Recent studies have revealed that neural network-based policies can be easily
fooled by adversarial examples. However, while most prior works analyze the
effects of perturbing every pixel of every frame assuming white-box policy
access, in this paper we take a more restrictive view towards adversary
generation - with the goal of unveiling the limits of a model's vulnerability.
In particular, we explore minimalistic attacks by defining three key settings:
(1) black-box policy access: where the attacker only has access to the input
(state) and output (action probability) of an RL policy; (2) fractional-state
adversary: where only several pixels are perturbed, with the extreme case being
a single-pixel adversary; and (3) tactically-chanced attack: where only
significant frames are tactically chosen to be attacked. We formulate the
adversarial attack by accommodating the three key settings and explore their
potency on six Atari games by examining four fully trained state-of-the-art
policies. In Breakout, for example, we surprisingly find that: (i) all policies
showcase significant performance degradation by merely modifying 0.01% of the
input state, and (ii) the policy trained by DQN is totally deceived by
perturbation to only 1% frames.