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Bhaskar Ramasubramanian

Publications and source records attributed to Bhaskar Ramasubramanian.

42 records · Page 3Linked to original sources

Control Synthesis for Cyber-Physical Systems to Satisfy Metric Interval Temporal Logic Objectives under Timing and Actuator Attacks

This paper studies the synthesis of controllers for cyber-physical systems (CPSs) that are required to carry out complex tasks that are time-sensitive, in the presence of an adversary. The task is specified as a formula in metric interval temporal logic (MITL). The adversary is assumed to have the ability to tamper with the control input to the CPS and also manipulate timing information perceived by the CPS. In order to model the interaction between the CPS and the adversary, and also the effect of these two classes of attacks, we define an entity called a durational stochastic game (DSG). DSGs probabilistically capture transitions between states in the environment, and also the time taken for these transitions. With the policy of the defender represented as a finite state controller (FSC), we present a value-iteration based algorithm that computes an FSC that maximizes the probability of satisfying the MITL specification under the two classes of attacks. A numerical case-study on a signalized traffic network is presented to illustrate our results.

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FRESH: Interactive Reward Shaping in High-Dimensional State Spaces using Human Feedback

Reinforcement learning has been successful in training autonomous agents to accomplish goals in complex environments. Although this has been adapted to multiple settings, including robotics and computer games, human players often find it easier to obtain higher rewards in some environments than reinforcement learning algorithms. This is especially true of high-dimensional state spaces where the reward obtained by the agent is sparse or extremely delayed. In this paper, we seek to effectively integrate feedback signals supplied by a human operator with deep reinforcement learning algorithms in high-dimensional state spaces. We call this FRESH (Feedback-based REward SHaping). During training, a human operator is presented with trajectories from a replay buffer and then provides feedback on states and actions in the trajectory. In order to generalize feedback signals provided by the human operator to previously unseen states and actions at test-time, we use a feedback neural network. We use an ensemble of neural networks with a shared network architecture to represent model uncertainty and the confidence of the neural network in its output. The output of the feedback neural network is converted to a shaping reward that is augmented to the reward provided by the environment. We evaluate our approach on the Bowling and Skiing Atari games in the arcade learning environment. Although human experts have been able to achieve high scores in these environments, state-of-the-art deep learning algorithms perform poorly. We observe that FRESH is able to achieve much higher scores than state-of-the-art deep learning algorithms in both environments. FRESH also achieves a 21.4% higher score than a human expert in Bowling and does as well as a human expert in Skiing.

cs.AI↗

Linear Temporal Logic Satisfaction in Adversarial Environments using Secure Control Barrier Certificates

This paper studies the satisfaction of a class of temporal properties for cyber-physical systems (CPSs) over a finite-time horizon in the presence of an adversary, in an environment described by discrete-time dynamics. The temporal logic specification is given in safe-LTL_F, a fragment of linear temporal logic over traces of finite length. The interaction of the CPS with the adversary is modeled as a two-player zero-sum discrete-time dynamic stochastic game with the CPS as defender. We formulate a dynamic programming based approach to determine a stationary defender policy that maximized the probability of satisfaction of a safe-LTL_F formula over a finite time-horizon under any stationary adversary policy. We introduce secure control barrier certificates (S-CBCs), a generalization of barrier certificates and control barrier certificates that accounts for the presence of an adversary, and use S-CBCs to provide a lower bound on the above satisfaction probability. When the dynamics of the evolution of the system state has a specific underlying structure, we present a way to determine an S-CBC as a polynomial in the state variables using sum-of-squares optimization. An illustrative example demonstrates our approach.

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Potential-Based Advice for Stochastic Policy Learning

This paper augments the reward received by a reinforcement learning agent with potential functions in order to help the agent learn (possibly stochastic) optimal policies. We show that a potential-based reward shaping scheme is able to preserve optimality of stochastic policies, and demonstrate that the ability of an agent to learn an optimal policy is not affected when this scheme is augmented to soft Q-learning. We propose a method to impart potential based advice schemes to policy gradient algorithms. An algorithm that considers an advantage actor-critic architecture augmented with this scheme is proposed, and we give guarantees on its convergence. Finally, we evaluate our approach on a puddle-jump grid world with indistinguishable states, and the continuous state and action mountain car environment from classical control. Our results indicate that these schemes allow the agent to learn a stochastic optimal policy faster and obtain a higher average reward.

cs.LG↗

Secure Control under Partial Observability with Temporal Logic Constraints

This paper studies the synthesis of control policies for an agent that has to satisfy a temporal logic specification in a partially observable environment, in the presence of an adversary. The interaction of the agent (defender) with the adversary is modeled as a partially observable stochastic game. The search for policies is limited to over the space of finite state controllers, which leads to a tractable approach to determine policies. The goal is to generate a defender policy to maximize satisfaction of a given temporal logic specification under any adversary policy. We relate the satisfaction of the specification in terms of reaching (a subset of) recurrent states of a Markov chain. We then present a procedure to determine a set of defender and adversary finite state controllers of given sizes that will satisfy the temporal logic specification. We illustrate our approach with an example.

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Notions of Centralized and Decentralized Opacity in Linear Systems

We formulate notions of opacity for cyberphysical systems modeled as discrete-time linear time-invariant systems. A set of secret states is $k$-ISO with respect to a set of nonsecret states if, starting from these sets at time $0$, the outputs at time $k$ are indistinguishable to an adversarial observer. Necessary and sufficient conditions to ensure that a secret specification is $k$-ISO are established in terms of sets of reachable states. We also show how to adapt techniques for computing under-approximations and over-approximations of the set of reachable states of dynamical systems in order to soundly approximate k-ISO. Further, we provide a condition for output controllability, if $k$-ISO holds, and show that the converse holds under an additional assumption. We extend the theory of opacity for single-adversary systems to the case of multiple adversaries and develop several notions of decentralized opacity. We study the following scenarios: i) the presence or lack of a centralized coordinator, and ii) the presence or absence of collusion among adversaries. In the case of colluding adversaries, we derive a condition for nonopacity that depends on the structure of the directed graph representing the communication between adversaries. Finally, we relax the condition that the outputs be indistinguishable and define a notion of $ε$-opacity, and also provide an extension to the case of nonlinear systems.

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