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Breaking the Barrier: Enhanced Utility and Robustness in Smoothed DRL Agents

ICML 2024 · Adversarial robustness and security › Certified and empirical robustness · approach: Certified training and ensembles · 0 citations (OpenAlex)

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Proposes S-DQN and S-PPO, which train DRL agents under randomized smoothing (denoiser training for DQN, median smoothing for PPO) and a Smoothed Attack for evaluating smoothed agents, achieving higher clean and robust reward with new certificates.

Problem

Smoothed (randomized smoothing) DRL agents suffer from very low clean reward and weak robustness under attack, and existing attacks overestimate their robustness.

Approach

Train agents under randomized smoothing instead of only smoothing at test time: a denoiser before the DQN Q-network trained with reconstruction plus a denoised TD loss (S-DQN), and PPO trained on median-smoothed policies (S-PPO); also a Smoothed Attack that injects the same Gaussian noise the smoothed agent uses, plus a hard-RS certified radius that does not need the Q-value range.

Key results

Measured effects reported in the paper

What was changedWhereMeasuredEffect
Train S-DQN with randomized smoothing and a denoiserVanillaDQN · Atari (Pong, Freeway, RoadRunner)clean normalized reward: 1.000 -> 0.424Hurt
Train S-DQN with a denoiser and hard randomized smoothingVanillaDQN · Atari (Pong, Freeway, RoadRunner)normalized reward under PGD attack (ε=0.05): 0.000 -> 0.377Helped
Use S-DQN with a RadialDQN base agentRadialDQN · Atari (Pong, Freeway, RoadRunner)normalized reward under PGD attack (ε=0.05): 0.210 -> 0.735Helped
Apply S-DQN with a RadialDQN base agentRadialDQN · Atari (Pong, Freeway, RoadRunner)clean normalized reward: 0.926 -> 0.929Mixed
Train PPO with the proposed S-PPO randomized-smoothing approachSGLDPPO · Walker and Hopperworst normalized reward under attacks: 0.266 -> 0.604Helped
Train PPO with the proposed S-PPO randomized-smoothing approachWocaRPPO · Walker and Hopperworst normalized reward under attacks: 0.342 -> 0.531Helped
Apply randomized smoothing at test time without smoothing-aware trainingPPO agents · Walker and Hopperclean normalized reward: 0.800 -> 0.740Hurt
Use Smoothed Attack (S-PGD) instead of classic PGDS-DQN · Pongreward: $19.4 \pm 2.1$ -> $\bf{18.4 \pm 2.1}$Hurt
Use Smoothed Attack (S-PGD) instead of classic PGDS-DQN · Freewayreward: $32.0 \pm 1.4$ -> $\bf{6.6 \pm 2.2}$Hurt
Use Smoothed Attack (S-PGD) instead of classic PGDS-DQN · RoadRunnerreward: $ 17740 \pm 3718$ -> $\bf{0 \pm 0}$Hurt
Use S-PA-AD instead of PA-ADS-DQN · Freewayreward: $19.8 \pm 1.5$ -> $\bf{13.0 \pm 2.1}$Hurt
Use S-PA-AD instead of PA-ADS-DQN · RoadRunnerreward: $\bf{0 \pm 0}$ -> $\bf{0 \pm 0}$No clear effect

Surprising findings

Limitations

Experimental setup

Datasets: Atari Pong Atari Freeway Atari RoadRunner MuJoCo Walker MuJoCo Hopper

Benchmarks: Atari Pong Atari Freeway Atari RoadRunner MuJoCo Walker MuJoCo Hopper

Metrics: normalized reward clean reward reward under attack certified reward lower bound certified radius

Baselines: RadialDQN SADQN WocaRDQN CROP SGLDPPO RadialPPO WocaRPPO ATLAPPO PA-ATLAPPO Policy Smoothing

Builds on: randomized smoothing CROP Denoised Smoothing RadialDQN PA-ATLA PPO

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