soc-marl-env / self_evolving /evolution_engine.py
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feat: implement multi-agent incident response environment with adversarial red teaming and adaptive Theory of Mind coordination
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"""
Self-Evolving Scenario Generation Engine
Implements:
1. α-Curriculum Reward (from GenEnv): R_env(p̂) = -|p̂ - α| where α≈0.5
Rewards environment for generating scenarios in agent's "zone of proximal development"
2. POET-inspired mutation operators: parametric mutation of scenario attributes
3. Fitness-proportionate selection with novelty bonus
4. Difficulty calibration via Elo-like rating system
Mathematical Framework:
- Each scenario S has a difficulty vector d ∈ R^k (k dimensions of difficulty)
- Agent competence vector c ∈ R^k estimated from performance history
- α-Curriculum: optimal scenario difficulty where P(agent solves | S) ≈ α
- Mutation: S' = mutate(S, σ) where σ is mutation strength adapted by fitness
- Fitness: F(S) = -|success_rate(S) - α| + λ * novelty(S)
- Novelty: measured as distance to k-nearest scenarios in behavior space
"""
import copy
import hashlib
import json
import math
import random
import time
import uuid
from dataclasses import dataclass, field
from typing import Any, Dict, List, Optional, Set, Tuple
# IMPORTANT: Use relative imports that work both ways
try:
from ..tasks.base import (
EndpointInfo, LogEntry, Scenario, ThreatIntelEntry, UserProfile
)
from ..models import ContainmentAction, Severity, ThreatCategory
except ImportError:
import sys, os
_parent = os.path.dirname(os.path.dirname(os.path.abspath(__file__)))
if _parent not in sys.path:
sys.path.insert(0, _parent)
from tasks.base import (
EndpointInfo, LogEntry, Scenario, ThreatIntelEntry, UserProfile
)
from models import ContainmentAction, Severity, ThreatCategory
# ═══════════════════════════════════════════════════════════════════
# Data Structures
# ═══════════════════════════════════════════════════════════════════
@dataclass
class ScenarioGenome:
"""
Genetic representation of a scenario for evolution.
Maps scenario parameters to a mutable genome vector.
"""
# Core parameters (these get mutated)
num_log_entries: int = 12 # How many log entries (complexity)
num_critical_evidence: int = 5 # Critical evidence items to find
num_iocs: int = 4 # Number of IOCs
num_endpoints: int = 3 # Network endpoints
num_users: int = 2 # User profiles
num_threat_intel: int = 3 # Threat intel entries
num_containment_targets: int = 3 # Things to contain
max_steps: int = 25 # Steps allowed
noise_ratio: float = 0.3 # Ratio of noise/decoy evidence
correlation_depth: int = 2 # How many cross-source correlations
escalation_required: bool = True
multi_stage_attack: bool = False # Whether attack has multiple phases
# Difficulty dimensions (0.0 = easiest, 1.0 = hardest)
evidence_obscurity: float = 0.3 # How hidden is critical evidence
ioc_complexity: float = 0.3 # Sophistication of IOCs
containment_complexity: float = 0.3 # Number/precision of containment
report_detail_required: float = 0.3 # How detailed report must be
time_pressure: float = 0.3 # Steps vs required actions ratio
# Metadata
generation: int = 0
parent_id: Optional[str] = None
genome_id: str = ""
def __post_init__(self):
if not self.genome_id:
# Include random salt to prevent cross-session collisions (Bug E fix)
salt = uuid.uuid4().hex[:8]
self.genome_id = hashlib.md5(
f"{salt}_{json.dumps(self.__dict__, default=str)}".encode()
).hexdigest()[:12]
@property
def difficulty_vector(self) -> List[float]:
"""k-dimensional difficulty vector."""
return [
self.evidence_obscurity,
self.ioc_complexity,
self.containment_complexity,
self.report_detail_required,
self.time_pressure,
]
@property
def aggregate_difficulty(self) -> float:
"""Single scalar difficulty score in [0, 1]."""
return sum(self.difficulty_vector) / len(self.difficulty_vector)
@dataclass
class AgentPerformanceRecord:
"""Tracks agent performance for fitness evaluation."""
scenario_id: str
genome_id: str
score: float
steps_used: int
max_steps: int
evidence_found_ratio: float
iocs_found_ratio: float
correct_severity: bool
correct_category: bool
containment_score: float
report_quality: float
timestamp: float = 0.0
@dataclass
class EvolutionState:
"""Persistent state of the evolution engine."""
generation: int = 0
population: List[ScenarioGenome] = field(default_factory=list)
archive: List[ScenarioGenome] = field(default_factory=list) # Hall of fame
performance_history: List[AgentPerformanceRecord] = field(default_factory=list)
agent_elo: float = 1000.0 # Agent Elo rating
scenario_elos: Dict[str, float] = field(default_factory=dict) # Per-scenario Elo
# ═══════════════════════════════════════════════════════════════════
# Mutation Operators
# ═══════════════════════════════════════════════════════════════════
class MutationOperator:
"""
POET-inspired parametric mutation operators for scenario genomes.
Mutations are applied with adaptive strength σ based on the
α-curriculum signal: if scenarios are too easy, increase difficulty;
if too hard, decrease.
"""
# Bounds for genome parameters
PARAM_BOUNDS = {
'num_log_entries': (6, 30),
'num_critical_evidence': (3, 12),
'num_iocs': (2, 10),
'num_endpoints': (2, 8),
'num_users': (1, 5),
'num_threat_intel': (2, 8),
'num_containment_targets': (2, 8),
'max_steps': (15, 40),
'noise_ratio': (0.0, 0.6),
'correlation_depth': (1, 5),
'evidence_obscurity': (0.0, 1.0),
'ioc_complexity': (0.0, 1.0),
'containment_complexity': (0.0, 1.0),
'report_detail_required': (0.0, 1.0),
'time_pressure': (0.0, 1.0),
}
@staticmethod
def mutate(genome: ScenarioGenome, sigma: float = 0.15) -> ScenarioGenome:
"""
Apply Gaussian mutation to genome parameters.
σ (sigma) controls mutation strength:
- Higher σ → more exploration (when agent is in comfort zone)
- Lower σ → fine-tuning (when near optimal difficulty)
"""
child = copy.deepcopy(genome)
child.generation = genome.generation + 1
child.parent_id = genome.genome_id
# Mutate numeric parameters with Gaussian noise
for param, (lo, hi) in MutationOperator.PARAM_BOUNDS.items():
current = getattr(child, param)
if isinstance(current, float):
noise = random.gauss(0, sigma * (hi - lo))
new_val = max(lo, min(hi, current + noise))
setattr(child, param, round(new_val, 3))
elif isinstance(current, int):
noise = random.gauss(0, sigma * (hi - lo))
new_val = max(lo, min(hi, round(current + noise)))
setattr(child, param, int(new_val))
# Flip boolean traits with small probability
if random.random() < 0.15 * sigma:
child.escalation_required = not child.escalation_required
if random.random() < 0.15 * sigma:
child.multi_stage_attack = not child.multi_stage_attack
# Regenerate ID with uuid salt to prevent collisions (Bug Q fix)
child.genome_id = hashlib.md5(
f"{uuid.uuid4().hex[:8]}_{json.dumps(child.__dict__, default=str)}".encode()
).hexdigest()[:12]
return child
@staticmethod
def crossover(parent_a: ScenarioGenome, parent_b: ScenarioGenome) -> ScenarioGenome:
"""Uniform crossover between two parent genomes."""
child = copy.deepcopy(parent_a)
child.generation = max(parent_a.generation, parent_b.generation) + 1
child.parent_id = f"{parent_a.genome_id}x{parent_b.genome_id}"
for param in MutationOperator.PARAM_BOUNDS:
if random.random() < 0.5:
setattr(child, param, getattr(parent_b, param))
if random.random() < 0.5:
child.escalation_required = parent_b.escalation_required
if random.random() < 0.5:
child.multi_stage_attack = parent_b.multi_stage_attack
child.genome_id = hashlib.md5(
f"{uuid.uuid4().hex[:8]}_{json.dumps(child.__dict__, default=str)}".encode()
).hexdigest()[:12]
return child
# ═══════════════════════════════════════════════════════════════════
# Fitness & Selection
# ═══════════════════════════════════════════════════════════════════
class FitnessEvaluator:
"""
Evaluates scenario fitness using α-Curriculum reward.
Core formula: F(S) = -|p̂(S) - α| + λ * novelty(S) + β * info_gain(S)
Where:
- p̂(S) = estimated agent success probability on scenario S
- α = target success rate (0.5 = zone of proximal development)
- novelty(S) = average distance to k-nearest neighbors in archive
- info_gain(S) = how much new the scenario teaches the agent
"""
def __init__(self, alpha: float = 0.5, lambda_novelty: float = 0.2,
beta_info: float = 0.1, k_nearest: int = 5):
self.alpha = alpha # Target success rate
self.lambda_novelty = lambda_novelty # Novelty weight
self.beta_info = beta_info # Information gain weight
self.k_nearest = k_nearest # For novelty computation
def compute_fitness(
self,
genome: ScenarioGenome,
performance_records: List[AgentPerformanceRecord],
archive: List[ScenarioGenome],
) -> float:
"""
Compute composite fitness score for a scenario genome.
Returns value in approximately [-1, 1] range.
Higher is better (more useful for training).
"""
# 1. α-Curriculum component
alpha_reward = self._alpha_curriculum_reward(genome, performance_records)
# 2. Novelty component
novelty = self._compute_novelty(genome, archive)
# 3. Information gain estimate
info_gain = self._estimate_info_gain(genome, performance_records)
fitness = alpha_reward + self.lambda_novelty * novelty + self.beta_info * info_gain
return fitness
def _alpha_curriculum_reward(
self,
genome: ScenarioGenome,
records: List[AgentPerformanceRecord],
) -> float:
"""
α-Curriculum: R = -|p̂ - α|
Scenarios where the agent succeeds ~50% of the time are most useful
for learning (zone of proximal development).
"""
# Estimate success probability from performance records
matching = [r for r in records if r.genome_id == genome.genome_id]
if not matching:
# No data — use difficulty as proxy
# Assume harder scenarios have lower success probability
estimated_p = 1.0 - genome.aggregate_difficulty
else:
estimated_p = sum(r.score for r in matching) / len(matching)
return -abs(estimated_p - self.alpha)
def _compute_novelty(
self, genome: ScenarioGenome, archive: List[ScenarioGenome]
) -> float:
"""
Novelty search: distance to k-nearest neighbors in difficulty space.
Encourages diverse scenario population.
"""
if not archive:
return 1.0 # Maximum novelty if archive is empty
gv = genome.difficulty_vector
distances = []
for other in archive:
# Bug B fix: exclude self from distance computation
if other.genome_id == genome.genome_id:
continue
ov = other.difficulty_vector
dist = math.sqrt(sum((a - b) ** 2 for a, b in zip(gv, ov)))
distances.append(dist)
if not distances:
return 1.0 # Only self in archive → max novelty
distances.sort()
k = min(self.k_nearest, len(distances))
avg_dist = sum(distances[:k]) / k if k > 0 else 0.0
# Normalize to [0, 1] (max possible distance in unit hypercube is sqrt(k_dims))
max_dist = math.sqrt(len(gv))
return min(avg_dist / max_dist, 1.0)
def _estimate_info_gain(
self,
genome: ScenarioGenome,
records: List[AgentPerformanceRecord],
) -> float:
"""
Estimate how much new information a scenario provides.
Scenarios that expose agent weaknesses score higher.
"""
if not records:
return 0.5
# Look at what the agent is weak at
recent = records[-20:] # Last 20 episodes
weakness_dimensions = {
'evidence_obscurity': 1.0 - (sum(r.evidence_found_ratio for r in recent) / len(recent)),
'ioc_complexity': 1.0 - (sum(r.iocs_found_ratio for r in recent) / len(recent)),
'containment_complexity': 1.0 - (sum(r.containment_score for r in recent) / len(recent)),
'report_detail_required': 1.0 - (sum(r.report_quality for r in recent) / len(recent)),
}
# Scenarios that target agent weaknesses have higher info gain
dv = genome.difficulty_vector
dim_names = ['evidence_obscurity', 'ioc_complexity', 'containment_complexity',
'report_detail_required', 'time_pressure']
info = 0.0
for i, dim_name in enumerate(dim_names):
if dim_name in weakness_dimensions:
# Higher difficulty in weak dimensions = more info gain
info += dv[i] * weakness_dimensions[dim_name]
return info / len(dim_names) if dim_names else 0.0
# ═══════════════════════════════════════════════════════════════════
# Evolution Engine (Main Class)
# ═══════════════════════════════════════════════════════════════════
class EvolutionEngine:
"""
Self-evolving environment engine using POET + α-Curriculum.
Maintains a population of scenario genomes, evolves them based on
agent performance, and provides the next scenario to train on.
Usage:
engine = EvolutionEngine(population_size=10, alpha=0.5)
genome = engine.get_next_scenario()
scenario = engine.genome_to_scenario(genome)
# ... run agent on scenario ...
engine.record_performance(genome, performance_record)
engine.evolve() # Create next generation
"""
def __init__(
self,
population_size: int = 10,
alpha: float = 0.5,
mutation_sigma: float = 0.15,
elite_fraction: float = 0.2,
archive_size: int = 50,
):
self.population_size = population_size
self.mutation_sigma = mutation_sigma
self.elite_fraction = elite_fraction
self.archive_size = archive_size
self.fitness_evaluator = FitnessEvaluator(alpha=alpha)
self.state = EvolutionState()
# Initialize population with diverse seeds
self._initialize_population()
def _initialize_population(self):
"""Create initial diverse population spanning difficulty space."""
templates = [
# Easy
ScenarioGenome(num_log_entries=8, num_critical_evidence=3, num_iocs=2,
num_endpoints=2, max_steps=25, noise_ratio=0.1,
evidence_obscurity=0.1, ioc_complexity=0.1,
containment_complexity=0.1, time_pressure=0.1),
# Medium
ScenarioGenome(num_log_entries=12, num_critical_evidence=5, num_iocs=4,
num_endpoints=3, max_steps=25, noise_ratio=0.25,
evidence_obscurity=0.35, ioc_complexity=0.35,
containment_complexity=0.35, time_pressure=0.3),
# Hard
ScenarioGenome(num_log_entries=18, num_critical_evidence=7, num_iocs=6,
num_endpoints=4, max_steps=30, noise_ratio=0.4,
evidence_obscurity=0.6, ioc_complexity=0.6,
containment_complexity=0.6, time_pressure=0.5),
# Expert
ScenarioGenome(num_log_entries=25, num_critical_evidence=10, num_iocs=8,
num_endpoints=6, max_steps=35, noise_ratio=0.5,
multi_stage_attack=True,
evidence_obscurity=0.85, ioc_complexity=0.85,
containment_complexity=0.85, time_pressure=0.7),
]
# Bug O fix: always include all 4 template seeds first, then fill with mutations
# This ensures the archive can discover all difficulty levels even with small populations
self.state.population = []
# Seed with all templates first (guaranteed diversity)
for i, template in enumerate(templates):
genome = copy.deepcopy(template)
genome.genome_id = hashlib.md5(
f"init_{i}_{uuid.uuid4().hex[:8]}_{json.dumps(genome.__dict__, default=str)}".encode()
).hexdigest()[:12]
self.state.population.append(genome)
# Fill remaining slots with mutations of templates
while len(self.state.population) < self.population_size:
i = len(self.state.population)
template = templates[i % len(templates)]
genome = MutationOperator.mutate(template, sigma=0.3)
genome.genome_id = hashlib.md5(
f"init_{i}_{uuid.uuid4().hex[:8]}_{json.dumps(genome.__dict__, default=str)}".encode()
).hexdigest()[:12]
self.state.population.append(genome)
# If population_size < 4, trim back to requested size
self.state.population = self.state.population[:max(self.population_size, len(templates))]
def get_next_scenario_genome(self) -> ScenarioGenome:
"""
Select the next scenario genome for the agent to train on.
Uses fitness-proportionate selection favoring scenarios near α.
"""
if not self.state.population:
self._initialize_population()
# Compute fitness for each genome
fitnesses = []
for genome in self.state.population:
f = self.fitness_evaluator.compute_fitness(
genome, self.state.performance_history, self.state.archive
)
fitnesses.append(f)
# Softmax selection (temperature-based)
temperature = 0.5
max_f = max(fitnesses) if fitnesses else 0
exp_f = [math.exp((f - max_f) / temperature) for f in fitnesses]
total = sum(exp_f)
probs = [e / total for e in exp_f]
# Weighted random selection
selected = random.choices(self.state.population, weights=probs, k=1)[0]
return selected
def record_performance(self, genome: ScenarioGenome, record: AgentPerformanceRecord):
"""Record agent performance on a scenario for fitness evaluation."""
self.state.performance_history.append(record)
# Update Elo ratings
self._update_elo(genome, record)
# Keep history bounded, but preserve records for elite genomes
# so their fitness scores don't go stale (NEW-3 fix)
if len(self.state.performance_history) > 500:
# Identify elite genome IDs
elite_ids = {g.genome_id for g in self.state.population[:max(1, len(self.state.population) // 5)]}
elite_ids.update(g.genome_id for g in self.state.archive[-10:])
# Keep recent + any records for elite genomes
recent = self.state.performance_history[-300:]
old = self.state.performance_history[:-300]
elite_old = [r for r in old if r.genome_id in elite_ids]
self.state.performance_history = elite_old + recent
def evolve(self) -> List[ScenarioGenome]:
"""
Evolve the scenario population using:
1. Fitness evaluation
2. Elite preservation
3. Mutation + crossover
4. Archive update (novelty-based hall of fame)
Returns the new population.
"""
self.state.generation += 1
# Evaluate fitness
scored = []
for genome in self.state.population:
f = self.fitness_evaluator.compute_fitness(
genome, self.state.performance_history, self.state.archive
)
scored.append((genome, f))
scored.sort(key=lambda x: x[1], reverse=True)
# Elite preservation
n_elite = max(1, int(self.population_size * self.elite_fraction))
elites = [g for g, _ in scored[:n_elite]]
# Add best to archive
for genome, fitness in scored[:2]:
new_entry = copy.deepcopy(genome)
if len(self.state.archive) < self.archive_size:
self.state.archive.append(new_entry)
elif fitness > 0: # Only archive reasonably fit scenarios
# Replace least novel EXISTING member (excluding just-inserted)
# NEW-2 fix: compute novelty on archive BEFORE inserting,
# so the new genome can't evict itself.
novelties = [
self.fitness_evaluator._compute_novelty(g, self.state.archive)
for g in self.state.archive
]
min_idx = novelties.index(min(novelties))
self.state.archive[min_idx] = new_entry
# Adaptive mutation strength (NEW-4 fix: directional, not symmetric)
# If scenarios are too easy (high avg score) → increase σ to explore harder
# If scenarios are too hard (low avg score) → DECREASE σ to fine-tune easier
recent_scores = [r.score for r in self.state.performance_history[-20:]]
if recent_scores:
avg_score = sum(recent_scores) / len(recent_scores)
alpha = self.fitness_evaluator.alpha
gap = avg_score - alpha # positive = too easy, negative = too hard
if gap > 0:
# Too easy: increase sigma to explore harder scenarios
sigma = self.mutation_sigma * (1.0 + gap)
else:
# Too hard: decrease sigma to fine-tune toward easier
sigma = self.mutation_sigma * max(0.3, 1.0 + gap) # floor at 0.3×base
else:
sigma = self.mutation_sigma
# Generate children
new_population = list(elites)
while len(new_population) < self.population_size:
if random.random() < 0.7:
# Mutation
parent = random.choice(scored[:max(3, len(scored) // 2)])[0]
child = MutationOperator.mutate(parent, sigma=sigma)
else:
# Crossover
p1, p2 = random.sample(scored[:max(3, len(scored) // 2)], 2)
child = MutationOperator.crossover(p1[0], p2[0])
child = MutationOperator.mutate(child, sigma=sigma * 0.5)
new_population.append(child)
self.state.population = new_population[:self.population_size]
return self.state.population
def _update_elo(self, genome: ScenarioGenome, record: AgentPerformanceRecord):
"""
Update Elo ratings for agent and scenario.
Agent 'wins' if score > 0.7, 'loses' if score < 0.3, 'draw' otherwise.
This gives a natural difficulty calibration system.
"""
K = 32 # Elo K-factor
agent_elo = self.state.agent_elo
scenario_elo = self.state.scenario_elos.get(genome.genome_id, 1000.0)
# Expected scores
ea = 1.0 / (1.0 + 10 ** ((scenario_elo - agent_elo) / 400))
es = 1.0 - ea
# Actual outcome
if record.score > 0.7:
sa, ss = 1.0, 0.0 # Agent wins
elif record.score < 0.3:
sa, ss = 0.0, 1.0 # Scenario wins
else:
sa, ss = 0.5, 0.5 # Draw
self.state.agent_elo = agent_elo + K * (sa - ea)
self.state.scenario_elos[genome.genome_id] = scenario_elo + K * (ss - es)
# Bug D fix: prune elos for genomes no longer in population or archive
if len(self.state.scenario_elos) > self.archive_size + self.population_size + 20:
active_ids = {g.genome_id for g in self.state.population}
active_ids.update(g.genome_id for g in self.state.archive)
stale_ids = [gid for gid in self.state.scenario_elos if gid not in active_ids]
for gid in stale_ids:
del self.state.scenario_elos[gid]
def get_evolution_stats(self) -> Dict[str, Any]:
"""Get statistics about the current evolution state."""
recent = self.state.performance_history[-20:]
return {
"generation": self.state.generation,
"population_size": len(self.state.population),
"archive_size": len(self.state.archive),
"total_episodes": len(self.state.performance_history),
"agent_elo": round(self.state.agent_elo, 1),
"avg_recent_score": round(
sum(r.score for r in recent) / len(recent), 4
) if recent else None,
"avg_difficulty": round(
sum(g.aggregate_difficulty for g in self.state.population)
/ len(self.state.population), 3
) if self.state.population else None,
"difficulty_range": {
"min": round(min(g.aggregate_difficulty for g in self.state.population), 3),
"max": round(max(g.aggregate_difficulty for g in self.state.population), 3),
} if self.state.population else None,
}