Abstract:Red teaming assesses how large language models (LLMs) can produce content that violates norms, policies, and rules set during their safety training. However, most existing automated methods in the literature are not representative of the way humans tend to interact with AI models. Common users of AI models may not have advanced knowledge of adversarial machine learning methods or access to model internals, and they do not spend a lot of time crafting a single highly effective adversarial prompt. Instead, they are likely to make use of techniques commonly shared online and exploit the multiturn conversational nature of LLMs. While manual testing addresses this gap, it is an inefficient and often expensive process. To address these limitations, we introduce the Generative Offensive Agent Tester (GOAT), an automated agentic red teaming system that simulates plain language adversarial conversations while leveraging multiple adversarial prompting techniques to identify vulnerabilities in LLMs. We instantiate GOAT with 7 red teaming attacks by prompting a general-purpose model in a way that encourages reasoning through the choices of methods available, the current target model's response, and the next steps. Our approach is designed to be extensible and efficient, allowing human testers to focus on exploring new areas of risk while automation covers the scaled adversarial stress-testing of known risk territory. We present the design and evaluation of GOAT, demonstrating its effectiveness in identifying vulnerabilities in state-of-the-art LLMs, with an ASR@10 of 97% against Llama 3.1 and 88% against GPT-4 on the JailbreakBench dataset.
Abstract:Background: Studies have shown the potential adverse health effects, ranging from headaches to cardiovascular disease, associated with long-term negative emotions and chronic stress. Since many indicators of stress are imperceptible to observers, the early detection and intervention of stress remains a pressing medical need. Physiological signals offer a non-invasive method of monitoring emotions and are easily collected by smartwatches. Existing research primarily focuses on developing generalized machine learning-based models for emotion classification. Objective: We aim to study the differences between personalized and generalized machine learning models for three-class emotion classification (neutral, stress, and amusement) using wearable biosignal data. Methods: We developed a convolutional encoder for the three-class emotion classification problem using data from WESAD, a multimodal dataset with physiological signals for 15 subjects. We compared the results between a subject-exclusive generalized, subject-inclusive generalized, and personalized model. Results: For the three-class classification problem, our personalized model achieved an average accuracy of 95.06% and F1-score of 91.71, our subject-inclusive generalized model achieved an average accuracy of 66.95% and F1-score of 42.50, and our subject-exclusive generalized model achieved an average accuracy of 67.65% and F1-score of 43.05. Conclusions: Our results emphasize the need for increased research in personalized emotion recognition models given that they outperform generalized models in certain contexts. We also demonstrate that personalized machine learning models for emotion classification are viable and can achieve high performance.