Security is a critical concern around the world. In many domains from counter-terrorism to sustainability, limited security resources prevent full security coverage at all times; instead, these limited resources must be scheduled, while simultaneously taking into account different target priorities, the responses of the adversaries to the security posture and potential uncertainty over adversary types. Computational game theory can help design such security schedules. Indeed, casting the problem as a Bayesian Stackelberg game, we have developed new algorithms that are now deployed over multiple years in multiple applications for security scheduling. These applications are leading to real-world use-inspired research in the emerging research area of “security games”; specifically, the research challenges posed by these applications include scaling up security games to large-scale problems, handling significant adversarial uncertainty, dealing with bounded rationality of human adversaries, and other interdisciplinary challenges.
Security is a critical concern around the world, whether it is the challenge of protecting ports, airports and other critical infrastructure, interdicting the illegal flow of drugs, weapons and money, protecting endangered wildlife, forests and fisheries, suppressing urban crime or security in cyberspace. Unfortunately, limited security resources prevent full security coverage at all times; instead, we must optimize the use of limited security resources. To that end, a new “security games” framework was developed, which led to building of decision-aids for security agencies around the world. Security games is a novel area of research that is based on computational and behavioral game theory, while also incorporating elements of AI planning under uncertainty and machine learning. Today securitygames based decision aids for infrastructure security are deployed in the US and internationally; examples include deployments at ports and ferry traffic with the US coast guard, for security of air traffic with the US Federal Air Marshals, and for security of university campuses, airports and metro trains with police agencies in the US and other countries. Moreover, recent work on “green security games” has led decision aids to be deployed, assisting NGOs in protection of wildlife; and “opportunistic crime security games” have focused on suppressing urban crime. In the cyber-security domain, the interaction between the defender and adversary is quite complicated with a high degree of incomplete information and uncertainty. Recently, applications of game theory to provide quantitative and analytical tools to network administrators through defensive algorithm development and adversary behavior prediction to protect cyber infrastructures has also received significant attention. This chapter provides an overview of use-inspired research in security games including algorithms for scaling up security games to real-world sized problems, handling multiple types of uncertainty, and dealing with bounded rationality and bounded surveillance of human adversaries.
The unrelenting threat of poaching has led to increased development of new technologies to combat it. One such example is the use of long wave thermal infrared cameras mounted on unmanned aerial vehicles (UAVs or drones) to spot poachers at night and report them to park rangers before they are able to harm animals. However, monitoring the live video stream from these conservation UAVs all night is an arduous task. Therefore, we build SPOT (Systematic POacher deTector), a novel application that augments conservation drones with the ability to automatically detect poachers and animals in near real time. SPOT illustrates the feasibility of building upon state-of-the-art AI techniques, such as Faster RCNN, to address the challenges of automatically detecting animals and poachers in infrared images. This paper reports (i) the design and architecture of SPOT, (ii) a series of efforts towards more robust and faster processing to make SPOT usable in the field and provide detections in near real time, and (iii) evaluation of SPOT based on both historical videos and a real-world test run by the end users in the field. The promising results from the test in the field have led to a plan for larger-scale deployment in a national park in Botswana. While SPOT is developed for conservation drones, its design and novel techniques have wider application for automated detection from UAV videos.
Despite significant research in Security Games, limited efforts have been made to handle game domains with continuous space. Addressing such limitations, in this paper we propose: (i) a continuous space security game model that considers infinitesize action spaces for players; (ii) OptGradFP, a novel and general algorithm that searches for the optimal defender strategy in a parametrized search space; (iii) OptGradFP-NN, a convolutional neural network based implementation of OptGradFP for continuous space security games; (iv) experiments and analysis with OptGradFP-NN. This is the first time that neural networks have been used for security games, and it shows the promise of applying deep learning to complex security games which previous approaches fail to handle.
Advances in computational game theory have led to several successfully deployed applications in security domains. These game-theoretic approaches and security applications learn game payoff values or adversary behaviors from annotated input data provided by domain experts and practitioners in the field, or collected through experiments with human subjects. Beyond these traditional methods, unmanned aerial vehicles (UAVs) have become an important surveillance tool used in security domains to collect the required annotated data. However, collecting annotated data from videos taken by UAVs efficiently, and using these data to build datasets that can be used for learning payoffs or adversary behaviors in game-theoretic approaches and security applications, is an under-explored research question. This paper presents VIOLA, a novel labeling application that includes (i) a workload distribution framework to efficiently gather human labels from videos in a secured manner; (ii) a software interface with features designed for labeling videos taken by UAVs in the domain of wildlife security. We also present the evolution of VIOLA and analyze how the changes made in the development process relate to the efficiency of labeling, including when seemingly obvious improvements surprisingly did not lead to increased efficiency. VIOLA enables collecting massive amounts of data with detailed information from challenging security videos such as those collected aboard UAVs for wildlife security. VIOLA will lead to the development of a new generation of game-theoretic approaches for security domains, including approaches that integrate deep learning and game theory for real-time detection and response.
There has been significant amount of research in Stackelberg Security Games (SSG), and a common assumption in that literature is that the adversary perfectly observes the defender’s mixed strategy. However, in real-world settings the adversary can only observe a sequence of defender pure strategies sampled from the actual mixed strategy. Therefore, a key challenge is the modeling of adversary’s belief formation based on such limited observations. The SSG literature lacks a comparative analysis of these models and a principled study of their strengths and weaknesses. In this paper, we study the following shortcomings of previous work and introduce new models that address these shortcomings. First, we address the lack of empirical evaluation or head-to-head comparison of existing models by conducting the first-of-its-kind systematic comparison of existing and new proposed models on belief data collected from human subjects on Amazon Mechanical Turk. Second, we show that assuming a homogeneous population of adversaries, a common assumption in the literature, is unrealistic based on our experiments, which highlight four heterogeneous groups of adversaries with distinct belief update mechanisms. We present new models that address this shortcoming by clustering and learning these disparate behaviors from data when available. Third, we quantify the value of having historical data on the accuracy of belief prediction.
Beyond traditional security methods, unmanned aerial vehicles (UAVs) have become an important surveillance tool used in security domains to collect the required annotated data. However, collecting annotated data from videos taken by UAVs efficiently, and using these data to build datasets that can be used for learning payoffs or adversary behaviors in game-theoretic approaches and security applications, is an under-explored research question. This paper presents VIOLA, a novel labeling application that includes (i) a workload distribution framework to efficiently gather human labels from videos in a secured manner; (ii) a software interface with features designed for labeling videos taken by UAVs in the domain of wildlife security. We also present the evolution of VIOLA and analyze how the changes made in the development process relate to the efficiency of labeling, including when seemingly obvious improvements did not lead to increased efficiency. VIOLA enables collecting massive amounts of data with detailed information from challenging security videos such as those collected aboard UAVs for wildlife security. VIOLA will lead to the development of new approaches that integrate deep learning for real-time detection and response.
In recent years, AI‐based applications have increasingly been used in real‐world domains. For example, game theory–based decision aids have been successfully deployed in various security settings to protect ports, airports, and wildlife. This article describes our unique problem‐to‐project educational approach that used games rooted in real‐world issues to teach AI concepts to diverse audiences. Specifically, our educational program began by presenting real‐world security issues, and progressively introduced complex AI concepts using lectures, interactive exercises, and ultimately hands‐on games to promote learning. We describe our experience in applying this approach to several audiences, including students of an urban public high school, university undergraduates, and security domain experts who protect wildlife. We evaluated our approach based on results from the games and participant surveys.
Wildlife conservation organizations task rangers to deter and capture wildlife poachers. Since rangers are responsible for patrolling vast areas, adversary behavior modeling can help more effectively direct future patrols. In this innovative application track paper, we present an adversary behavior modeling system, INTERCEPT (INTERpretable Classification Ensemble to Protect Threatened species), and provide the most extensive evaluation in the AI literature of one of the largest poaching datasets from Queen Elizabeth National Park (QENP) in Uganda, comparing INTERCEPT with its competitors; we also present results from a month-long test of INTERCEPT in the field. We present three major contributions. First, we present a paradigm shift in modeling and forecasting wildlife poacher behavior. Some of the latest work in the AI literature (and in Conservation) has relied on models similar to the Quantal Response model from Behavioral Game Theory for poacher behavior prediction. In contrast, INTERCEPT presents a behavior model based on an ensemble of decision trees (i) that more effectively predicts poacher attacks and (ii) that is more effectively interpretable and verifiable. We augment this model to account for spatial correlations and construct an ensemble of the best models, significantly improving performance. Second, we conduct an extensive evaluation on the QENP dataset, comparing 41 models in prediction performance over two years. Third, we present the results of deploying INTERCEPT for a one-month field test in QENP - a first for adversary behavior modeling applications in this domain. This field test has led to finding a poached elephant and more than a dozen snares (including a roll of elephant snares) before they were deployed, potentially saving the lives of multiple animals - including elephants.
Several competing human behavior models have been proposed to model boundedly rational adversaries in repeated Stackelberg Security Games (SSG). However, these existing models fail to address three main issues which are detrimental to defender performance. First, while they attempt to learn adversary behavior models from adversaries' past actions (“attacks on targets”), they fail to take into account adversaries' future adaptation based on successes or failures of these past actions. Second, existing algorithms fail to learn a reliable model of the adversary unless there exists sufficient data collected by exposing enough of the attack surface – a situation that often arises in initial rounds of the repeated SSG. Third, current leading models have failed to include probability weighting functions, even though it is well known that human beings' weighting of probability is typically nonlinear.
Recent years have seen increasing interest in AI from outside the AI community. This is partly due to applications based on AI that have been used in real-world domains, for example, the successful deployment of game theory-based decision aids in security domains. This paper describes our teaching approach for introducing the AI concepts underlying security games to diverse audiences. We adapted a game-based research platform that served as a testbed for recent research advances in computational game theory into a set of interactive role-playing games. We guided learners in playing these games as part of our teaching strategy, which also included didactic instruction and interactive exercises on broader AI topics. We describe our experience in applying this teaching approach to diverse audiences, including students of an urban public high school, university undergraduates, and security domain experts who protect wildlife. We evaluate our approach based on results from the games and participant surveys.
Security is a critical concern around the world. In many domains from counter-terrorism to sustainability, limited security resources prevent full security coverage at all times; instead, these limited resources must be scheduled, while simultaneously taking into account different target priorities, the responses of the adversaries to the security posture and potential uncertainty over adversary types. Computational game theory can help design such security schedules. Indeed, casting the problem as a Bayesian Stackelberg game, we have developed new algorithms that are now deployed over multiple years in multiple applications for security scheduling. These applications are leading to real-world use-inspired research in the emerging research area of “security games”; specifically, the research challenges posed by these applications include scaling up security games to large-scale problems, handling significant adversarial uncertainty, dealing with bounded rationality of human adversaries, and other interdisciplinary challenges.
Several competing human behavior models have been proposed to model and protect against boundedly rational adversaries in repeated Stackelberg security games (RSSGs). One such recent model, SHARP, addressed the limitations of earlier models and demonstrated its superiority in RSSGs against human subjects recruited from the Amazon Mechanical Turk platform in the first “longitudinal” study – at least in the context of SSGs. SHARP has three key novelties: (i) SHARP reasons based on success or failure of the adversary’s past actions on exposed portions of the attack surface to model adversary adaptiveness; (ii) SHARP reasons about similarity between exposed and unexposed areas of the attack surface, and also incorporates a discounting parameter to mitigate adversary’s lack of exposure to enough of the attack surface; and (iii) SHARP integrates a non-linear probability weighting function to capture the adversary’s true weighting of probability. However, despite its success, the effectiveness of SHARP’s modeling considerations and also the robustness of the experimental results has never been tested. Therefore, in this paper, we provide the following new contributions. First, we test our model SHARP in human subjects experiments at the Bukit Barisan Seletan National Park in Indonesia against wildlife security experts and provide results and analysis of the data. Second, we conduct new human subjects experiments on Amazon Mechanical Turk (AMT) to show the extent to which past successes and failures affect the adversary’s future decisions in RSSGS. Third, we conduct new analysis on our human subjects data and illustrate the effectiveness of SHARP’s modeling considerations and also the robustness of earlier experimental results by: (i) showing how SHARP based strategies adapt due to past successes and failures of the adversary, while existing competing models converge to one particular strategy; (ii) comparing a popular probability weighting function in the literature (Prelec’s model) against the one used in SHARP and showing how the probability weighting function used in SHARP is superior in terms of prediction performances, even though the shape of the learned curves are the same; and (iii) comparing an alternative subjective utility function based on prospect theory where the values of outcomes are weighted by the transformed probabilities, against the weighted-sum-of-features approach used in SHARP.
Game theoretic approaches have recently been used to model the deterrence effect of patrol officers’ assignments on opportunistic crimes in urban areas. One major challenge in this domain is modeling the behavior of opportunistic criminals. Compared to strategic attackers (such as terrorists) who execute a well-laid out plan, opportunistic criminals are less strategic in planning attacks and more flexible in executing well-laid plans based on their knowledge of patrol officers’ assignments. In this paper, we aim to design an optimal police patrolling strategy against opportunistic criminals in urban areas. Our approach is comprised by two major parts: learning a model of the opportunistic criminal (and how he or she responds to patrols) and then planning optimal patrols against this learned model. The planning part, by using information about how criminals responds to patrols, takes into account the strategic game interaction between the police and criminals. In more detail, first, we propose two categories of models for modeling opportunistic crimes. The first category of models learns the relationship between defender strategy and crime distribution as a Markov chain. The second category of models represents the interaction of criminals and patrol officers as a Dynamic Bayesian Network (DBN) with the number of criminals as the unobserved hidden states. To this end, we: (i) apply standard algorithms, such as Expectation Maximization (EM), to learn the parameters of the DBN; (ii) modify the DBN representation that allows for a compact representation of the model, resulting in better learning accuracy and the increased speed of learning of the EM algorithm when used for the modified DBN. These modifications exploit the structure of the problem and use independence assumptions to factorize the large joint probability distributions. Next, we propose an iterative learning and planning mechanism that periodically updates the adversary model. We demonstrate the efficiency of our learning algorithms by applying them to a real dataset of criminal activity obtained from the police department of the University of Southern California (USC) situated in Los Angeles, CA, USA. We project a significant reduction in crime rate using our planning strategy as compared to the actual strategy deployed by the police department. We also demonstrate the improvement in crime prevention in simulation when we use our iterative planning and learning mechanism when compared to just learning once and planning. Finally, we introduce a web-based software for recommending patrol strategies, which is currently deployed at USC. In the near future, our learning and planning algorithm is planned to be integrated with this software. This work was done in collaboration with the police department of USC.
Recent applications of Stackelberg Security Games (SSG), from wildlife crime to urban crime, have employed machine learning tools to learn and predict adversary behavior using available data about defender-adversary interactions. Given these recent developments, this paper commits to an approach of directly learning the response function of the adversary. Using the PAC model, this paper lays a firm theoretical foundation for learning in SSGs (e.g., theoretically answer questions about the numbers of samples required to learn adversary behavior) and provides utility guarantees when the learned adversary model is used to plan the defender's strategy. The paper also aims to answer practical questions such as how much more data is needed to improve an adversary model's accuracy. Additionally, we explain a recently observed phenomenon that prediction accuracy of learned adversary behavior is not enough to discover the utility maximizing defender strategy. We provide four main contributions: (1) a PAC model of learning adversary response functions in SSGs; (2) PAC-model analysis of the learning of key, existing bounded rationality models in SSGs; (3) an entirely new approach to adversary modeling based on a non-parametric class of response functions with PAC-model analysis and (4) identification of conditions under which computing the best defender strategy against the learned adversary behavior is indeed the optimal strategy. Finally, we conduct experiments with real-world data from a national park in Uganda, showing the benefit of our new adversary modeling approach and verification of our PAC model predictions.
Given the global challenges of security, both in physical and cyber worlds, security agencies must optimize the use of their limited resources. To that end, many security agencies have begun to use "security game" algorithms, which optimally plan defender allocations, using models of adversary behavior that have originated in behavioral game theory. To advance our understanding of adversary behavior, this paper presents results from a study involving an opportunistic crime security game (OSG), where human participants play as opportunistic adversaries against an algorithm that optimizes defender allocations. In contrast with previous work which often assumes homogeneous adversarial behavior, our work demonstrates that participants are naturally grouped into multiple distinct categories that share similar behaviors. We capture the observed adversarial behaviors in a set of diverse models from different research traditions, behavioral game theory, and Cognitive Science, illustrating the need for heterogeneity in adversarial models.
Recent research on Green Security Games (GSG), i.e., security games for the protection of wildlife, forest and fisheries, relies on the promise of an abundance of available data in these domains to learn adversary behavioral models and determine game payoffs. This research suggests that adversary behavior models (capturing bounded rationality) can be learned from real-world data on where adversaries have attacked, and that game payoffs can be determined precisely from data on animal densities. However, previous work has, as yet, failed to demonstrate the usefulness of these behavioral models in capturing adversary behaviors based on real-world data in GSGs. Previous work has also been unable to address situations where available data is insufficient to accurately estimate behavioral models or to obtain the required precision in the payoff values. In addressing these limitations, as our first contribution, this paper, for the first time, provides validation of the aforementioned adversary behavioral models based on real-world data from a wildlife park in Uganda. Our second contribution addresses situations where real-world data is not precise enough to determine exact payoffs in GSG, by providing the first algorithm to handle payoff uncertainty in the presence of adversary behavioral models. This algorithm is based on the notion of minimax regret. Furthermore, in scenarios where the data is not even sufficient to learn adversary behaviors, our third contribution is to provide a novel algorithm to address payoff uncertainty assuming a perfectly rational attacker (instead of relying on a behavioral model); this algorithm allows for a significant scaleup for large security games. Finally, to reduce the problems due to paucity of data, given mobile sensors such as Unmanned Aerial Vehicles (UAV), we introduce new payoff elicitation strategies to strategically reduce uncertainty.
Several competing human behavior models have been proposed to model and protect against boundedly rational adversaries in repeated Stackelberg security games (SSGs). However, these existing models fail to address three main issues which are extremely detrimental to defender performance. First, while they attempt to learn adversary behavior models from adversaries' past actions ("attacks on targets"), they fail to take into account adversaries' future adaptation based on successes or failures of these past actions. Second, they assume that sufficient data in the initial rounds will lead to a reliable model of the adversary. However, our analysis reveals that the issue is not the amount of data, but that there just is not enough of the attack surface exposed to the adversary to learn a reliable model. Third, current leading approaches have failed to include probability weighting functions, even though it is well known that human beings' weighting of probability is typically nonlinear. The first contribution of this paper is a new human behavior model, SHARP, which mitigates these three limitations as follows: (i) SHARP reasons based on success or failure of the adversary's past actions on exposed portions of the attack surface to model adversary adaptiveness; (ii) SHARP reasons about similarity between exposed and unexposed areas of the attack surface, and also incorporates a discounting parameter to mitigate adversary's lack of exposure to enough of the attack surface; and (iii) SHARP integrates a non-linear probability weighting function to capture the adversary's true weighting of probability.Our second contribution is a first "longitudinal study" - at least in the context of SSGs - of competing models in settings involving repeated interaction between the attacker and the defender. This study, where each experiment lasted a period of multiple weeks with individual sets of human subjects, illustrates the strengths and weaknesses of different models and shows the advantages of SHARP.