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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Inroads into Autonomous Network Defence using Explained Reinforcement Learning</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Myles Foley</string-name>
          <email>m.foley20@imperial.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mia Wang</string-name>
          <email>yixuan.wang18@imperial.ac.uk</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Zoe M</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Chris Hicks</string-name>
          <email>c.hicks@turing.ac.uk</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Vasilios Mavroudis</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Imperial College London</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>The Alan Turing Institute</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>Computer network defence is a complicated task that has necessitated a high degree of human involvement. However, with recent advancements in machine learning, fully autonomous network defence is becoming increasingly plausible. This paper introduces an end-to-end methodology for studying attack strategies, designing defence agents and explaining their operation. First, using state diagrams, we visualise adversarial behaviour to gain insight about potential points of intervention and inform the design of our defensive models. We opt to use a set of deep reinforcement learning agents trained on diferent parts of the task and organised in a shallow hierarchy. Our evaluation shows that the resulting design achieves a substantial performance improvement compared to prior work. Finally, to better investigate the decision-making process of our agents, we complete our analysis with a feature ablation and importance study.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;Reinforcement Learning</kwd>
        <kwd>Autonomous Cyber Defence</kwd>
        <kwd>Deep Learning</kwd>
        <kwd>Network Defence</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Computer network security is characterised by an asymmetry as the defender needs to ensure
constant protection of the network’s components, while the adversary can opportunistically
single-out weak entry points. Such asymmetries have been identified and addressed in many
other areas of cyber security. For example, cryptographic protocols (e.g., TLS) thwart denial
of service attacks by ensuring that the prover commits enough computation cycles before
the verifier does so. In network defence, however, the problem remains open as the task is
complex [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] and involves a wide array of both attack vectors and mitigation tools. Thus, network
defence is currently handled primary by human experts which entails high operational costs.
      </p>
      <p>
        RL, and particularly deep RL (DRL), excels in interactive tasks that cannot easily be solved
using analytical solutions. Human and even super-human levels of performance have been
achieved in a range of complex tasks including classic board games such as chess and Go [
        <xref ref-type="bibr" rid="ref2 ref3">2, 3</xref>
        ],
video games ranging from classic Atari [
        <xref ref-type="bibr" rid="ref4">4, 5</xref>
        ] to multi-player real-time strategy games [6],
autonomous driving [7], and robotics [8]. Recently, DRL has also been successfully applied to
autonomous network defence [9], a highly interactive task where the defender proactively
monitors the state of the network, identifies abnormalities, and acts to remediate them. Commonly,
this takes the form of a shallow hierarchy of specialised subagents coordinated by a controller,
any combination of these being autonomous.
      </p>
      <p>To date however, there has been limited consideration for the explainability of these models.
Explainable AI has, in domains such as natural language processing and computer vision [10],
proven useful not only for end users but also experts and developers of AI systems. DRL models
are particularly challenging to explain because the neural networks which represent their agent
policies are not readily understandable by humans. Nonetheless, the ability to explain and
understand the actions of an autonomous defensive agent is critical. This work investigates,
and answers in the afirmative, whether explainable RL (XRL) models and environments can
improve autonomous defensive capabilities and aid in their development.</p>
      <sec id="sec-1-1">
        <title>1.0.1. Contributions</title>
        <sec id="sec-1-1-1">
          <title>Our main contributions are:</title>
          <p>• We develop methodologies for visualising (i.e., explaining) attacker functionality in the
CybORG cyber environment. Our methodology highlights previously undocumented
diferences in the adversary models and motivates two new controller architectures with
improved classification accuracy.
• We present the full details of our new controller and specialised subagent models. We
then evaluate them against two classes of adversary in the CybORG environment realising
substantial performance improvements.
• We perform a feature ablation and importance study to understand the most influential
elements in the observation space and explain our model outputs.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>2. RL Background</title>
      <p>
        In this section we discuss the key RL techniques that are relevant for the rest of the paper.
2.1. Deep RL Algorithms
2.1.1. PPO
Proximal Policy Optimisation (PPO) is an eficient policy gradient method [ 5] for DRL. It has
been shown to outperform other popular algorithms such as A3C [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], achieving super-human
performance in a variety of complex tasks including 49 separate ATARI arcade games [5].
Despite its efectiveness in very complex environments [ 11], it has seen only limited use in
security settings [12, 13],
      </p>
      <p>PPO uses a policy   ( ∈ R) with an objective function that is defined by the total reward
 ( ) = E 0 [∑︀∞</p>
      <p>=0  ]. By formulating the objective function in this way actor-critic
architectures can be used: the actor selects an action which is evaluated by the critic. The policy
gradient is then computed:
▽  ( ) = E 0 [▽ log   (, )  ()]
(1)
  () is the advantage of taking action  instead of the average action as computed by the
policy   (  (, ) −   ()) [14].</p>
      <p>
        During gradient descent, PPO introduces a clipping function to both prevent reaching local
optima during large updates and avoid smaller updates that significantly increase the length of
training.
2.2. Curious Exploration
Curiosity is a technique that enables agents to explore their environment based on an intrinsic
reward signal not provided by the environment [15]. Such a signal is particularly useful in the
absence of a continual extrinsic reward (e.g., the running score found in some games).Pathak et al.
[15] introduce the Intrinsic Curiosity Module (ICM), a semi-supervised technique in which agents
choose actions based on the uncertainty in the outcome of each action, intrinsically motivating
the exploration of unknown states. ICM also ensures that agents are only incentivised to reach
states that are impacted by their actions, avoiding those which are inherently unpredictable.
2.3. Explainable RL
Explainable RL (XRL), a fledgling sub-field of explainable AI, is the study of tools and methods
which enhance human understanding of the actions taken by autonomous agents. A recent
and thorough review of XRL is provided by Heuillet at al. [16] and separately by Puiutta and
Veith [17]. XRL methods are commonly divided between those which are intrinsic, sometimes
called transparent, and those which are post-hoc. Intrinsic XRL models are inherently
interpretable and ofer explainability at the time of training. In contrast, post-hoc explainability
occurs after training; often by creating a second, simpler model to provide explanations. In DRL,
learned policies are represented by neural networks making them dificult to interpret. Post-hoc
explainability allows the performance advantages of DRL [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] to be retained whilst facilitating
human understanding of autonomous decision making. Explainability is not limited to users
and experts afected by the decisions of models but, as in this work, is a valuable researcher’s
aid in developing more eficient and higher-performance models.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Network Simulation Environment</title>
      <p>We use the CybORG environment [18] which simulates the computer network of a
manufacturing plant, as shown in Figure 1. The network consists of five user hosts (Subnet 1), three
enterprise servers (Subnet 21), three operational hosts and the operational server (Subnet 3). Each
host exposes a number of network services that other hosts can connect to, and which may
have exploitable vulnerabilities. However, due to the network’s firewalls hosts in Subnet 1
cannot directly connect to machines in Subnet 3, and the operational server is accessible only
through the operational hosts. The liveness of the operational server has a direct impact on
the manufacturing and is considered critical. CybORG assumes two players, a defender and an
adversary, who interact with the turn based environment using the actions available to them.</p>
      <sec id="sec-3-1">
        <title>1Subnet 2 also includes the defender’s machine.</title>
        <p>User Hosts
Subnet 1</p>
        <p>Subnet 2</p>
        <p>Subnet 3</p>
        <p>Defensive Agent</p>
        <p>A common drawback of simulated environments in RL is the reality gap which causes agents
not to generalise suficiently when moved from the simulation (i.e., training) to reality (i.e.,
evaluation). This is due to the simulation not adequately matching reality (e.g., in robotics). To
address this, CybORG provides a network emulator that runs on Amazon Web Services (AWS).
The combination of simulation and emulation ensure that the reality gap is minimised, with the
actions available and their efect on the environment consistent across both [18].</p>
        <p>
          The CybORG environment is host to the ‘Cyber Autonomy Gym for Experimentation’ (CAGE)
challenge [
          <xref ref-type="bibr" rid="ref5">19, 20, 21</xref>
          ]. CAGE is an international Kaggle-style competition, providing an
increasingly challenging benchmark for the evaluation of autonomous defensive agents. The
competition is currently in its second iteration (CAGE II).
3.1. Action Space
Attackers and defenders have unique action spaces. Defenders perform actions at the host level:
1) Analysing the processes running, 2) Terminating malicious processes, 3) Restoring the host
to a previous (benign) state, and 4) Deploying honeypot2 services. Adversaries can: 1) Scan a
subnet for hosts, 2) Scan the ports of a host, 3) Exploit a service on a port, 4) Escalate their
access, and 5) Disrupt the services on the operational server. Both players have a ‘sleep’ action
to perform no action on the network. Based on the selected actions, the environment updates its
state and updates the agents’ scores. It should be noted that even valid actions may not succeed,
as the CybORG simulator introduces randomness to mimic the behaviour of the emulator (e.g.
a valid node restoration may occasionally fail).
3.2. Observation Space
The defender’s observation space is a vector of 52 bits i.e., 4 bits for every network host. The
ifrst two bits represent whether the host state is unknown (none), scanned or exploited (set
when a decoy is triggered); the last 2 bits specify the access the attacker has on the host machine
(i.e., none, user and administrator).
        </p>
        <p>2Honeypot refers to a decoy system or service that lures attackers by appearing to sufer from known security
vulnerabilities. Honeypots are used to detect malicious actors and study their behaviour.</p>
        <p>As in a real network defence situation, neither the defender nor the adversary is omniscient.
Neither agent knows the state of the network or the other’s position with absolute certainty. In
addition, the outcomes of actions are stochastic. For example, from the defender’s perspective,
when an exploit fails it is not possible to precisely determine which exploit was attempted. This
can be crucial information in the instance that an adversary favours a specific exploit strategy.
A better informed defender could strategically place decoys on the targeted service to frustrate
and evade further attempts more efectively.
3.3. Reward Function
Most games include a scoring function that quantifies the performance of the player. Similarly,
CybORG uses a reward function that rewards the adversary and penalises the defender for
every compromised or impacted network host. The reward function is as follows: on each turn,
for every host on which the adversary has admin access, the defender receives a reward of -0.1
and for every server the reward is -1. There is a -10 reward for disruption on the operational
server and a -1 reward when any device is ‘restored’. In the context of RL, the negative reward
for the defensive agent incentivises the agent to take actions that minimise the efect of the
adversary.
3.4. Adversaries
The environment includes two adversaries: the BLineAgent that has prior knowledge (i.e.,
full knowledge of the network’s structure but not its current state), and the MeanderAgent
which does not have any prior information. Both agents share the same objective, to reach
the operational server and, after escalating their privileges, disrupt its services (i.e., impact its
liveness). Due to prior knowledge, the BLineAgent follows an optimal exploitation trajectory
to the operational server. In contrast, the MeanderAgent breadth-wise scans the network for
vulnerable hosts and gradually traverses the subnets. To prevent trivial defence strategies, the
adversary is given user access on a predetermined host (in Subnet 1) that cannot be ‘restored’
to a benign state by the defender.</p>
        <p>Controller</p>
        <p>MeanderAgent Defence</p>
        <p>BLineAgent Defence</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Model</title>
      <p>The models that we train have a similar basic structure to those described in [9] that were
trained for CAGE I. In particular, we focus our eforts on training a hierarchy of specialised
defensive agents using DRL. These agents feature a controller agent that, at each time step,
chooses a subagent to perform the action. Each subagent is trained against a specific adversarial
strategy.</p>
      <p>As described in Section 3.4, the environment includes two adversaries. The hierarchical
architecture was developed specifically to exploit this. The model supports two expert subagents
that, through the controller, are ‘consulted’ over the course of an episode (Figure 2). This avoids
the performance limitations of a single, more general agent. Given the diferences in the two
adversaries, each subagent requires a diferent neural architecture for best performance. These
are described below.
4.1. MeanderAgent Defence
Our MeanderAgent defensive subagent was trained using the PPO algorithm and utilises a
comparatively deeper neural network including three hidden layers with widths 256, 256, and
52. Full details of the hyperparameters used can be found in Appendix A.</p>
      <p>Notably, curiosity did not improve the performance. Since the MeanderAgent is explicitly
designed to explore the network during its attack, the opposing defender is also be forced to
explore more broadly and to employ a wider range of strategies during training. As such, it
learns suficiently general strategies without the need for curiosity.
4.2. BLineAgent Defence
In contrast to the MeanderAgent, the BLineAgent follows a near-optimal path through the
network. The BLineAgent defence, therefore, is at much greater risk of overfitting during
training. As a result, we found that when training defensive agents against the BLineAgent, it
was beneficial to include the curiosity mechanism. In this paper we consider two subagents
for BLineAgent defence: an Action Knowledge (AK) subagent, and a State Representation (SR)
subagent. Both are trained using PPO with curiosity but make diferent modifications to the
state space.</p>
      <p>The AK subagent modifies each observation by appending a single bit indicating the success
of the previous action. We find that this gives the subagent a better understanding of the
defensive process and results in an improvement in performance.</p>
      <p>Secondly the SR agent is identical to the AK subagent, but receives observations of 27 floats
as opposed to 53 bits. In this state space, each host has two floats to represent the features of
activity and compromise. The additional float indicates whether the previous action succeeded.
Although the mean episode reward is comparable to the AK agent’s mean reward, we see a
notable decrease in variance.</p>
      <p>(a)
(b)</p>
    </sec>
    <sec id="sec-5">
      <title>5. Explaining the Adversary Model</title>
      <p>The behaviour of the adversaries is dependent on the network topology and the choice of
defensive actions. In addition, there is stochasticity in both the choice and outcome of actions
across all of these components. Explaining adversarial behaviour proved essential in developing
efective defensive models. To better understand each adversary we, at each time step, record
the choice of action, outcome and the resulting state transition. For consistency across multiple
episodes we resolve IP ranges and addresses to subnets and hostnames, respectively. We
observe that the connectivity (i.e., the edges) of the resulting graph provides a clear signal for
diferentiating the two adversaries. Figure 3 shows a subset of the observations, recorded during
the first four steps of adversarial behaviour, in which the BLineAgent and MeanderAgent can
be seen adopting a depth-first and breadth-first approach to attacking the network, respectively.
In Section 6 we present two methods which make use of this observation to more accurately
determine the class of adversarial threat than in prior work [9]. In Appendix B we include the
fully extracted adversary specifications generated by our methodology.</p>
    </sec>
    <sec id="sec-6">
      <title>6. Hierarchical RL Architecture</title>
      <p>In order to improve the performance of our defensive capability we explore the use of alternative
controller models. We introduce two new types of controller for this task, one heuristic and
another bandit-based.
6.1. Bandit Controller Model
We employ a bandit controller that is based on the multi-armed bandit architecture. The task is
to determine which of the adversaries is currently attacking the network, based on the sequence
of observations. However, using a bandit or bandit-like approach comes with several challenges
in this setting.</p>
      <p>In the traditional multi-armed bandit there is no notion of state: an agent takes actions and
then observes the reward. However, in the CybORG environment a unique observation cannot
be used to determine the current adversary. Thus sequences of observations need to be observed
and, due to the stochasticity, there are multiple sequences that can be observed over a given
number of timesteps. A single bandit predicting the adversary will do no better than 50%.</p>
      <p>This is analogous to the traditional multi-armed bandit setting. Consider the task of
determining which of two slot machines has the higher payout in a casino (A): the task is trivial after
several attempts. Now consider a second identical casino (B) where the payout of the machines
is flipped. Again, we can find the better machine in B after some error. Finally, consider being
randomly placed in A or B and having only one attempt to select the slot machine with the
highest payout. As we do not know which casino we are in (as everything is identical), the best
possible guess rate is 50%.</p>
      <p>We are able to solve this problem by abstracting the observations (which casino you are in)
from the bandit. In this way we define  bandits, one for each of the observations. As such the
observation is unique to the bandit predicting the adversary. While this could also be solved by
a logistic regression model, the Bandit Controller is able to learn with fewer samples, also being
able to determine new adversary behaviours and learn to predict them in an online fashion.</p>
      <sec id="sec-6-1">
        <title>6.1.1. Bandit Controller Implementation</title>
        <p>The bandit learning algorithm, shown in Algorithm 1, allows the bandit controller to track
the states that it has previously seen, creating a new bandit for each newly seen state. Each
of these bandits is initialised with  values for each of the actions  ∈ {0, 1, 2}, where these
correspond to the MeanderAgent, BLineAgent, and no adversary. The  values are updated
using reward  and the number of times that prediction has been selected,  (). We train the
bandit controller for 15,000 timesteps, using  = 0.01.</p>
        <p>The Bandit Controller has a state diferent to that of its subagents. Its state is a sliding window
of the last four timesteps from the CybORG environment. As we can see from Figure 3b, the
minimum number of actions before an adversary has user privilege (and the first unambiguous
instance of malicious behaviour) is three. A defensive agent can observe this on the fourth
timestep, hence a prediction from the bandit controller only needs to happen once per episode.
Finally, we use a simple reward function of +1 for a correct prediction, and -1 for an incorrect
prediction.
6.2. Heuristic Controller Model
We also construct a heuristic for predicting the adversary. This approach is possible as we are
able to observe the patterns that the adversaries display in a controlled version of the CybORG
environment. As we can see in Figures 3b and 3a, the BLineAgent and MeanderAgent have
fundamentally diferent strategies in the first four moves they make. Using this privileged view
of the adversarial behaviour allows for a manual and formal definition of the behaviour, as
defined in Heuristic 1. As in the Bandit Controller we use this heuristic once per episode, on
the fourth timestep, to determine which adversary is attacking the network.
Algorithm 1 Bandit Controller Learning Algorithm.</p>
        <p>Initialise the known states, 
Initialise set of bandits, 
Initialise for a = 1 to k:
0.() ← 0 // Initialise Q values and action counter for the first
bandit
0. () ← 0
Predict():
if  ̸∈ :
 ← 
Initialise 
 ←</p>
        <p>{︃(.()) with probability 1 − 
 ←   with probability 
 ← _()
. () ← . () + 1
.() ← .() + (1) [︀  − .()]
Heuristic 1. The scanning of two diferent hosts on the network within the first four timesteps
indicates the presence of the MeanderAgent adversary. Otherwise, this is either the BLineAgent
adversary or the User agent.</p>
      </sec>
    </sec>
    <sec id="sec-7">
      <title>7. Evaluation</title>
      <p>In this section we evaluate the performance of our specialist subagents against the two
adversaries. We further investigate the performance of the controller models. Finally, we evaluate the
full defensive model capable of defending against either adversary. We use the model described
in prior work [9] as a baseline performance measure (baseline for brevity), as this has been
established as state-of-the-art and achieved the best score in CAGE I. Because the scoring
function assigns only penalty points (i.e., 0 is the theoretically maximum score), all the reported
rewards are negative.
7.1. Specialised Sub Agents</p>
      <sec id="sec-7-1">
        <title>7.1.1. Training Results</title>
        <p>Figure 4 shows the average reward of each defensive subagent as trained against the BLineAgent
(left column), and the MeanderAgent (right column). The methods of AK and SR achieve peak
rewards against the BLineAgent of -12.227 and -11.465 respectively, both of which are an
improvement over the baseline [9] PPO with curiosity based model, which achieves -13.475.
Furthermore, removing curiosity negatively impacts the reward against the BLineAgent, as
shown clearly in the max reward plot of Figure 4(c)</p>
        <p>Base_Bline
PPO_Bline
AK_Bline
SR_Bline
Base_Bline
PPO_Bline
AK_Bline
SR_Bline
Base_Bline
PPO_Bline
AK_Bline
SR_Bline
Base_Bline
PPO_bline
AK_Bline
SR_Bline
−10
−20
rd−30
a
w
eR−40
−50
−60
−70
10
0
−10
rd−20
a
w
eR−30
−40
−50
−60
−100
−200
rd−300
a
w
eR−400
−500
−600
−700
−10
−20
−30
rad−40
w
eR−50
−60
−70
−80
−90
(g)
Figure 4: Mean, maximum and minimum reward of blue subagents against the BLineAgent (left) and
the RedMeanerAgent (right) over 10 million timesteps.</p>
        <p>6M
Timesteps
(b)</p>
        <p>6M
Timesteps
(d)</p>
        <p>6M
Timesteps
(f )</p>
        <p>6M
Timesteps
(h)</p>
        <p>Base_Meander
PPO_Meander
AK_Meander
SR_Meander
Base_Meander
PPO_Meander
AK_Meander
SR_Meander
Base_Meander
PPO_Meander
AK_Meander</p>
        <p>SR_Meander
Base_Meander
PPO_Meander
AK_meander
SR_meander
0M
2M
4M
8M
10M
0M
2M
4M
8M
10M
Max Reward Against BLine Adversary</p>
        <p>Max Reward Against Meander Adversary
0M
2M
4M
8M
10M
0M
2M
4M
8M
10M
Min Reward Against BLine Adversary</p>
        <p>Min Reward Against Meander Ad ersary
0</p>
        <p>0
0M
2M
4M
8M
10M
0M
2M
4M
8M
10M
Mean Reward with Standard Deviation Against BLine</p>
        <p>Mean Reward with Standard Deviation Against Meander
0
0M
2M
4M
8M</p>
        <p>10M
6M
Timesteps
0M
2M
4M
8M
10M
MeanderAgent
PPO
baseline
AK
SR
baseline</p>
        <p>BLineAgent</p>
        <p>MeanderAgent</p>
        <p>Mean
Mean
Reward</p>
        <p>The diference in mean reward is explained by the maximum and minimum rewards. All
models apart from PPO experience a first plateau in maximum reward of -9 and then step up to
a second plateau of around -1. The SR agent finds the optimal policy earlier than the AK agent
during training. In addition, the minimum rewards of the baseline and PPO model have greater
variance than the SR and AK agents, and the AK agent has a marginally higher probability
to score very poorly (i.e., below -300). Earlier optimal policy convergence and smaller policy
variability makes the SR agent the best model against BLineAgent agent. This corroborates the
standard deviation graph, and 1,000-episode evaluation results; in Table 1, where the SR agent
displays less negative reward and with a standard deviation that is only a fifth of the AK agent.</p>
        <p>Against the meander attacker the PPO and SR agents outperform the baseline (-24.384) with
best mean rewards of -17.065 and -19.959 during training. Figure 4 shows the advantage of
using a PPO 3-layer architecture which results in higher min and max rewards with reduced
variance.</p>
      </sec>
      <sec id="sec-7-2">
        <title>7.1.2. Specialist Agents</title>
        <p>Here we evaluate the performance of our defensive subagents against their separate adversaries.
We select the best performing agents from training for evaluation evaluate: PPO defence for
the RedMeander and both the AK and SR defence for the BLineAgent. We evaluate each for
1,000 episodes of 100 steps and summarise our results in Table 1. For completeness, we also
cross-evaluate our agents against the adversary not seen during training.</p>
        <p>Against the RedMeander adversary, PPO defence outperforms the baseline against both
adversaries resulting in a mean score of -21.3 (improvement by a factor of 3.6) and a reduction
in standard deviation by a factor of more than 9. This highlights the advantage of the increased
depth of the neural network over the baseline.</p>
        <p>Against the BLineAgent adversary, we see that the SR agent is able to achieve a 1.5 times
greater reward, with 4.89 times lower standard deviation. However, this comes at the cost of
generality. A trend in all of the subagents is that when defending against previously unseen
adversaries, the performance is significantly diminished.
PPO with curiosity (4 steps)
PPO with curiosity (100 steps)
Heuristic
Bandit
BLineAgent</p>
        <p>RedMeander
7.2. Controller Models
As seen in Section 7.1.2, the defensive subagents do not generalise well beyond the adversaries
that they are trained against.</p>
        <p>To address this, Sections 6.2 and 6.1 introduce two new controller architectures: Heuristic
and Bandit. Here we evaluate the ability to correctly predict the adversary within the first four
timesteps of an episode (as our controllers predict the adversary on the fourth timestep). For
each episode, we randomly sampled one of the two red adversaries (i.e., 50% probability of
selecting BLineAgent).</p>
        <p>Table 2 shows that the baseline model has strong biases on selecting the BLineAgent agent.
To investigate further, we let the baseline agent make predictions on each timestep until the
end of the episode (c.f. only guessing after the 4th timestep). As seen in Table 2, the repeated
guesses significantly reduced bias but accuracy remained low.</p>
        <p>In contrast, neither our bandit or heuristic controller exhibit this bias and can perfectly predict
the correct attacker type.
7.3. Hierarchical Defensive Model
Here we evaluate the complete defensive model. Table 3 reports the mean and standard deviation
for the ‘best pair’ combinations of subagents as determined by our evaluation in Section 7.1 (
i.e., PPO for MeanderAgent, and AK or SR for BLineAgent).</p>
        <p>We observe that the subagents play a significant role in the improvement over the baseline.
Over episodes of 100 timesteps, we are able to improve the result by at least 30% for the
BLineAgent and 170% for MeanderAgent.</p>
        <p>The lowest reward values are split evenly between the Heuristic and Bandit controllers. These
models outperform the PPO controller models regardless of the subagents in four of the six
combinations of adversary and episode length.</p>
        <p>MeanderAgent performance is improved by 11.7%, which is more significant than BLineAgent
(only improved by 1%) when using Bandit or Heuristic controller. Table 1 indicates that models
trained with BLineAgent perform poorly on MeanderAgent. This can be explained by the fact
that BLineAgent has more information about the network, so its behaviour is more predictable.
In contrast, MeanderAgent’s actions have more randomness.
Bandit
Heuristic
Baseline
(PPO Controller)
Baseline
(PPO Controller)</p>
        <p>Subagents
PPO + AK
PPO + SR
PPO + AK
PPO + SR
PPO + AK
PPO + SR
Baseline
(PPO subagents)</p>
      </sec>
    </sec>
    <sec id="sec-8">
      <title>8. Explaining the Defensive Models</title>
      <p>It is critically important that human operators can understand the decisions made by autonomous
agents. Using post-hoc XRL techniques, we determine whether our defensive agents are truly
defending the network as their primary objective or as a side efect of an unintended objective.
This is common in RL where agents may manipulate improperly specified reward mechanics to
maximise their score in unintended ways.
8.1. Ablation Study
To understand which of the features in the observation space influence the agents decision
making we perform an ablation study over knowledge of: 1) the success or failure of the previous
action (hence referred to as previous action), 2) the adversary’s access onto a host (hence referred
to as adversary access), and 3) whether an adversary has scanned a host (hence referred to as
adversary scan).</p>
      <p>The ablation results in Figure 5 show the AK and SR agents against the BLineAgent in 5a
and 5b, and the PPO agent against the MeanderAgent3 in 5c. Figure 5a indicates that the AK
agent’s performance is greatly afected by ‘adversary access’. While comparatively little impact
seems to derive from the ablation of ‘adversary scan’ and ‘previous action’ there is some variance
and the rewards fall to -812 and -539, respectively. Interestingly, the SR defensive agent is greatly
afected by the ablation of the ‘adversary access’ and ‘adversary scan’, with the distribution of
rewards being more negative in both cases. This is especially apparent in the case of ‘adversary
scan’. Previous action has less of an efect in both AK and SR, yet still reduces the mean reward
to -30.42 (a factor of 2) and -40.6 (a factor of 3), respectively. However, AK has some outlier
scores that result in a minimum reward of -987.8. For PPO against MeanderAgent, Figure 5c
shows that ablation of ‘adversary access’ causes a drastic reduction in reward, bringing the
mean value to -781.23. Ablation of ‘adversary scan’ reduces the mean reward to -44.70, a factor
of 2.52 more negative than when the observation is included.</p>
      <p>
        3This defensive agent doesn’t use the previous action however we include it for completeness.
AdversaryAccess AdvAerbslaartyioSncan PreviousAction
(c)
−400
−600
−800
−1000
0
−200
ad −400
rew −600
R
−800
−1000
8.2. Feature Importance
To further validate the importance of ‘adversary access’, ‘previous action’, and ‘adversary scan’,
we utilise a well known framework from explainable AI called SHapley Additive exPlanations
(SHAP). This uses an implementation agnostic game theoretic approach to explain the
importance of features in determining outputs. SHAP is able to connect optimal credit allocations
with local explanations to determine SHAPley values. These values provide a way of accurately
distributing the contribution of the individual features within the complete feature space [
        <xref ref-type="bibr" rid="ref6">22</xref>
        ].
      </p>
      <p>Figure 6 shows the SHAPley values for the trained AK and SR subagents against the BLineAgent
in 6a and 6b, and PPO against the MeanderAgent in 6c. Each point on these plots is a feature in
a specific observation, with the colour representing the value of that feature.</p>
      <p>All defensive agents observe the same trend in feature importance regardless of their training
adversary: ‘adversary access’ is the most important followed by ‘adversary scan’, a trend that is
also observed in Figure 5. Note that the PPO RedMeander defensive model doesn’t use ‘previous
action’ and hence is not included in Figure 6c.</p>
      <p>We show that ‘adversary access’ is an important part of the observation. This indicates
that the defensive agents are aware that they need to remove the attackers from hosts. The
importance is also seen in Figure 5 as the most significant shifts in reward distribution occur
when ablating ‘adversary access’.</p>
      <p>In addition ‘adversary scan’ is of importance to the agents which is clear in 5b as the defensive
agent’s performance is significantly impacted in the absence of this information. This correlates
with Figure 6b as ‘adversary scan’ has the greatest distribution of any of the SHAP values for
the BLineAgent defensive agents. While knowledge of the ‘previous action’ has the lowest
feature importance for the agents, we argue that this is still important for these defensive agents,
which, with this knowledge, outperform the baseline and PPO-only models in 4. For example,
take the case where a defensive agent acts to remove an adversary from a host, if this action
fails then the defensive agent will have to adjust its strategy. The importance of this feature can
further be seen in Figures 5a and 5b, as ablation of this feature has a non-trivial impact on the
performance of the agents.
e
u
l
a
v
e
tr
u
a
e
F</p>
      <p>Adversary Access
Adversary Scan
Previous Action
e
u
l
a
v
e
tr
u
a
e
F
Lo</p>
      <p>Lo</p>
    </sec>
    <sec id="sec-9">
      <title>9. Related Work</title>
      <p>
        The efectiveness of RL across a range of simulated and abstracted autonomous network defence
scenarios is well established in the literature. Han et al. [
        <xref ref-type="bibr" rid="ref7">23</xref>
        ] show the feasibility and resilience
of RL agents under causative attacks in software defined networks. Elderman et al. [
        <xref ref-type="bibr" rid="ref8">24</xref>
        ] model
network defence using the framework of a Markov game with incomplete information,
highlighting the capabilities of even traditional RL methods (i.e., not DRL) in interactions between
network attacker and defender. The hierarchical approach we build upon was first proposed by
Foley et al. [9]. Comparatively, we propose two improved controller models based on a deeper
understanding of the adversary models. We also develop improved subagents providing an
explainability analysis to understand what causes the agents to defend networks efectively. Other
approaches to autonomous network defence include dynamic causal Bayesian optimisation [
        <xref ref-type="bibr" rid="ref9">25</xref>
        ]
as shown by Andrew et al. [
        <xref ref-type="bibr" rid="ref10">26</xref>
        ].
      </p>
      <p>
        Several alternative network defence simulation environments have been proposed in the
literature. Molina-Markham et al. [
        <xref ref-type="bibr" rid="ref11">27</xref>
        ] propose FARLAND which similarly to CybORG provides
a hybrid simulation and emulation based environment capable, owing to a rich feature space,
develops agents that can defend real-world networks. Microsoft have an experimental research
platform CyberBattleSim [
        <xref ref-type="bibr" rid="ref12">28</xref>
        ] that ofers, at a high-level of abstraction, a simulation-only
network defence environment based on post-breach lateral adversary movement and system
exploitation. In contrast to CybORG, CyberBattleSim places greater emphasis on credential
access and data collection such as simulating a GitHub project leaking credentials in the commit
history. Another simulation-only environment developed by Andrew et al. [
        <xref ref-type="bibr" rid="ref10">26</xref>
        ] is Yawning
Titan (YT). Of all the network defence environments, YT ofers the greatest abstraction and
omits the majority of individual host details (e.g., operating system processes, network ports)
needed for emulation.
      </p>
      <p>
        RL has also be applied to several closely related problems. In penetration testing (i.e.,
exploitation which is a subset of the CybORG envionment), Yang and Liu [
        <xref ref-type="bibr" rid="ref13">29</xref>
        ] formulate automated
penetration testing in the multi-objective RL framework and demonstrate superior performance.
Independently, Tran et al. [
        <xref ref-type="bibr" rid="ref14">30</xref>
        ] explore hierarchical RL architectures for the same task based on
their findings that decomposing large action spaces into smaller sets produces greater
performing agents. In intrusion prevention, Hammar and Stadler [
        <xref ref-type="bibr" rid="ref15">31</xref>
        ] demonstrate that RL is capable of
intrusion prevention when formulated as a multiple stopping problem. Feng and Xu [
        <xref ref-type="bibr" rid="ref16">32</xref>
        ] train
a defender to protect a single device from an unknown attacker and finally, Tahsini et al. [
        <xref ref-type="bibr" rid="ref17">33</xref>
        ]
use a single defender model to protect a water tank system from adversarial attacks.
10. Conclusion
Taking advantage of the rapidly increasing capabilities of neural networks and the advancements
in RL algorithms, we present an improved approach to autonomous network defence. Beyond
high performance, we place emphasis on the steps before and after training the model. Before
training, we use a methodology to observe the adversary behaviour and inform choices in
our hierarchical model. Specifically, we introduce two controller architectures, one heuristic
and another bandit-based, that improve accuracy when predicting adversaries. Additionally
we develop enhanced subagent architectures optimised for the specific classes of adversary.
After training, our post-hoc analysis includes a feature importance and ablation study for each
specialised subagent within the complete hierarchical model. Our results shed light on each
agent’s decision making process and help to better understand the system as a whole. This
work contributes to a less studied but equally important research direction for future works in
autonomous network defence.
      </p>
    </sec>
    <sec id="sec-10">
      <title>Acknowledgements</title>
      <p>The authors would like to acknowledge that research was partially funded by EPSRC grant
EP/T51780X/1.
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      <p>Agent
AK
SR
PPO
Bandits</p>
      <p>Parameter
gamma
network layers
Curiosity
Beta (Curiosity)
Eta (Curiosity)
Feature Dimension (Curiosity)
Learning Rate (Curiosity)
Learning Rate
gamma
network layers
Curiosity
Beta (Curiosity)
Eta (Curiosity)
Feature Dimension (Curiosity)
Learning Rate (Curiosity)
Learning Rate
gamma
network layers
Curiosity
Learning Rate
epsilon</p>
      <p>Value</p>
    </sec>
    <sec id="sec-11">
      <title>A. Hyperparameter Values</title>
      <p>Optimal, lower and upper bounds of the of the hyperparameters are shown in Table 4. A
uniformly sampled grid search was used to determine the optimal values.</p>
    </sec>
    <sec id="sec-12">
      <title>B. Extended adversary models</title>
      <p>Here we provide the full action-outcome transition graphs for the BLineAgent adversary, both
with and without the presence of our defensive model. Table 5 provides the definitions of all
the acronyms used.</p>
      <p>Acronym</p>
      <p>Definition</p>
      <p>Figure 7: Action-outcome transition graph of the BLineAgent adversary without defensive action.</p>
    </sec>
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