. Our model captures the potentially mismatched priorities among a hierarchy of policy-makers (e.g., federal, state, and local governments) with respect to two cost components that have opposite dependence on the policy strength -- post-intervention infection rates and the socio-economic cost of policy implementation. Additionally, our model includes a crucial third factor in decisions: a cost of non-compliance with the policy-maker immediately above in the hierarchy, such as non-compliance of counties with state-level policies. We propose two novel algorithms for approximating solutions to such games. The first is based on best response dynamics (BRD), and exploits the tree structure of the game. The second combines quadratic integer programming (QIP), which enables us to collapse the two lowest levels of the game, with best response dynamics. Through extensive experiments, we show that our QIP-based approach significantly outperforms the BRD algorithm both in running time and the quality of equilibrium solutions. Finally, we apply the QIP-based algorithm to experiments based on both synthetic and real-world data under various parameter configurations and analyze the resulting (approximate) equilibria to gain insight into the impact of decentralization on overall welfare (measured as the negative sum of costs) as well as emergent properties like free-riding and fairness in cost distribution among policy-makers.

cs.GT↗

Solving Structured Hierarchical Games Using Differential Backward Induction

From large-scale organizations to decentralized political systems, hierarchical strategic decision making is commonplace. We introduce a novel class of structured hierarchical games (SHGs) that formally capture such hierarchical strategic interactions. In an SHG, each player is a node in a tree, and strategic choices of players are sequenced from root to leaves, with root moving first, followed by its children, then followed by their children, and so on until the leaves. A player's utility in an SHG depends on its own decision, and on the choices of its parent and all the tree leaves. SHGs thus generalize simultaneous-move games, as well as Stackelberg games with many followers. We leverage the structure of both the sequence of player moves as well as payoff dependence to develop a gradient-based back propagation-style algorithm, which we call Differential Backward Induction (DBI), for approximating equilibria of SHGs. We provide a sufficient condition for convergence of DBI and demonstrate its efficacy in finding approximate equilibrium solutions to several SHG models of hierarchical policy-making problems.

cs.GT↗

Learning Generative Deception Strategies in Combinatorial Masking Games

Deception is a crucial tool in the cyberdefence repertoire, enabling defenders to leverage their informational advantage to reduce the likelihood of successful attacks. One way deception can be employed is through obscuring, or masking, some of the information about how systems are configured, increasing attacker's uncertainty about their targets. We present a novel game-theoretic model of the resulting defender-attacker interaction, where the defender chooses a subset of attributes to mask, while the attacker responds by choosing an exploit to execute. The strategies of both players have combinatorial structure with complex informational dependencies, and therefore even representing these strategies is not trivial. First, we show that the problem of computing an equilibrium of the resulting zero-sum defender-attacker game can be represented as a linear program with a combinatorial number of system configuration variables and constraints, and develop a constraint generation approach for solving this problem. Next, we present a novel highly scalable approach for approximately solving such games by representing the strategies of both players as neural networks. The key idea is to represent the defender's mixed strategy using a deep neural network generator, and then using alternating gradient-descent-ascent algorithm, analogous to the training of Generative Adversarial Networks. Our experiments, as well as a case study, demonstrate the efficacy of the proposed approach.

cs.GT↗

Manipulating Elections by Changing Voter Perceptions

The integrity of elections is central to democratic systems. However, a myriad of malicious actors aspire to influence election outcomes for financial or political benefit. A common means to such ends is by manipulating perceptions of the voting public about select candidates, for example, through misinformation. We present a formal model of the impact of perception manipulation on election outcomes in the framework of spatial voting theory, in which the preferences of voters over candidates are generated based on their relative distance in the space of issues. We show that controlling elections in this model is, in general, NP-hard, whether issues are binary or real-valued. However, we demonstrate that critical to intractability is the diversity of opinions on issues exhibited by the voting public. When voter views lack diversity, and we can instead group them into a small number of categories -- for example, as a result of political polarization -- the election control problem can be solved in polynomial time in the number of issues and candidates for arbitrary scoring rules.

cs.GT↗

Adversarial Robustness of Deep Sensor Fusion Models

We experimentally study the robustness of deep camera-LiDAR fusion architectures for 2D object detection in autonomous driving. First, we find that the fusion model is usually both more accurate, and more robust against single-source attacks than single-sensor deep neural networks. Furthermore, we show that without adversarial training, early fusion is more robust than late fusion, whereas the two perform similarly after adversarial training. However, we note that single-channel adversarial training of deep fusion is often detrimental even to robustness. Moreover, we observe cross-channel externalities, where single-channel adversarial training reduces robustness to attacks on the other channel. Additionally, we observe that the choice of adversarial model in adversarial training is critical: using attacks restricted to cars' bounding boxes is more effective in adversarial training and exhibits less significant cross-channel externalities. Finally, we find that joint-channel adversarial training helps mitigate many of the issues above, but does not significantly boost adversarial robustness.

cs.CV↗

Removing Malicious Nodes from Networks

A fundamental challenge in networked systems is detection and removal of suspected malicious nodes. In reality, detection is always imperfect, and the decision about which potentially malicious nodes to remove must trade off false positives (erroneously removing benign nodes) and false negatives (mistakenly failing to remove malicious nodes). However, in network settings this conventional tradeoff must now account for node connectivity. In particular, malicious nodes may exert malicious influence, so that mistakenly leaving some of these in the network may cause damage to spread. On the other hand, removing benign nodes causes direct harm to these, and indirect harm to their benign neighbors who would wish to communicate with them. We formalize the problem of removing potentially malicious nodes from a network under uncertainty through an objective that takes connectivity into account. We show that optimally solving the resulting problem is NP-Hard. We then propose a tractable solution approach based on a convex relaxation of the objective. Finally, we experimentally demonstrate that our approach significantly outperforms both a simple baseline that ignores network structure, as well as a state-of-the-art approach for a related problem, on both synthetic and real-world datasets.

cs.SI↗

Computing Equilibria in Binary Networked Public Goods Games

Public goods games study the incentives of individuals to contribute to a public good and their behaviors in equilibria. In this paper, we examine a specific type of public goods game where players are networked and each has binary actions, and focus on the algorithmic aspects of such games. First, we show that checking the existence of a pure-strategy Nash equilibrium is NP-complete. We then identify tractable instances based on restrictions of either utility functions or of the underlying graphical structure. In certain cases, we also show that we can efficiently compute a socially optimal Nash equilibrium. Finally, we propose a heuristic approach for computing approximate equilibria in general binary networked public goods games, and experimentally demonstrate its effectiveness.

cs.GT↗

CROP: Certifying Robust Policies for Reinforcement Learning through Functional Smoothing

As reinforcement learning (RL) has achieved great success and been even adopted in safety-critical domains such as autonomous vehicles, a range of empirical studies have been conducted to improve its robustness against adversarial attacks. However, how to certify its robustness with theoretical guarantees still remains challenging. In this paper, we present the first unified framework CROP (Certifying Robust Policies for RL) to provide robustness certification on both action and reward levels. In particular, we propose two robustness certification criteria: robustness of per-state actions and lower bound of cumulative rewards. We then develop a local smoothing algorithm for policies derived from Q-functions to guarantee the robustness of actions taken along the trajectory; we also develop a global smoothing algorithm for certifying the lower bound of a finite-horizon cumulative reward, as well as a novel local smoothing algorithm to perform adaptive search in order to obtain tighter reward certification. Empirically, we apply CROP to evaluate several existing empirically robust RL algorithms, including adversarial training and different robust regularization, in four environments (two representative Atari games, Highway, and CartPole). Furthermore, by evaluating these algorithms against adversarial attacks, we demonstrate that our certification are often tight. All experiment results are available at website https://crop-leaderboard.github.io.

cs.LG↗

Proceedings of the Artificial Intelligence for Cyber Security (AICS) Workshop at AAAI 2022

The workshop will focus on the application of AI to problems in cyber security. Cyber systems generate large volumes of data, utilizing this effectively is beyond human capabilities. Additionally, adversaries continue to develop new attacks. Hence, AI methods are required to understand and protect the cyber domain. These challenges are widely studied in enterprise networks, but there are many gaps in research and practice as well as novel problems in other domains. In general, AI techniques are still not widely adopted in the real world. Reasons include: (1) a lack of certification of AI for security, (2) a lack of formal study of the implications of practical constraints (e.g., power, memory, storage) for AI systems in the cyber domain, (3) known vulnerabilities such as evasion, poisoning attacks, (4) lack of meaningful explanations for security analysts, and (5) lack of analyst trust in AI solutions. There is a need for the research community to develop novel solutions for these practical issues.

cs.CR↗

Networked Restless Multi-Armed Bandits for Mobile Interventions

Motivated by a broad class of mobile intervention problems, we propose and study restless multi-armed bandits (RMABs) with network effects. In our model, arms are partially recharging and connected through a graph, so that pulling one arm also improves the state of neighboring arms, significantly extending the previously studied setting of fully recharging bandits with no network effects. In mobile interventions, network effects may arise due to regular population movements (such as commuting between home and work). We show that network effects in RMABs induce strong reward coupling that is not accounted for by existing solution methods. We propose a new solution approach for networked RMABs, exploiting concavity properties which arise under natural assumptions on the structure of intervention effects. We provide sufficient conditions for optimality of our approach in idealized settings and demonstrate that it empirically outperforms state-of-the art baselines in three mobile intervention domains using real-world graphs.

cs.LG↗

Defending Against Membership Inference Attacks on Beacon Services

Large genomic datasets are now created through numerous activities, including recreational genealogical investigations, biomedical research, and clinical care. At the same time, genomic data has become valuable for reuse beyond their initial point of collection, but privacy concerns often hinder access. Over the past several years, Beacon services have emerged to broaden accessibility to such data. These services enable users to query for the presence of a particular minor allele in a private dataset, information that can help care providers determine if genomic variation is spurious or has some known clinical indication. However, various studies have shown that even this limited access model can leak if individuals are members in the underlying dataset. Several approaches for mitigating this vulnerability have been proposed, but they are limited in that they 1) typically rely on heuristics and 2) offer probabilistic privacy guarantees, but neglect utility. In this paper, we present a novel algorithmic framework to ensure privacy in a Beacon service setting with a minimal number of query response flips (e.g., changing a positive response to a negative). Specifically, we represent this problem as combinatorial optimization in both the batch setting (where queries arrive all at once), as well as the online setting (where queries arrive sequentially). The former setting has been the primary focus in prior literature, whereas real Beacons allow sequential queries, motivating the latter investigation. We present principled algorithms in this framework with both privacy and, in some cases, worst-case utility guarantees. Moreover, through an extensive experimental evaluation, we show that the proposed approaches significantly outperform the state of the art in terms of privacy and utility.

cs.CR↗

Unfairness Despite Awareness: Group-Fair Classification with Strategic Agents

The use of algorithmic decision making systems in domains which impact the financial, social, and political well-being of people has created a demand for these decision making systems to be "fair" under some accepted notion of equity. This demand has in turn inspired a large body of work focused on the development of fair learning algorithms which are then used in lieu of their conventional counterparts. Most analysis of such fair algorithms proceeds from the assumption that the people affected by the algorithmic decisions are represented as immutable feature vectors. However, strategic agents may possess both the ability and the incentive to manipulate this observed feature vector in order to attain a more favorable outcome. We explore the impact that strategic agent behavior could have on fair classifiers and derive conditions under which this behavior leads to fair classifiers becoming less fair than their conventional counterparts under the same measure of fairness that the fair classifier takes into account. These conditions are related to the the way in which the fair classifier remedies unfairness on the original unmanipulated data: fair classifiers which remedy unfairness by becoming more selective than their conventional counterparts are the ones that become less fair than their counterparts when agents are strategic. We further demonstrate that both the increased selectiveness of the fair classifier, and consequently the loss of fairness, arises when performing fair learning on domains in which the advantaged group is overrepresented in the region near (and on the beneficial side of) the decision boundary of conventional classifiers. Finally, we observe experimentally, using several datasets and learning methods, that this fairness reversal is common, and that our theoretical characterization of the fairness reversal conditions indeed holds in most such cases.

cs.MA↗