Files
PrimAITE/src/primaite/environment/reward.py
2023-07-18 10:03:48 +01:00

388 lines
18 KiB
Python

# Crown Owned Copyright (C) Dstl 2023. DEFCON 703. Shared in confidence.
"""Implements reward function."""
from typing import Dict, TYPE_CHECKING, Union
from primaite import getLogger
from primaite.common.custom_typing import NodeUnion
from primaite.common.enums import FileSystemState, HardwareState, SoftwareState
from primaite.common.service import Service
from primaite.nodes.active_node import ActiveNode
from primaite.nodes.service_node import ServiceNode
if TYPE_CHECKING:
from logging import Logger
from primaite.config.training_config import TrainingConfig
from primaite.pol.ier import IER
_LOGGER: "Logger" = getLogger(__name__)
def calculate_reward_function(
initial_nodes: Dict[str, NodeUnion],
final_nodes: Dict[str, NodeUnion],
reference_nodes: Dict[str, NodeUnion],
green_iers: Dict[str, "IER"],
green_iers_reference: Dict[str, "IER"],
red_iers: Dict[str, "IER"],
step_count: int,
config_values: "TrainingConfig",
) -> float:
"""
Compares the states of the initial and final nodes/links to get a reward.
Args:
initial_nodes: The nodes before red and blue agents take effect
final_nodes: The nodes after red and blue agents take effect
reference_nodes: The nodes if there had been no red or blue effect
green_iers: The green IERs (should be running)
red_iers: Should be stopeed (ideally) by the blue agent
step_count: current step
config_values: Config values
"""
reward_value: float = 0.0
# For each node, compare hardware state, SoftwareState, service states
for node_key, final_node in final_nodes.items():
initial_node = initial_nodes[node_key]
reference_node = reference_nodes[node_key]
# Hardware State
reward_value += score_node_operating_state(final_node, initial_node, reference_node, config_values)
# Software State
if isinstance(final_node, ActiveNode) or isinstance(final_node, ServiceNode):
reward_value += score_node_os_state(final_node, initial_node, reference_node, config_values)
# Service State
if isinstance(final_node, ServiceNode):
reward_value += score_node_service_state(final_node, initial_node, reference_node, config_values)
# File System State
if isinstance(final_node, ActiveNode):
reward_value += score_node_file_system(final_node, initial_node, reference_node, config_values)
# Go through each red IER - penalise if it is running
for ier_key, ier_value in red_iers.items():
start_step = ier_value.get_start_step()
stop_step = ier_value.get_end_step()
if step_count >= start_step and step_count <= stop_step:
if ier_value.get_is_running():
reward_value += config_values.red_ier_running
# Go through each green IER - penalise if it's not running (weighted)
# but only if it's supposed to be running (it's running in reference)
for ier_key, ier_value in green_iers.items():
reference_ier = green_iers_reference[ier_key]
start_step = ier_value.get_start_step()
stop_step = ier_value.get_end_step()
if step_count >= start_step and step_count <= stop_step:
reference_blocked = not reference_ier.get_is_running()
live_blocked = not ier_value.get_is_running()
ier_reward = config_values.green_ier_blocked * ier_value.get_mission_criticality()
if live_blocked and not reference_blocked:
reward_value += ier_reward
elif live_blocked and reference_blocked:
_LOGGER.debug(
(
f"IER {ier_key} is blocked in the reference and live environments. "
f"Penalty of {ier_reward} was NOT applied."
)
)
elif not live_blocked and reference_blocked:
_LOGGER.debug(
(
f"IER {ier_key} is blocked in the reference env but not in the live one. "
f"Penalty of {ier_reward} was NOT applied."
)
)
return reward_value
def score_node_operating_state(
final_node: NodeUnion, initial_node: NodeUnion, reference_node: NodeUnion, config_values: "TrainingConfig"
) -> float:
"""
Calculates score relating to the hardware state of a node.
Args:
final_node: The node after red and blue agents take effect
initial_node: The node before red and blue agents take effect
reference_node: The node if there had been no red or blue effect
config_values: Config values
"""
score: float = 0.0
final_node_operating_state = final_node.hardware_state
reference_node_operating_state = reference_node.hardware_state
if final_node_operating_state == reference_node_operating_state:
# All is well - we're no different from the reference situation
score += config_values.all_ok
else:
# We're different from the reference situation
# Need to compare reference and final (current) state of node (i.e. at every step)
if reference_node_operating_state == HardwareState.ON:
if final_node_operating_state == HardwareState.OFF:
score += config_values.off_should_be_on
elif final_node_operating_state == HardwareState.RESETTING:
score += config_values.resetting_should_be_on
else:
pass
elif reference_node_operating_state == HardwareState.OFF:
if final_node_operating_state == HardwareState.ON:
score += config_values.on_should_be_off
elif final_node_operating_state == HardwareState.RESETTING:
score += config_values.resetting_should_be_off
else:
pass
elif reference_node_operating_state == HardwareState.RESETTING:
if final_node_operating_state == HardwareState.ON:
score += config_values.on_should_be_resetting
elif final_node_operating_state == HardwareState.OFF:
score += config_values.off_should_be_resetting
elif final_node_operating_state == HardwareState.RESETTING:
score += config_values.resetting
else:
pass
else:
pass
return score
def score_node_os_state(
final_node: Union[ActiveNode, ServiceNode],
initial_node: Union[ActiveNode, ServiceNode],
reference_node: Union[ActiveNode, ServiceNode],
config_values: "TrainingConfig",
) -> float:
"""
Calculates score relating to the Software State of a node.
Args:
final_node: The node after red and blue agents take effect
initial_node: The node before red and blue agents take effect
reference_node: The node if there had been no red or blue effect
config_values: Config values
"""
score: float = 0.0
final_node_os_state = final_node.software_state
reference_node_os_state = reference_node.software_state
if final_node_os_state == reference_node_os_state:
# All is well - we're no different from the reference situation
score += config_values.all_ok
else:
# We're different from the reference situation
# Need to compare reference and final (current) state of node (i.e. at every step)
if reference_node_os_state == SoftwareState.GOOD:
if final_node_os_state == SoftwareState.PATCHING:
score += config_values.patching_should_be_good
elif final_node_os_state == SoftwareState.COMPROMISED:
score += config_values.compromised_should_be_good
else:
pass
elif reference_node_os_state == SoftwareState.PATCHING:
if final_node_os_state == SoftwareState.GOOD:
score += config_values.good_should_be_patching
elif final_node_os_state == SoftwareState.COMPROMISED:
score += config_values.compromised_should_be_patching
elif final_node_os_state == SoftwareState.PATCHING:
score += config_values.patching
else:
pass
elif reference_node_os_state == SoftwareState.COMPROMISED:
if final_node_os_state == SoftwareState.GOOD:
score += config_values.good_should_be_compromised
elif final_node_os_state == SoftwareState.PATCHING:
score += config_values.patching_should_be_compromised
elif final_node_os_state == SoftwareState.COMPROMISED:
score += config_values.compromised
else:
pass
else:
pass
return score
def score_node_service_state(
final_node: ServiceNode, initial_node: ServiceNode, reference_node: ServiceNode, config_values: "TrainingConfig"
) -> float:
"""
Calculates score relating to the service state(s) of a node.
Args:
final_node: The node after red and blue agents take effect
initial_node: The node before red and blue agents take effect
reference_node: The node if there had been no red or blue effect
config_values: Config values
"""
score: float = 0.0
final_node_services: Dict[str, Service] = final_node.services
reference_node_services: Dict[str, Service] = reference_node.services
for service_key, final_service in final_node_services.items():
reference_service = reference_node_services[service_key]
final_service = final_node_services[service_key]
if final_service.software_state == reference_service.software_state:
# All is well - we're no different from the reference situation
score += config_values.all_ok
else:
# We're different from the reference situation
# Need to compare reference and final state of node (i.e. at every step)
if reference_service.software_state == SoftwareState.GOOD:
if final_service.software_state == SoftwareState.PATCHING:
score += config_values.patching_should_be_good
elif final_service.software_state == SoftwareState.COMPROMISED:
score += config_values.compromised_should_be_good
elif final_service.software_state == SoftwareState.OVERWHELMED:
score += config_values.overwhelmed_should_be_good
else:
pass
elif reference_service.software_state == SoftwareState.PATCHING:
if final_service.software_state == SoftwareState.GOOD:
score += config_values.good_should_be_patching
elif final_service.software_state == SoftwareState.COMPROMISED:
score += config_values.compromised_should_be_patching
elif final_service.software_state == SoftwareState.OVERWHELMED:
score += config_values.overwhelmed_should_be_patching
elif final_service.software_state == SoftwareState.PATCHING:
score += config_values.patching
else:
pass
elif reference_service.software_state == SoftwareState.COMPROMISED:
if final_service.software_state == SoftwareState.GOOD:
score += config_values.good_should_be_compromised
elif final_service.software_state == SoftwareState.PATCHING:
score += config_values.patching_should_be_compromised
elif final_service.software_state == SoftwareState.COMPROMISED:
score += config_values.compromised
elif final_service.software_state == SoftwareState.OVERWHELMED:
score += config_values.overwhelmed_should_be_compromised
else:
pass
elif reference_service.software_state == SoftwareState.OVERWHELMED:
if final_service.software_state == SoftwareState.GOOD:
score += config_values.good_should_be_overwhelmed
elif final_service.software_state == SoftwareState.PATCHING:
score += config_values.patching_should_be_overwhelmed
elif final_service.software_state == SoftwareState.COMPROMISED:
score += config_values.compromised_should_be_overwhelmed
elif final_service.software_state == SoftwareState.OVERWHELMED:
score += config_values.overwhelmed
else:
pass
else:
pass
return score
def score_node_file_system(
final_node: Union[ActiveNode, ServiceNode],
initial_node: Union[ActiveNode, ServiceNode],
reference_node: Union[ActiveNode, ServiceNode],
config_values: "TrainingConfig",
) -> float:
"""
Calculates score relating to the file system state of a node.
Args:
final_node: The node after red and blue agents take effect
initial_node: The node before red and blue agents take effect
reference_node: The node if there had been no red or blue effect
"""
score: float = 0.0
final_node_file_system_state = final_node.file_system_state_actual
reference_node_file_system_state = reference_node.file_system_state_actual
final_node_scanning_state = final_node.file_system_scanning
reference_node_scanning_state = reference_node.file_system_scanning
# File System State
if final_node_file_system_state == reference_node_file_system_state:
# All is well - we're no different from the reference situation
score += config_values.all_ok
else:
# We're different from the reference situation
# Need to compare reference and final state of node (i.e. at every step)
if reference_node_file_system_state == FileSystemState.GOOD:
if final_node_file_system_state == FileSystemState.REPAIRING:
score += config_values.repairing_should_be_good
elif final_node_file_system_state == FileSystemState.RESTORING:
score += config_values.restoring_should_be_good
elif final_node_file_system_state == FileSystemState.CORRUPT:
score += config_values.corrupt_should_be_good
elif final_node_file_system_state == FileSystemState.DESTROYED:
score += config_values.destroyed_should_be_good
else:
pass
elif reference_node_file_system_state == FileSystemState.REPAIRING:
if final_node_file_system_state == FileSystemState.GOOD:
score += config_values.good_should_be_repairing
elif final_node_file_system_state == FileSystemState.RESTORING:
score += config_values.restoring_should_be_repairing
elif final_node_file_system_state == FileSystemState.CORRUPT:
score += config_values.corrupt_should_be_repairing
elif final_node_file_system_state == FileSystemState.DESTROYED:
score += config_values.destroyed_should_be_repairing
elif final_node_file_system_state == FileSystemState.REPAIRING:
score += config_values.repairing
else:
pass
elif reference_node_file_system_state == FileSystemState.RESTORING:
if final_node_file_system_state == FileSystemState.GOOD:
score += config_values.good_should_be_restoring
elif final_node_file_system_state == FileSystemState.REPAIRING:
score += config_values.repairing_should_be_restoring
elif final_node_file_system_state == FileSystemState.CORRUPT:
score += config_values.corrupt_should_be_restoring
elif final_node_file_system_state == FileSystemState.DESTROYED:
score += config_values.destroyed_should_be_restoring
elif final_node_file_system_state == FileSystemState.RESTORING:
score += config_values.restoring
else:
pass
elif reference_node_file_system_state == FileSystemState.CORRUPT:
if final_node_file_system_state == FileSystemState.GOOD:
score += config_values.good_should_be_corrupt
elif final_node_file_system_state == FileSystemState.REPAIRING:
score += config_values.repairing_should_be_corrupt
elif final_node_file_system_state == FileSystemState.RESTORING:
score += config_values.restoring_should_be_corrupt
elif final_node_file_system_state == FileSystemState.DESTROYED:
score += config_values.destroyed_should_be_corrupt
elif final_node_file_system_state == FileSystemState.CORRUPT:
score += config_values.corrupt
else:
pass
elif reference_node_file_system_state == FileSystemState.DESTROYED:
if final_node_file_system_state == FileSystemState.GOOD:
score += config_values.good_should_be_destroyed
elif final_node_file_system_state == FileSystemState.REPAIRING:
score += config_values.repairing_should_be_destroyed
elif final_node_file_system_state == FileSystemState.RESTORING:
score += config_values.restoring_should_be_destroyed
elif final_node_file_system_state == FileSystemState.CORRUPT:
score += config_values.corrupt_should_be_destroyed
elif final_node_file_system_state == FileSystemState.DESTROYED:
score += config_values.destroyed
else:
pass
else:
pass
# Scanning State
if final_node_scanning_state == reference_node_scanning_state:
# All is well - we're no different from the reference situation
score += config_values.all_ok
else:
# We're different from the reference situation
# We're scanning the file system which incurs a penalty (as it slows down systems)
score += config_values.scanning
return score