Avast-CTU Public CAPE DatasetBranislav Bosansky, Dominik Kouba, Ondrej Manhal et al.
There is a limited amount of publicly available data to support research in malware analysis technology. Particularly, there are virtually no publicly available datasets generated from rich sandboxes such as Cuckoo/CAPE. The benefit of using dynamic sandboxes is the realistic simulation of file execution in the target machine and obtaining a log of such execution. The machine can be infected by malware hence there is a good chance of capturing the malicious behavior in the execution logs, thus allowing researchers to study such behavior in detail. Although the subsequent analysis of log information is extensively covered in industrial cybersecurity backends, to our knowledge there has been only limited effort invested in academia to advance such log analysis capabilities using cutting edge techniques. We make this sample dataset available to support designing new machine learning methods for malware detection, especially for automatic detection of generic malicious behavior. The dataset has been collected in cooperation between Avast Software and Czech Technical University - AI Center (AIC).
3.8MLAug 4, 2022
Explaining Classifiers Trained on Raw Hierarchical Multiple-Instance DataTomáš Pevný, Viliam Lisý, Branislav Bošanský et al.
Learning from raw data input, thus limiting the need for feature engineering, is a component of many successful applications of machine learning methods in various domains. While many problems naturally translate into a vector representation directly usable in standard classifiers, a number of data sources have the natural form of structured data interchange formats (e.g., security logs in JSON/XML format). Existing methods, such as in Hierarchical Multiple Instance Learning (HMIL), allow learning from such data in their raw form. However, the explanation of the classifiers trained on raw structured data remains largely unexplored. By treating these models as sub-set selections problems, we demonstrate how interpretable explanations, with favourable properties, can be generated using computationally efficient algorithms. We compare to an explanation technique adopted from graph neural networks showing an order of magnitude speed-up and higher-quality explanations.
NASimEmu: Network Attack Simulator & Emulator for Training Agents Generalizing to Novel ScenariosJaromír Janisch, Tomáš Pevný, Viliam Lisý
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.
2.1AINov 28, 2023
Generation of Games for Opponent Model DifferentiationDavid Milec, Viliam Lisý, Christopher Kiekintveld
Protecting against adversarial attacks is a common multiagent problem. Attackers in the real world are predominantly human actors, and the protection methods often incorporate opponent models to improve the performance when facing humans. Previous results show that modeling human behavior can significantly improve the performance of the algorithms. However, modeling humans correctly is a complex problem, and the models are often simplified and assume humans make mistakes according to some distribution or train parameters for the whole population from which they sample. In this work, we use data gathered by psychologists who identified personality types that increase the likelihood of performing malicious acts. However, in the previous work, the tests on a handmade game could not show strategic differences between the models. We created a novel model that links its parameters to psychological traits. We optimized over parametrized games and created games in which the differences are profound. Our work can help with automatic game generation when we need a game in which some models will behave differently and to identify situations in which the models do not align.
2.3GTJan 15, 2025
Adapting Beyond the Depth Limit: Counter Strategies in Large Imperfect Information GamesDavid Milec, Vojtěch Kovařík, Viliam Lisý
We study the problem of adapting to a known sub-rational opponent during online play while remaining robust to rational opponents. We focus on large imperfect-information (zero-sum) games, which makes it impossible to inspect the whole game tree at once and necessitates the use of depth-limited search. However, all existing methods assume rational play beyond the depth-limit, which only allows them to adapt a very limited portion of the opponent's behaviour. We propose an algorithm Adapting Beyond Depth-limit (ABD) that uses a strategy-portfolio approach - which we refer to as matrix-valued states - for depth-limited search. This allows the algorithm to fully utilise all information about the opponent model, making it the first robust-adaptation method to be able to do so in large imperfect-information games. As an additional benefit, the use of matrix-valued states makes the algorithm simpler than traditional methods based on optimal value functions. Our experimental results in poker and battleship show that ABD yields more than a twofold increase in utility when facing opponents who make mistakes beyond the depth limit and also delivers significant improvements in utility and safety against randomly generated opponents.
4.2CRApr 14, 2024
Counteracting Concept Drift by Learning with Future Malware PredictionsBranislav Bosansky, Lada Hospodkova, Michal Najman et al.
The accuracy of deployed malware-detection classifiers degrades over time due to changes in data distributions and increasing discrepancies between training and testing data. This phenomenon is known as the concept drift. While the concept drift can be caused by various reasons in general, new malicious files are created by malware authors with a clear intention of avoiding detection. The existence of the intention opens a possibility for predicting such future samples. Including predicted samples in training data should consequently increase the accuracy of the classifiers on new testing data. We compare two methods for predicting future samples: (1) adversarial training and (2) generative adversarial networks (GANs). The first method explicitly seeks for adversarial examples against the classifier that are then used as a part of training data. Similarly, GANs also generate synthetic training data. We use GANs to learn changes in data distributions within different time periods of training data and then apply these changes to generate samples that could be in testing data. We compare these prediction methods on two different datasets: (1) Ember public dataset and (2) the internal dataset of files incoming to Avast. We show that while adversarial training yields more robust classifiers, this method is not a good predictor of future malware in general. This is in contrast with previously reported positive results in different domains (including natural language processing and spam detection). On the other hand, we show that GANs can be successfully used as predictors of future malware. We specifically examine malware families that exhibit significant changes in their data distributions over time and the experimental results confirm that GAN-based predictions can significantly improve the accuracy of the classifier on new, previously unseen data.
5.8AIOct 6, 2025
Look-ahead Reasoning with a Learned Model in Imperfect Information GamesOndřej Kubíček, Viliam Lisý
Test-time reasoning significantly enhances pre-trained AI agents' performance. However, it requires an explicit environment model, often unavailable or overly complex in real-world scenarios. While MuZero enables effective model learning for search in perfect information games, extending this paradigm to imperfect information games presents substantial challenges due to more nuanced look-ahead reasoning techniques and large number of states relevant for individual decisions. This paper introduces an algorithm LAMIR that learns an abstracted model of an imperfect information game directly from the agent-environment interaction. During test time, this trained model is used to perform look-ahead reasoning. The learned abstraction limits the size of each subgame to a manageable size, making theoretically principled look-ahead reasoning tractable even in games where previous methods could not scale. We empirically demonstrate that with sufficient capacity, LAMIR learns the exact underlying game structure, and with limited capacity, it still learns a valuable abstraction, which improves game playing performance of the pre-trained agents even in large games.
2.3GTDec 20, 2021
Revisiting Game Representations: The Hidden Costs of Efficiency in Sequential Decision-making AlgorithmsVojtěch Kovařík, David Milec, Michal Šustr et al.
Recent advancements in algorithms for sequential decision-making under imperfect information have shown remarkable success in large games such as limit- and no-limit poker. These algorithms traditionally formalize the games using the extensive-form game formalism, which, as we show, while theoretically sound, is memory-inefficient and computationally intensive in practice. To mitigate these challenges, a popular workaround involves using a specialized representation based on player specific information-state trees. However, as we show, this alternative significantly narrows the set of games that can be represented efficiently. In this study, we identify the set of large games on which modern algorithms have been benchmarked as being naturally represented by Sequential Bayesian Games. We elucidate the critical differences between extensive-form game and sequential Bayesian game representations, both theoretically and empirically. We further argue that the impressive experimental results often cited in the literature may be skewed, as they frequently stem from testing these algorithms only on this restricted class of games. By understanding these nuances, we aim to guide future research in developing more universally applicable and efficient algorithms for sequential decision-making under imperfect information.
1.6LGOct 22, 2021
Improving Robustness of Malware Classifiers using Adversarial Strings Generated from Perturbed Latent RepresentationsMarek Galovic, Branislav Bosansky, Viliam Lisy
In malware behavioral analysis, the list of accessed and created files very often indicates whether the examined file is malicious or benign. However, malware authors are trying to avoid detection by generating random filenames and/or modifying used filenames with new versions of the malware. These changes represent real-world adversarial examples. The goal of this work is to generate realistic adversarial examples and improve the classifier's robustness against these attacks. Our approach learns latent representations of input strings in an unsupervised fashion and uses gradient-based adversarial attack methods in the latent domain to generate adversarial examples in the input domain. We use these examples to improve the classifier's robustness by training on the generated adversarial set of strings. Compared to classifiers trained only on perturbed latent vectors, our approach produces classifiers that are significantly more robust without a large trade-off in standard accuracy.
Mill.jl and JsonGrinder.jl: automated differentiable feature extraction for learning from raw JSON dataSimon Mandlik, Matej Racinsky, Viliam Lisy et al.
Learning from raw data input, thus limiting the need for manual feature engineering, is one of the key components of many successful applications of machine learning methods. While machine learning problems are often formulated on data that naturally translate into a vector representation suitable for classifiers, there are data sources, for example in cybersecurity, that are naturally represented in diverse files with a unifying hierarchical structure, such as XML, JSON, and Protocol Buffers. Converting this data to vector (tensor) representation is generally done by manual feature engineering, which is laborious, lossy, and prone to human bias about the importance of particular features. Mill and JsonGrinder is a tandem of libraries, which fully automates the conversion. Starting with an arbitrary set of JSON samples, they create a differentiable machine learning model capable of infer from further JSON samples in their raw form.
Multi-agent Reinforcement Learning in OpenSpiel: A Reproduction ReportMichael Walton, Viliam Lisy
In this report, we present results reproductions for several core algorithms implemented in the OpenSpiel framework for learning in games. The primary contribution of this work is a validation of OpenSpiel's re-implemented search and Reinforcement Learning algorithms against the results reported in their respective originating works. Additionally, we provide complete documentation of hyperparameters and source code required to reproduce these experiments easily and exactly.
5.7AISep 30, 2020
Complexity and Algorithms for Exploiting Quantal Opponents in Large Two-Player GamesDavid Milec, Jakub Černý, Viliam Lisý et al.
Solution concepts of traditional game theory assume entirely rational players; therefore, their ability to exploit subrational opponents is limited. One type of subrationality that describes human behavior well is the quantal response. While there exist algorithms for computing solutions against quantal opponents, they either do not scale or may provide strategies that are even worse than the entirely-rational Nash strategies. This paper aims to analyze and propose scalable algorithms for computing effective and robust strategies against a quantal opponent in normal-form and extensive-form games. Our contributions are: (1) we define two different solution concepts related to exploiting quantal opponents and analyze their properties; (2) we prove that computing these solutions is computationally hard; (3) therefore, we evaluate several heuristic approximations based on scalable counterfactual regret minimization (CFR); and (4) we identify a CFR variant that exploits the bounded opponents better than the previously used variants while being less exploitable by the worst-case perfectly-rational opponent.
Symbolic Relational Deep Reinforcement Learning based on Graph Neural Networks and Autoregressive Policy DecompositionJaromír Janisch, Tomáš Pevný, Viliam Lisý
We focus on reinforcement learning (RL) in relational problems that are naturally defined in terms of objects, their relations, and object-centric actions. 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's broad applicability in three distinct domains and show impressive zero-shot generalization over different problem sizes.
1.2LGApr 22, 2020
Discovering Imperfectly Observable Adversarial Actions using Anomaly DetectionOlga Petrova, Karel Durkota, Galina Alperovich et al.
Anomaly detection is a method for discovering unusual and suspicious behavior. In many real-world scenarios, the examined events can be directly linked to the actions of an adversary, such as attacks on computer networks or frauds in financial operations. While the defender wants to discover such malicious behavior, the attacker seeks to accomplish their goal (e.g., exfiltrating data) while avoiding the detection. To this end, anomaly detectors have been used in a game-theoretic framework that captures these goals of a two-player competition. We extend the existing models to more realistic settings by (1) allowing both players to have continuous action spaces and by assuming that (2) the defender cannot perfectly observe the action of the attacker. We propose two algorithms for solving such games -- a direct extension of existing algorithms based on discretizing the feature space and linear programming and the second algorithm based on constrained learning. Experiments show that both algorithms are applicable for cases with low feature space dimensions but the learning-based method produces less exploitable strategies and it is scalable to higher dimensions. Moreover, we use real-world data to compare our approaches with existing classifiers in a data-exfiltration scenario via the DNS channel. The results show that our models are significantly less exploitable by an informed attacker.
Classification with Costly Features in Hierarchical Deep SetsJaromír Janisch, Tomáš Pevný, Viliam Lisý
Classification with Costly Features (CwCF) is a classification problem that includes the cost of features in the optimization criteria. Individually for each sample, its features are sequentially acquired to maximize accuracy while minimizing the acquired features' cost. However, existing approaches can only process data that can be expressed as vectors of fixed length. In real life, the data often possesses rich and complex structure, which can be more precisely described with formats such as XML or JSON. The data is hierarchical and often contains nested lists of objects. In this work, we extend an existing deep reinforcement learning-based algorithm with hierarchical deep sets and hierarchical softmax, so that it can directly process this data. The extended method has greater control over which features it can acquire and, in experiments with seven datasets, we show that this leads to superior performance. To showcase the real usage of the new method, we apply it to a real-life problem of classifying malicious web domains, using an online service.
Classification with Costly Features as a Sequential Decision-Making ProblemJaromír Janisch, Tomáš Pevný, Viliam Lisý
This work focuses on a specific classification problem, where the information about a sample is not readily available, but has to be acquired for a cost, and there is a per-sample budget. Inspired by real-world use-cases, we analyze average and hard variations of a directly specified budget. We postulate the problem in its explicit formulation and then convert it into an equivalent MDP, that can be solved with deep reinforcement learning. Also, we evaluate a real-world inspired setting with sparse training dataset with missing features. The presented method performs robustly well in all settings across several distinct datasets, outperforming other prior-art algorithms. The method is flexible, as showcased with all mentioned modifications and can be improved with any domain independent advancement in RL.
24.5AIJun 26, 2019
Rethinking Formal Models of Partially Observable Multiagent Decision MakingVojtěch Kovařík, Martin Schmid, Neil Burch et al.
Multiagent decision-making in partially observable environments is usually modelled as either an extensive-form game (EFG) in game theory or a partially observable stochastic game (POSG) in multiagent reinforcement learning (MARL). One issue with the current situation is that while most practical problems can be modelled in both formalisms, the relationship of the two models is unclear, which hinders the transfer of ideas between the two communities. A second issue is that while EFGs have recently seen significant algorithmic progress, their classical formalization is unsuitable for efficient presentation of the underlying ideas, such as those around decomposition. To solve the first issue, we introduce factored-observation stochastic games (FOSGs), a minor modification of the POSG formalism which distinguishes between private and public observation and thereby greatly simplifies decomposition. To remedy the second issue, we show that FOSGs and POSGs are naturally connected to EFGs: by "unrolling" a FOSG into its tree form, we obtain an EFG. Conversely, any perfect-recall timeable EFG corresponds to some underlying FOSG in this manner. Moreover, this relationship justifies several minor modifications to the classical EFG formalization that recently appeared as an implicit response to the model's issues with decomposition. Finally, we illustrate the transfer of ideas between EFGs and MARL by presenting three key EFG techniques -- counterfactual regret minimization, sequence form, and decomposition -- in the FOSG framework.
15.1AIMay 31, 2019
Value Functions for Depth-Limited Solving in Zero-Sum Imperfect-Information GamesVojtěch Kovařík, Dominik Seitz, Viliam Lisý et al.
We provide a formal definition of depth-limited games together with an accessible and rigorous explanation of the underlying concepts, both of which were previously missing in imperfect-information games. The definition works for an arbitrary extensive-form game and is not tied to any specific game-solving algorithm. Moreover, this framework unifies and significantly extends three approaches to depth-limited solving that previously existed in extensive-form games and multiagent reinforcement learning but were not known to be compatible. A key ingredient of these depth-limited games are value functions. Focusing on two-player zero-sum imperfect-information games, we show how to obtain optimal value functions and prove that public information provides both necessary and sufficient context for computing them. We provide a domain-independent encoding of the domains that allows for approximating value functions even by simple feed-forward neural networks, which are then able to generalize to unseen parts of the game. We use the resulting value network to implement a depth-limited version of counterfactual regret minimization. In three distinct domains, we show that the algorithm's exploitability is roughly linearly dependent on the value network's quality and that it is not difficult to train a value network with which depth-limited CFR's performance is as good as that of CFR with access to the full game.
Classification with Costly Features using Deep Reinforcement LearningJaromír Janisch, Tomáš Pevný, Viliam Lisý
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.
37.5AIJan 6, 2017
DeepStack: Expert-Level Artificial Intelligence in No-Limit PokerMatej Moravčík, Martin Schmid, Neil Burch et al.
Artificial intelligence has seen several breakthroughs in recent years, with games often serving as milestones. A common feature of these games is that players have perfect information. Poker is the quintessential game of imperfect information, and a longstanding challenge problem in artificial intelligence. We introduce DeepStack, an algorithm for imperfect information settings. It combines recursive reasoning to handle information asymmetry, decomposition to focus computation on the relevant decision, and a form of intuition that is automatically learned from self-play using deep learning. In a study involving 44,000 hands of poker, DeepStack defeated with statistical significance professional poker players in heads-up no-limit Texas hold'em. The approach is theoretically sound and is shown to produce more difficult to exploit strategies than prior approaches.