7 research outputs found
Classification with Costly Features using Deep Reinforcement Learning
We study a classification problem where each feature can be acquired for a
cost and the goal is to optimize a trade-off between the expected
classification error and the feature cost. We revisit a former approach that
has framed the problem as a sequential decision-making problem and solved it by
Q-learning with a linear approximation, where individual actions are either
requests for feature values or terminate the episode by providing a
classification decision. On a set of eight problems, we demonstrate that by
replacing the linear approximation with neural networks the approach becomes
comparable to the state-of-the-art algorithms developed specifically for this
problem. The approach is flexible, as it can be improved with any new
reinforcement learning enhancement, it allows inclusion of pre-trained
high-performance classifier, and unlike prior art, its performance is robust
across all evaluated datasets.Comment: AAAI 201
NASimEmu: Network Attack Simulator & Emulator for Training Agents Generalizing to Novel Scenarios
Current frameworks for training offensive penetration testing agents with
deep reinforcement learning struggle to produce agents that perform well in
real-world scenarios, due to the reality gap in simulation-based frameworks and
the lack of scalability in emulation-based frameworks. Additionally, existing
frameworks often use an unrealistic metric that measures the agents'
performance on the training data. NASimEmu, a new framework introduced in this
paper, addresses these issues by providing both a simulator and an emulator
with a shared interface. This approach allows agents to be trained in
simulation and deployed in the emulator, thus verifying the realism of the used
abstraction. Our framework promotes the development of general agents that can
transfer to novel scenarios unseen during their training. For the simulation
part, we adopt an existing simulator NASim and enhance its realism. The
emulator is implemented with industry-level tools, such as Vagrant, VirtualBox,
and Metasploit. Experiments demonstrate that a simulation-trained agent can be
deployed in emulation, and we show how to use the framework to train a general
agent that transfers into novel, structurally different scenarios. NASimEmu is
available as open-source.Comment: NASimEmu is available at https://github.com/jaromiru/NASimEmu and the
baseline agents at https://github.com/jaromiru/NASimEmu-agent
Hierarchical Multiple-Instance Data Classification with Costly Features
We extend the framework of Classification with Costly Features (CwCF) that
works with samples of fixed dimensions to trees of varying depth and breadth
(similar to a JSON/XML file). In this setting, the sample is a tree - sets of
sets of features. Individually for each sample, the task is to sequentially
select informative features that help the classification. Each feature has a
real-valued cost, and the objective is to maximize accuracy while minimizing
the total cost. The process is modeled as an MDP where the states represent the
acquired features, and the actions select unknown features. We present a
specialized neural network architecture trained through deep reinforcement
learning that naturally fits the data and directly selects features in the
tree. We demonstrate our method in seven datasets and compare it to two
baselines.Comment: RL4RealLife @ ICML2021; code available at
https://github.com/jaromiru/rcwc
Symbolic Relational Deep Reinforcement Learning based on Graph Neural Networks
We focus on reinforcement learning (RL) in relational problems that are
naturally defined in terms of objects, their relations, and manipulations.
These problems are characterized by variable state and action spaces, and
finding a fixed-length representation, required by most existing RL methods, is
difficult, if not impossible. We present a deep RL framework based on graph
neural networks and auto-regressive policy decomposition that naturally works
with these problems and is completely domain-independent. We demonstrate the
framework in three very distinct domains and we report the method's competitive
performance and impressive zero-shot generalization over different problem
sizes. In goal-oriented BlockWorld, we demonstrate multi-parameter actions with
pre-conditions. In SysAdmin, we show how to select multiple objects
simultaneously. In the classical planning domain of Sokoban, the method trained
exclusively on 10x10 problems with three boxes solves 89% of 15x15 problems
with five boxes.Comment: RL4RealLife @ ICML2021; code available at
https://github.com/jaromiru/sr-dr
Interactive graphical application for Android platform
Diplomová práce prozkoumává metody a vhodnost tvorby her pro platformu Android. Práce je rozdÄ›lena do dvou částĂ. Prvnà část pojednává o potenciálu platformy z pohledu firem, vĂ˝vovářů a uĹľivatelĹŻ. TakĂ© popisuje nÄ›kolik knihoven a hernĂch enginĹŻ pouĹľitelnĂ˝ch pro vĂ˝voj her. Na základÄ› zĂskanĂ˝ch znalostĂ z prvnà části je navrhnuta interaktivnĂ hra. Druhá část práce vysvÄ›tluje celkovou kompozici aplikace a podrobnÄ› popisuje jejĂ moduly.Katedra informatiky a vĂ˝poÄŤetnĂ technikyObhájenoThe Master Thesis explores methods and suitability of making games on the Android platform. It is divided into two sections. The first section investigates the potential of the platform from the view of companies, developers and users. It also describes several libraries and game engines usable for game development. Based on the knowledge gained in the first part, an interactive game is designed. The second part explains the overall composition of the application and also describes its modules in detail