Biblio
Recent years, more and more testing criteria for deep learning systems has been proposed to ensure system robustness and reliability. These criteria were defined based on different perspectives of diversity. However, there lacks comprehensive investigation on what are the most essential diversities that should be considered by a testing criteria for deep learning systems. Therefore, in this paper, we conduct an empirical study to investigate the relation between test diversities and erroneous behaviors of deep learning models. We define five metrics to reflect diversities in neuron activities, and leverage metamorphic testing to detect erroneous behaviors. We investigate the correlation between metrics and erroneous behaviors. We also go further step to measure the quality of test suites under the guidance of defined metrics. Our results provided comprehensive insights on the essential diversities for testing criteria to exhibit good fault detection ability.
Integrated cyber-physical systems (CPSs), such as the smart grid, are becoming the underpinning technology for major industries. A major concern regarding such systems are the seemingly unexpected large scale failures, which are often attributed to a small initial shock getting escalated due to intricate dependencies within and across the individual counterparts of the system. In this paper, we develop a novel interdependent system model to capture this phenomenon, also known as cascading failures. Our framework consists of two networks that have inherently different characteristics governing their intra-dependency: i) a cyber-network where a node is deemed to be functional as long as it belongs to the largest connected (i.e., giant) component; and ii) a physical network where nodes are given an initial flow and a capacity, and failure of a node results with redistribution of its flow to the remaining nodes, upon which further failures might take place due to overloading. Furthermore, it is assumed that these two networks are inter-dependent. For simplicity, we consider a one-to-one interdependency model where every node in the cyber-network is dependent upon and supports a single node in the physical network, and vice versa. We provide a thorough analysis of the dynamics of cascading failures in this interdependent system initiated with a random attack. The system robustness is quantified as the surviving fraction of nodes at the end of cascading failures, and is derived in terms of all network parameters involved. Analytic results are supported through an extensive numerical study. Among other things, these results demonstrate the ability of our model to capture the unexpected nature of large-scale failures, and provide insights on improving system robustness.
Computing systems today have a large number of security configuration settings that enforce security properties. However, vulnerabilities and incorrect configuration increase the potential for attacks. Provable verification and simulation tools have been introduced to eliminate configuration conflicts and weaknesses, which can increase system robustness against attacks. Most of these tools require special knowledge in formal methods and precise specification for requirements in special languages, in addition to their excessive need for computing resources. Video games have been utilized by researchers to make educational software more attractive and engaging. Publishing these games for crowdsourcing can also stimulate competition between players and increase the game educational value. In this paper we introduce a game interface, called NetMaze, that represents the network configuration verification problem as a video game and allows for attack analysis. We aim to make the security analysis and hardening usable and accurately achievable, using the power of video games and the wisdom of crowdsourcing. Players can easily discover weaknesses in network configuration and investigate new attack scenarios. In addition, the gameplay scenarios can also be used to analyze and learn attack attribution considering human factors. In this paper, we present a provable mapping from the network configuration to 3D game objects.