901 - merged with dev

This commit is contained in:
SunilSamra
2023-07-05 11:34:15 +01:00
73 changed files with 4047 additions and 1376 deletions

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@@ -1,7 +1,7 @@
# Crown Copyright (C) Dstl 2022. DEFCON 703. Shared in confidence.
"""Enumerations for APE."""
from enum import Enum
from enum import Enum, IntEnum
class NodeType(Enum):
@@ -32,6 +32,7 @@ class Priority(Enum):
class HardwareState(Enum):
"""Node hardware state enumeration."""
NONE = 0
ON = 1
OFF = 2
RESETTING = 3
@@ -42,6 +43,7 @@ class HardwareState(Enum):
class SoftwareState(Enum):
"""Software or Service state enumeration."""
NONE = 0
GOOD = 1
PATCHING = 2
COMPROMISED = 3
@@ -79,6 +81,65 @@ class Protocol(Enum):
NONE = 7
class SessionType(Enum):
"""The type of PrimAITE Session to be run."""
TRAIN = 1
"Train an agent"
EVAL = 2
"Evaluate an agent"
TRAIN_EVAL = 3
"Train then evaluate an agent"
class AgentFramework(Enum):
"""The agent algorithm framework/package."""
CUSTOM = 0
"Custom Agent"
SB3 = 1
"Stable Baselines3"
RLLIB = 2
"Ray RLlib"
class DeepLearningFramework(Enum):
"""The deep learning framework."""
TF = "tf"
"Tensorflow"
TF2 = "tf2"
"Tensorflow 2.x"
TORCH = "torch"
"PyTorch"
class AgentIdentifier(Enum):
"""The Red Agent algo/class."""
A2C = 1
"Advantage Actor Critic"
PPO = 2
"Proximal Policy Optimization"
HARDCODED = 3
"The Hardcoded agents"
DO_NOTHING = 4
"The DoNothing agents"
RANDOM = 5
"The RandomAgent"
DUMMY = 6
"The DummyAgent"
class HardCodedAgentView(Enum):
"""The view the deterministic hard-coded agent has of the environment."""
BASIC = 1
"The current observation space only"
FULL = 2
"Full environment view with actions taken and reward feedback"
class ActionType(Enum):
"""Action type enumeration."""
@@ -130,6 +191,14 @@ class LinkStatus(Enum):
OVERLOAD = 4
class SB3OutputVerboseLevel(IntEnum):
"""The Stable Baselines3 learn/eval output verbosity level."""
NONE = 0
INFO = 1
DEBUG = 2
class RulePermissionType(Enum):
"""Any firewall rule type."""

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@@ -1,95 +0,0 @@
# # Crown Copyright (C) Dstl 2022. DEFCON 703. Shared in confidence.
# """The config class."""
# from dataclasses import dataclass
#
# from primaite.common.enums import ActionType
#
#
# @dataclass()
# class TrainingConfig:
# """Class to hold main config values."""
#
# # Generic
# agent_identifier: str # The Red Agent algo/class to be used
# action_type: ActionType # type of action to use (NODE/ACL/ANY)
# num_episodes: int # number of episodes to train over
# num_steps: int # number of steps in an episode
# time_delay: int # delay between steps (ms) - applies to generic agents only
# # file
# session_type: str # the session type to run (TRAINING or EVALUATION)
# load_agent: str # Determine whether to load an agent from file
# agent_load_file: str # File path and file name of agent if you're loading one in
#
# # Environment
# observation_space_high_value: int # The high value for the observation space
#
# # Reward values
# # Generic
# all_ok: int
# # Node Hardware State
# off_should_be_on: int
# off_should_be_resetting: int
# on_should_be_off: int
# on_should_be_resetting: int
# resetting_should_be_on: int
# resetting_should_be_off: int
# resetting: int
# # Node Software or Service State
# good_should_be_patching: int
# good_should_be_compromised: int
# good_should_be_overwhelmed: int
# patching_should_be_good: int
# patching_should_be_compromised: int
# patching_should_be_overwhelmed: int
# patching: int
# compromised_should_be_good: int
# compromised_should_be_patching: int
# compromised_should_be_overwhelmed: int
# compromised: int
# overwhelmed_should_be_good: int
# overwhelmed_should_be_patching: int
# overwhelmed_should_be_compromised: int
# overwhelmed: int
# # Node File System State
# good_should_be_repairing: int
# good_should_be_restoring: int
# good_should_be_corrupt: int
# good_should_be_destroyed: int
# repairing_should_be_good: int
# repairing_should_be_restoring: int
# repairing_should_be_corrupt: int
# repairing_should_be_destroyed: int # Repairing does not fix destroyed state - you need to restore
#
# repairing: int
# restoring_should_be_good: int
# restoring_should_be_repairing: int
# restoring_should_be_corrupt: int # Not the optimal method (as repair will fix corruption)
#
# restoring_should_be_destroyed: int
# restoring: int
# corrupt_should_be_good: int
# corrupt_should_be_repairing: int
# corrupt_should_be_restoring: int
# corrupt_should_be_destroyed: int
# corrupt: int
# destroyed_should_be_good: int
# destroyed_should_be_repairing: int
# destroyed_should_be_restoring: int
# destroyed_should_be_corrupt: int
# destroyed: int
# scanning: int
# # IER status
# red_ier_running: int
# green_ier_blocked: int
#
# # Patching / Reset
# os_patching_duration: int # The time taken to patch the OS
# node_reset_duration: int # The time taken to reset a node (hardware)
# node_booting_duration = 0 # The Time taken to turn on the node
# node_shutdown_duration = 0 # The time taken to turn off the node
# service_patching_duration: int # The time taken to patch a service
# file_system_repairing_limit: int # The time take to repair a file
# file_system_restoring_limit: int # The time take to restore a file
# file_system_scanning_limit: int # The time taken to scan the file system
# # Patching / Reset
#