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Deep Reinforcement Learning Policies Learn Shared Adversarial Features across MDPs
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Measured effects reported in the paper
| What was changed | Where | Measured | Effect |
|---|---|---|---|
| Apply a high-sensitivity direction from another MDP using ENR rather than a random perturbation | DDQN policies · Arcade Learning Environment, including BankHeist, RoadRunner, JamesBond, CrazyClimber, TimePilot, and Pong | impact: ENR: 0.496$\pm$0.055, 0.816$\pm$0.034, 0.910$\pm$0.051, 0.993$\pm$0.002, 0.312$\pm$0.118, 0.946$\pm$0.017; Gaussian: 0.0 | Helped |
| Use ENR rather than C&W to compute transferred high-sensitivity directions | DDQN policies · Arcade Learning Environment, cross-MDP setting | impact: BankHeist 0.496$\pm$0.055 vs 0.022$\pm$0.0349; RoadRunner 0.816$\pm$0.034 vs 0.919$\pm$0.018; JamesBond 0.910$\pm$0.051 | Mixed |
| Transfer directions from vanilla DDQN to adversarially trained SA-DDQN policies | SA-DDQN · RoadRunner, Pong, and BankHeist | impact: 0.397$\pm$0.024, 1.0$\pm$0.000, 0.758$\pm$0.042; Gaussian: 0.023$\pm$0.058, 0.019$\pm$0.007, 0.061$\pm$0.012 | Helped |
| Transfer directions from vanilla DDQN in another MDP to adversarially trained SA-DDQN | SA-DDQN · RoadRunner, Pong, and BankHeist | impact: 0.546$\pm$0.014, 0.659$\pm$0.069, 0.241$\pm$0.009 | Mixed |
| Transfer directions across DDQN architectural variants instead of using the same architecture | DDQN variants · Pong | impact: 1.0; environment-independent values: 0.995, 0.985, 0.966, 0.981 | No clear effect |
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