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Jie Fu

Publications and source records attributed to Jie Fu.

At least 235 records · Page 13Linked to original sources

Decoy Allocation Games on Graphs with Temporal Logic Objectives

We study a class of games, in which the adversary (attacker) is to satisfy a complex mission specified in linear temporal logic, and the defender is to prevent the adversary from achieving its goal. A deceptive defender can allocate decoys, in addition to defense actions, to create disinformation for the attacker. Thus, we focus on the problem of jointly synthesizing a decoy placement strategy and a deceptive defense strategy that maximally exploits the incomplete information the attacker about the decoy locations. We introduce a model of hypergames on graphs with temporal logic objectives to capture such adversarial interactions with asymmetric information. Using the hypergame model, we analyze the effectiveness of a given decoy placement, quantified by the set of deceptive winning states where the defender can prevent the attacker from satisfying the attack objective given its incomplete information about decoy locations. Then, we investigate how to place decoys to maximize the defender's deceptive winning region. Considering the large search space for all possible decoy allocation strategies, we incorporate the idea of compositional synthesis from formal methods and show that the objective function in the class of decoy allocation problem is monotone and non-decreasing. We derive the sufficient conditions under which the objective function for the decoy allocation problem is submodular, or supermodular, respectively. We show a sub-optimal allocation can be efficiently computed by iteratively composing the solutions of hypergames with a subset of decoys and the solution of a hypergame given a single decoy. We use a running example to illustrate the proposed method.

cs.GT↗

A Theory of Hypergames on Graphs for Synthesizing Dynamic Cyber Defense with Deception

In this chapter, we present an approach using formal methods to synthesize reactive defense strategy in a cyber network, equipped with a set of decoy systems. We first generalize formal graphical security models--attack graphs--to incorporate defender's countermeasures in a game-theoretic model, called an attack-defend game on graph. This game captures the dynamic interactions between the defender and the attacker and their defense/attack objectives in formal logic. Then, we introduce a class of hypergames to model asymmetric information created by decoys in the attacker-defender interactions. Given qualitative security specifications in formal logic, we show that the solution concepts from hypergames and reactive synthesis in formal methods can be extended to synthesize effective dynamic defense strategy using cyber deception. The strategy takes the advantages of the misperception of the attacker to ensure security specification is satisfied, which may not be satisfiable when the information is symmetric.

cs.CR↗

Dynamic Hypergames for Synthesis of Deceptive Strategies with Temporal Logic Objectives

In this paper, we study the use of deception for strategic planning in adversarial environments. We model the interaction between the agent (player 1) and the adversary (player 2) as a two-player concurrent game in which the adversary has incomplete information about the agent's task specification in temporal logic. During the online interaction, the adversary can infer the agent's intention from observations and adapt its strategy so as to prevent the agent from satisfying the task. To plan against such an adaptive opponent, the agent must leverage its knowledge about the adversary's incomplete information to influence the behavior of the opponent, and thereby being deceptive. To synthesize a deceptive strategy, we introduce a class of hypergame models that capture the interaction between the agent and its adversary given asymmetric, incomplete information. A hypergame is a hierarchy of games, perceived differently by the agent and its adversary. We develop the solution concept of this class of hypergames and show that the subjectively rationalizable strategy for the agent is deceptive and maximizes the probability of satisfying the task in temporal logic. This deceptive strategy is obtained by modeling the opponent evolving perception of the interaction and integrating the opponent model into proactive planning. Following the deceptive strategy, the agent chooses actions to influence the game history as well as to manipulate the adversary's perception so that it takes actions that benefit the goal of the agent. We demonstrate the correctness of our deceptive planning algorithm using robot motion planning examples with temporal logic objectives and design a detection mechanism to notify the agent of potential errors in modeling of the adversary's behavior.

cs.GT↗

A Receding-Horizon MDP Approach for Performance Evaluation of Moving Target Defense in Networks

In this paper, we study the problem of assessing the effectiveness of a proactive defense-by-detection policy with a network-based moving target defense. We model the network system using a probabilistic attack graph--a graphical security model. Given a network system with a proactive defense strategy, an intelligent attacker needs to perform reconnaissance repeatedly to learn about the locations of intrusion detection systems and re-plan optimally to reach the target while avoiding detection. To compute the attacker's strategy for security evaluation, we develop a receding-horizon planning algorithm using a risk-sensitive Markov decision process with a time-varying reward function. Finally, we implement both defense and attack strategies in a synthetic network and analyze how the frequency of network randomization and the number of detection systems can influence the success rate of the attacker. This study provides insights for designing proactive defense strategies against online and multi-stage attacks by a resourceful attacker.

cs.CR↗

Deceptive Labeling: Hypergames on Graphs for Stealthy Deception

With the increasing sophistication of attacks on cyber-physical systems, deception has emerged as an effective tool to improve system security and safety by obfuscating the attacker's perception. In this paper, we present a solution to the deceptive game in which a control agent is to satisfy a Boolean objective specified by a co-safe temporal logic formula in the presence of an adversary. The agent intentionally introduces asymmetric information to create payoff misperception, which manifests as the misperception of the labeling function in the game model. Thus, the adversary is unable to accurately determine which logical formula is satisfied by a given outcome of the game. We introduce a model called hypergame on graph to capture the asymmetrical information with one-sided payoff misperception. Based on this model, we present the solution of such a hypergame and use the solution to synthesize stealthy deceptive strategies. Specifically, deceptive sure winning and deceptive almost-sure winning strategies are developed by reducing the hypergame to a two-player game and one-player stochastic game with reachability objectives. A running example is introduced to demonstrate the game model and the solution concept used for strategy synthesis.

cs.GT↗

A novel 3D multi-path DenseNet for improving automatic segmentation of glioblastoma on pre-operative multi-modal MR images

Convolutional neural networks have achieved excellent results in automatic medical image segmentation. In this study, we proposed a novel 3D multi-path DenseNet for generating the accurate glioblastoma (GBM) tumor contour from four multi-modal pre-operative MR images. We hypothesized that the multi-path architecture could achieve more accurate segmentation than a single-path architecture. 258 GBM patients were included in this study. Each patient had four MR images (T1-weighted, contrast-enhanced T1-weighted, T2-weighted, and FLAIR) and the manually segmented tumor contour. We built a 3D multi-path DenseNet that could be trained to generate the corresponding GBM tumor contour from the four MR images. A 3D single-path DenseNet was also built for comparison. Both DenseNets were based on the encoder-decoder architecture. All four images were concatenated and fed into a single encoder path in the single-path DenseNet, while each input image had its own encoder path in the multi-path DenseNet. The patient cohort was randomly split into a training set of 180 patients, a validation set of 39 patients, and a testing set of 39 patients. Model performance was evaluated using the Dice similarity coefficient (DSC), average surface distance (ASD), and 95% Hausdorff distance (HD95%). Wilcoxon signed-rank tests were conducted to examine the model differences. The single-path DenseNet achieved a DSC of 0.911$\pm$0.060, ASD of 1.3$\pm$0.7 mm, and HD95% of 5.2$\pm$7.1 mm, while the multi-path DenseNet achieved a DSC of 0.922$\pm$0.041, ASD of 1.1$\pm$0.5 mm, and HD95% of 3.9$\pm$3.3 mm. The p-values of all Wilcoxon signed-rank tests were less than 0.05. Both 3D DenseNets generated GBM tumor contours in good agreement with the manually segmented contours from multi-modal MR images. The multi-path DenseNet achieved more accurate tumor segmentation than the single-path DenseNet.

physics.med-ph↗

RikiNet: Reading Wikipedia Pages for Natural Question Answering

Reading long documents to answer open-domain questions remains challenging in natural language understanding. In this paper, we introduce a new model, called RikiNet, which reads Wikipedia pages for natural question answering. RikiNet contains a dynamic paragraph dual-attention reader and a multi-level cascaded answer predictor. The reader dynamically represents the document and question by utilizing a set of complementary attention mechanisms. The representations are then fed into the predictor to obtain the span of the short answer, the paragraph of the long answer, and the answer type in a cascaded manner. On the Natural Questions (NQ) dataset, a single RikiNet achieves 74.3 F1 and 57.9 F1 on long-answer and short-answer tasks. To our best knowledge, it is the first single model that outperforms the single human performance. Furthermore, an ensemble RikiNet obtains 76.1 F1 and 61.3 F1 on long-answer and short-answer tasks, achieving the best performance on the official NQ leaderboard

cs.CL↗

Role-Wise Data Augmentation for Knowledge Distillation

Knowledge Distillation (KD) is a common method for transferring the ``knowledge'' learned by one machine learning model (the \textit{teacher}) into another model (the \textit{student}), where typically, the teacher has a greater capacity (e.g., more parameters or higher bit-widths). To our knowledge, existing methods overlook the fact that although the student absorbs extra knowledge from the teacher, both models share the same input data -- and this data is the only medium by which the teacher's knowledge can be demonstrated. Due to the difference in model capacities, the student may not benefit fully from the same data points on which the teacher is trained. On the other hand, a human teacher may demonstrate a piece of knowledge with individualized examples adapted to a particular student, for instance, in terms of her cultural background and interests. Inspired by this behavior, we design data augmentation agents with distinct roles to facilitate knowledge distillation. Our data augmentation agents generate distinct training data for the teacher and student, respectively. We find empirically that specially tailored data points enable the teacher's knowledge to be demonstrated more effectively to the student. We compare our approach with existing KD methods on training popular neural architectures and demonstrate that role-wise data augmentation improves the effectiveness of KD over strong prior approaches. The code for reproducing our results can be found at https://github.com/bigaidream-projects/role-kd

cs.LG↗

Interactive Machine Comprehension with Information Seeking Agents

Existing machine reading comprehension (MRC) models do not scale effectively to real-world applications like web-level information retrieval and question answering (QA). We argue that this stems from the nature of MRC datasets: most of these are static environments wherein the supporting documents and all necessary information are fully observed. In this paper, we propose a simple method that reframes existing MRC datasets as interactive, partially observable environments. Specifically, we "occlude" the majority of a document's text and add context-sensitive commands that reveal "glimpses" of the hidden text to a model. We repurpose SQuAD and NewsQA as an initial case study, and then show how the interactive corpora can be used to train a model that seeks relevant information through sequential decision making. We believe that this setting can contribute in scaling models to web-level QA scenarios.

cs.CL↗

Feature Lenses: Plug-and-play Neural Modules for Transformation-Invariant Visual Representations

Convolutional Neural Networks (CNNs) are known to be brittle under various image transformations, including rotations, scalings, and changes of lighting conditions. We observe that the features of a transformed image are drastically different from the ones of the original image. To make CNNs more invariant to transformations, we propose "Feature Lenses", a set of ad-hoc modules that can be easily plugged into a trained model (referred to as the "host model"). Each individual lens reconstructs the original features given the features of a transformed image under a particular transformation. These lenses jointly counteract feature distortions caused by various transformations, thus making the host model more robust without retraining. By only updating lenses, the host model is freed from iterative updating when facing new transformations absent in the training data; as feature semantics are preserved, downstream applications, such as classifiers and detectors, automatically gain robustness without retraining. Lenses are trained in a self-supervised fashion with no annotations, by minimizing a novel "Top-K Activation Contrast Loss" between lens-transformed features and original features. Evaluated on ImageNet, MNIST-rot, and CIFAR-10, Feature Lenses show clear advantages over baseline methods.

cs.CV↗

Learning to Locomote with Deep Neural-Network and CPG-based Control in a Soft Snake Robot

In this paper, we present a new locomotion control method for soft robot snakes. Inspired by biological snakes, our control architecture is composed of two key modules: A deep reinforcement learning (RL) module for achieving adaptive goal-tracking behaviors with changing goals, and a central pattern generator (CPG) system with Matsuoka oscillators for generating stable and diverse locomotion patterns. The two modules are interconnected into a closed-loop system: The RL module, analogizing the locomotion region located in the midbrain of vertebrate animals, regulates the input to the CPG system given state feedback from the robot. The output of the CPG system is then translated into pressure inputs to pneumatic actuators of the soft snake robot. Based on the fact that the oscillation frequency and wave amplitude of the Matsuoka oscillator can be independently controlled under different time scales, we further adapt the option-critic framework to improve the learning performance measured by optimality and data efficiency. The performance of the proposed controller is experimentally validated with both simulated and real soft snake robots.

cs.RO↗

Secure-by-synthesis network with active deception and temporal logic specifications

This paper is concerned with the synthesis of strategies in network systems with active cyber deception. Active deception in a network employs decoy systems and other defenses to conduct defensive planning against the intrusion of malicious attackers who have been confirmed by sensing systems. In this setting, the defender's objective is to ensure the satisfaction of security properties specified in temporal logic formulas. We formulate the problem of deceptive planning with decoy systems and other defenses as a two-player games with asymmetrical information and Boolean payoffs in temporal logic. We use level-2 hypergame with temporal logic objectives to capture the incomplete/incorrect knowledge of the attacker about the network system as a payoff misperception. The true payoff function is private information of the defender. Then, we extend the solution concepts of $omega$-regular games to analyze the attacker's rational strategy given her incomplete information. By generalizing the solution of level-2 hypergame in the normal form to extensive form, we extend the solutions of games with safe temporal logic objectives to decide whether the defender can ensure security properties to be satisfied with probability one, given any possible strategy that is perceived to be rational by the attacker. Further, we use the solution of games with co-safe (reachability) temporal logic objectives to determine whether the defender can engage the attacker, by directing the attacker to a high-fidelity honeypot. The effectiveness of the proposed synthesis methods is illustrated with synthetic network systems with honeypots.

cs.GT↗

Synthesis of Deceptive Strategies in Reachability Games with Action Misperception

We consider a class of two-player turn-based zero-sum games on graphs with reachability objectives, known as reachability games, where the objective of Player 1 (P1) is to reach a set of goal states, and that of Player 2 (P2) is to prevent this. In particular, we consider the case where the players have asymmetric information about each other's action capabilities: P2 starts with an incomplete information (misperception) about P1's action set, and updates the misperception when P1 uses an action previously unknown to P2. When P1 is made aware of P2's misperception, the key question is whether P1 can control P2's perception so as to deceive P2 into selecting actions to P1's advantage? We show that there might exist a deceptive winning strategy for P1 that ensures P1's objective is achieved with probability one from a state otherwise losing for P1, had the information being symmetric and complete. We present three key results: First, we introduce a dynamic hypergame model to capture the reachability game with evolving misperception of P2. Second, we present a fixed-point algorithm to compute the Deceptive Almost-Sure Winning (DASW) region and DASW strategy. Finally, we show that DASW strategy is at least as powerful as Almost-Sure Winning (ASW) strategy in the game in which P1 does not account for P2's misperception. We illustrate our algorithm using a robot motion planning in an adversarial environment.

cs.GT↗

An automatic deep learning-based workflow for glioblastoma survival prediction using pre-operative multimodal MR images

We proposed a fully automatic workflow for glioblastoma (GBM) survival prediction using deep learning (DL) methods. 285 glioma (210 GBM, 75 low-grade glioma) patients were included. 163 of the GBM patients had overall survival (OS) data. Every patient had four pre-operative MR scans and manually drawn tumor contours. For automatic tumor segmentation, a 3D convolutional neural network (CNN) was trained and validated using 122 glioma patients. The trained model was applied to the remaining 163 GBM patients to generate tumor contours. The handcrafted and DL-based radiomic features were extracted from auto-contours using explicitly designed algorithms and a pre-trained CNN respectively. 163 GBM patients were randomly split into training (n=122) and testing (n=41) sets for survival analysis. Cox regression models with regularization techniques were trained to construct the handcrafted and DL-based signatures. The prognostic power of the two signatures was evaluated and compared. The 3D CNN achieved an average Dice coefficient of 0.85 across 163 GBM patients for tumor segmentation. The handcrafted signature achieved a C-index of 0.64 (95% CI: 0.55-0.73), while the DL-based signature achieved a C-index of 0.67 (95% CI: 0.57-0.77). Unlike the handcrafted signature, the DL-based signature successfully stratified testing patients into two prognostically distinct groups (p-value<0.01, HR=2.80, 95% CI: 1.26-6.24). The proposed 3D CNN generated accurate GBM tumor contours from four MR images. The DL-based signature resulted in better GBM survival prediction, in terms of higher C-index and significant patient stratification, than the handcrafted signature. The proposed automatic radiomic workflow demonstrated the potential of improving patient stratification and survival prediction in GBM patients.

physics.med-ph↗

Jacobian Adversarially Regularized Networks for Robustness

Adversarial examples are crafted with imperceptible perturbations with the intent to fool neural networks. Against such attacks, adversarial training and its variants stand as the strongest defense to date. Previous studies have pointed out that robust models that have undergone adversarial training tend to produce more salient and interpretable Jacobian matrices than their non-robust counterparts. A natural question is whether a model trained with an objective to produce salient Jacobian can result in better robustness. This paper answers this question with affirmative empirical results. We propose Jacobian Adversarially Regularized Networks (JARN) as a method to optimize the saliency of a classifier's Jacobian by adversarially regularizing the model's Jacobian to resemble natural training images. Image classifiers trained with JARN show improved robust accuracy compared to standard models on the MNIST, SVHN and CIFAR-10 datasets, uncovering a new angle to boost robustness without using adversarial training examples.

cs.CV↗

Revision in Continuous Space: Unsupervised Text Style Transfer without Adversarial Learning

Typical methods for unsupervised text style transfer often rely on two key ingredients: 1) seeking the explicit disentanglement of the content and the attributes, and 2) troublesome adversarial learning. In this paper, we show that neither of these components is indispensable. We propose a new framework that utilizes the gradients to revise the sentence in a continuous space during inference to achieve text style transfer. Our method consists of three key components: a variational auto-encoder (VAE), some attribute predictors (one for each attribute), and a content predictor. The VAE and the two types of predictors enable us to perform gradient-based optimization in the continuous space, which is mapped from sentences in a discrete space, to find the representation of a target sentence with the desired attributes and preserved content. Moreover, the proposed method naturally has the ability to simultaneously manipulate multiple fine-grained attributes, such as sentence length and the presence of specific words, when performing text style transfer tasks. Compared with previous adversarial learning based methods, the proposed method is more interpretable, controllable and easier to train. Extensive experimental studies on three popular text style transfer tasks show that the proposed method significantly outperforms five state-of-the-art methods.

cs.CL↗

Topological Approximate Dynamic Programming under Temporal Logic Constraints

In this paper, we develop a Topological Approximate Dynamic Programming (TADP) method for planningin stochastic systems modeled as Markov Decision Processesto maximize the probability of satisfying high-level systemspecifications expressed in Linear Temporal Logic (LTL). Ourmethod includes two steps: First, we propose to decompose theplanning problem into a sequence of sub-problems based on thetopological property of the task automaton which is translatedfrom the LTL constraints. Second, we extend a model-freeapproximate dynamic programming method for value iterationto solve, in an order reverse to a causal dependency of valuefunctions, one for each state in the task automaton. Particularly,we show that the complexity of the TADP does not growpolynomially with the size of the product Markov DecisionProcess (MDP). The correctness and efficiency of the algorithmare demonstrated using a robotic motion planning example.

math.OC↗

Learning Sparse Mixture of Experts for Visual Question Answering

There has been a rapid progress in the task of Visual Question Answering with improved model architectures. Unfortunately, these models are usually computationally intensive due to their sheer size which poses a serious challenge for deployment. We aim to tackle this issue for the specific task of Visual Question Answering (VQA). A Convolutional Neural Network (CNN) is an integral part of the visual processing pipeline of a VQA model (assuming the CNN is trained along with entire VQA model). In this project, we propose an efficient and modular neural architecture for the VQA task with focus on the CNN module. Our experiments demonstrate that a sparsely activated CNN based VQA model achieves comparable performance to a standard CNN based VQA model architecture.

cs.LG↗