Frame-Correlation Transfers Trigger Economical Attacks on Deep Reinforcement Learning Policies
研究了如何利用帧间相关性迁移来加速生成针对图像型强化学习策略的对抗攻击,通过三种迁移方法在Atari游戏上验证了攻击生成速度的大幅提升,揭示了实时攻击的现实威胁。
Adversarial attack can be deemed as a necessary prerequisite evaluation procedure before the deployment of any reinforcement learning (RL) policy. Most existing approaches for generating adversarial attacks are gradient based and are extensive, viz., perturbing every pixel of every frame. In contrast, recent advances show that gradient-free selective perturbations (i.e., attacking only selected pixels and frames) could be a more realistic adversary. However, these attacks treat every frame in isolation, ignoring the relationship between neighboring states of a Markov decision process; thus resulting in high computational complexity that tends to limit their real-world plausibility due to the tight time constraint in RL. Given the above, this article showcases the first study of how transferability across frames could be exploited for boosting the creation of minimal yet powerful attacks in image-based RL. To this end, we introduce three types of frame-correlation transfers (FCTs) (i.e., anterior case transfer, random projection-based transfer, and principal components-based transfer) with varying degrees of computational complexity in generating adversaries via a genetic algorithm. We empirically demonstrate the tradeoff between the complexity and potency of the transfer mechanism by exploring four fully trained state-of-the-art policies on six Atari games. Our FCTs dramatically speed up the attack generation compared to existing methods, often reducing the computation time required to nearly zero; thus, shedding light on the real threat of real-time attacks in RL.