Knowledge guided Two-player Reinforcement Learning for Cyber Attacks and Defenses

dc.contributor.authorPiplai, Aritran
dc.contributor.authorAnoruo, Mike
dc.contributor.authorFasaye, Kayode
dc.contributor.authorJoshi, Anupam
dc.contributor.authorFinin, Tim
dc.contributor.authorRidley, Ahmad
dc.date.accessioned2022-12-20T20:22:08Z
dc.date.available2022-12-20T20:22:08Z
dc.date.issued2023-03-23
dc.descriptionInternational Conference on Machine Learning and Applicationsen_US
dc.description.abstractCyber defense exercises are an important avenue to understand the technical capacity of organizations when faced with cyber-threats. Information derived from these exercises often leads to finding unseen methods to exploit vulnerabilities in an organization. These often lead to better defense mechanisms that can counter previously unknown exploits. With recent developments in cyber battle simulation platforms, we can generate a defense exercise environment and train reinforcement learning (RL) based autonomous agents to attack the system described by the simulated environment. In this paper, we describe a two-player game-based RL environment that simultaneously improves the performance of both the attacker and defender agents. We further accelerate the convergence of the RL agents by guiding them with expert knowledge from Cybersecurity Knowledge Graphs on attack and mitigation steps. We have implemented and integrated our proposed approaches into the CyberBattleSim system.en_US
dc.description.sponsorshipThis work was supported in part by funding from the National Security Agency and by National Science Foundation award number 2114892.en_US
dc.description.urihttps://ieeexplore.ieee.org/document/10068930en_US
dc.format.extent8 pagesen_US
dc.genreconference papers and proceedingsen_US
dc.identifierdoi:10.13016/m2bdmq-o9my
dc.identifier.citationA. Piplai, M. Anoruo, K. Fasaye, A. Joshi, T. Finin and A. Ridley, "Knowledge Guided Two-player Reinforcement Learning for Cyber Attacks and Defenses," 2022 21st IEEE International Conference on Machine Learning and Applications (ICMLA), Nassau, Bahamas, 2022, pp. 1342-1349, doi: 10.1109/ICMLA55696.2022.00213.
dc.identifier.urihttp://hdl.handle.net/11603/26478
dc.identifier.urihttps://doi.org/10.1109/ICMLA55696.2022.00213
dc.language.isoen_USen_US
dc.publisherIEEE
dc.relation.isAvailableAtThe University of Maryland, Baltimore County (UMBC)
dc.relation.ispartofUMBC Computer Science and Electrical Engineering Department Collection
dc.relation.ispartofUMBC Faculty Collection
dc.relation.ispartofUMBC Student Collection
dc.rightsThis work was written as part of one of the author's official duties as an Employee of the United States Government and is therefore a work of the United States Government. In accordance with 17 U.S.C. 105, no copyright protection is available for such works under U.S. Law.en_US
dc.rightsPublic Domain Mark 1.0*
dc.rights.urihttp://creativecommons.org/publicdomain/mark/1.0/*
dc.subjectUMBC Ebiquity Research Group
dc.titleKnowledge guided Two-player Reinforcement Learning for Cyber Attacks and Defensesen_US
dc.typeTexten_US
dcterms.creatorhttps://orcid.org/0000-0002-8641-3193en_US
dcterms.creatorhttps://orcid.org/0000-0002-6593-1792en_US

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