The success of AlphaZero (AZ) has demonstrated that neural-network-based Go AIs can surpass human performance by a large margin. Given that the state space of Go is extremely large and a human player can play the game from any legal state, we ask whether adversarial states exist for Go AIs that may lead them to play surprisingly wrong actions. In this paper, we first extend the concept of adversarial examples to the game of Go: we generate perturbed states that are ``semantically'' equivalent to the original state by adding meaningless moves to the game, and an adversarial state is a perturbed state leading to an undoubtedly inferior action that is obvious even for Go beginners. However, searching the adversarial state is challenging due to the large, discrete, and non-differentiable search space. To tackle this challenge, we develop the first adversarial attack on Go AIs that can efficiently search for adversarial states by strategically reducing the search space. This method can also be extended to other board games such as NoGo. Experimentally, we show that the actions taken by both Policy-Value neural network (PV-NN) and Monte Carlo tree search (MCTS) can be misled by adding one or two meaningless stones; for example, on 58\% of the AlphaGo Zero self-play games, our method can make the widely used KataGo agent with 50 simulations of MCTS plays a losing action by adding two meaningless stones. We additionally evaluated the adversarial examples found by our algorithm with amateur human Go players and 90\% of examples indeed lead the Go agent to play an obviously inferior action. Our code is available at \url{https://PaperCode.cc/GoAttack}.
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深度学习极大地提高了语义细分的性能,但是,它的成功依赖于大量注释的培训数据的可用性。因此,许多努力致力于域自适应语义分割,重点是将语义知识从标记的源域转移到未标记的目标域。现有的自我训练方法通常需要多轮训练,而基于对抗训练的另一个流行框架已知对超参数敏感。在本文中,我们提出了一个易于训练的框架,该框架学习了域自适应语义分割的域不变原型。特别是,我们表明域的适应性与很少的学习共享一个共同的角色,因为两者都旨在识别一些从大量可见数据中学到的知识的看不见的数据。因此,我们提出了一个统一的框架,用于域适应和很少的学习。核心思想是使用从几个镜头注释的目标图像中提取的类原型来对源图像和目标图像的像素进行分类。我们的方法仅涉及一个阶段训练,不需要对大规模的未经通知的目标图像进行培训。此外,我们的方法可以扩展到域适应性和几乎没有射击学习的变体。关于适应GTA5到CITYSCAPES和合成景观的实验表明,我们的方法实现了对最先进的竞争性能。
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