Europe
Better Runtime Guarantees Via Stochastic Domination
Apart from few exceptions, the mathematical runtime analysis of evolutionary algorithms is mostly concerned with expected runtimes. In this work, we argue that stochastic domination is a notion that should be used more frequently in this area. Stochastic domination allows to formulate much more informative performance guarantees, it allows to decouple the algorithm analysis into the true algorithmic part of detecting a domination statement and the probability-theoretical part of deriving the desired probabilistic guarantees from this statement, and it helps finding simpler and more natural proofs. As particular results, we prove a fitness level theorem which shows that the runtime is dominated by a sum of independent geometric random variables, we prove the first tail bounds for several classic runtime problems, and we give a short and natural proof for Witt's result that the runtime of any $(\mu,p)$ mutation-based algorithm on any function with unique optimum is subdominated by the runtime of a variant of the \oea on the \onemax function. As side-products, we determine the fastest unbiased (1+1) algorithm for the \leadingones benchmark problem, both in the general case and when restricted to static mutation operators, and we prove a Chernoff-type tail bound for sums of independent coupon collector distributions.
VirtualHome: Simulating Household Activities via Programs
Puig, Xavier, Ra, Kevin, Boben, Marko, Li, Jiaman, Wang, Tingwu, Fidler, Sanja, Torralba, Antonio
In this paper, we are interested in modeling complex activities that occur in a typical household. We propose to use programs, i.e., sequences of atomic actions and interactions, as a high level representation of complex tasks. Programs are interesting because they provide a non-ambiguous representation of a task, and allow agents to execute them. However, nowadays, there is no database providing this type of information. Towards this goal, we first crowd-source programs for a variety of activities that happen in people's homes, via a game-like interface used for teaching kids how to code. Using the collected dataset, we show how we can learn to extract programs directly from natural language descriptions or from videos. We then implement the most common atomic (inter)actions in the Unity3D game engine, and use our programs to "drive" an artificial agent to execute tasks in a simulated household environment. Our VirtualHome simulator allows us to create a large activity video dataset with rich ground-truth, enabling training and testing of video understanding models. We further showcase examples of our agent performing tasks in our VirtualHome based on language descriptions.
Detecting Zero-day Controller Hijacking Attacks on the Power-Grid with Enhanced Deep Learning
He, Zecheng, Raghavan, Aswin, Chai, Sek, Lee, Ruby
Attacks against the control processor of a power-grid system, especially zero-day attacks, can be catastrophic. Earlier detection of the attacks can prevent further damage. However, detecting zero-day attacks can be challenging because they have no known code and have unknown behavior. In order to address the zero-day attack problem, we propose a data-driven defense by training a temporal deep learning model, using only normal data from legitimate processes that run daily in these power-grid systems, to model the normal behavior of the power-grid controller. Then, we can quickly find malicious codes running on the processor, by estimating deviations from the normal behavior with a statistical test. Experimental results on a real power-grid controller show that we can detect anomalous behavior with over 99.9% accuracy and nearly zero false positives.
Snap ML: A Hierarchical Framework for Machine Learning
Dünner, Celestine, Parnell, Thomas, Sarigiannis, Dimitrios, Ioannou, Nikolas, Anghel, Andreea, Pozidis, Haralampos
We describe a new software framework for fast training of generalized linear models. The framework, named Snap Machine Learning (Snap ML), combines recent advances in machine learning systems and algorithms in a nested manner to reflect the hierarchical architecture of modern computing systems. We prove theoretically that such a hierarchical system can accelerate training in distributed environments where intra-node communication is cheaper than inter-node communication. Additionally, we provide a review of the implementation of Snap ML in terms of GPU acceleration, pipelining, communication patterns and software architecture, highlighting aspects that were critical for achieving high performance. We evaluate the performance of Snap ML in both single-node and multi-node environments, quantifying the benefit of the hierarchical scheme and the data streaming functionality, and comparing with other widely-used machine learning software frameworks. Finally, we present a logistic regression benchmark on the Criteo Terabyte Click Logs dataset and show that Snap ML achieves the same test loss an order of magnitude faster than any of the previously reported results.
Learning from Outside the Viability Kernel: Why we Should Build Robots that can Fall with Grace
Heim, Steve, Spröwitz, Alexander
Despite impressive results using reinforcement learning to solve complex problems from scratch, in robotics this has still been largely limited to model-based learning with very informative reward functions. One of the major challenges is that the reward landscape often has large patches with no gradient, making it difficult to sample gradients effectively. We show here that the robot state-initialization can have a more important effect on the reward landscape than is generally expected. In particular, we show the counter-intuitive benefit of including initializations that are unviable, in other words initializing in states that are doomed to fail.
Personalized Machine Learning for Robot Perception of Affect and Engagement in Autism Therapy
Rudovic, Ognjen, Lee, Jaeryoung, Dai, Miles, Schuller, Bjorn, Picard, Rosalind
Robots have great potential to facilitate future therapies for children on the autism spectrum. However, existing robots lack the ability to automatically perceive and respond to human affect, which is necessary for establishing and maintaining engaging interactions. Moreover, their inference challenge is made harder by the fact that many individuals with autism have atypical and unusually diverse styles of expressing their affective-cognitive states. To tackle the heterogeneity in behavioral cues of children with autism, we use the latest advances in deep learning to formulate a personalized machine learning (ML) framework for automatic perception of the childrens affective states and engagement during robot-assisted autism therapy. The key to our approach is a novel shift from the traditional ML paradigm - instead of using 'one-size-fits-all' ML models, our personalized ML framework is optimized for each child by leveraging relevant contextual information (demographics and behavioral assessment scores) and individual characteristics of each child. We designed and evaluated this framework using a dataset of multi-modal audio, video and autonomic physiology data of 35 children with autism (age 3-13) and from 2 cultures (Asia and Europe), participating in a 25-minute child-robot interaction (~500k datapoints). Our experiments confirm the feasibility of the robot perception of affect and engagement, showing clear improvements due to the model personalization. The proposed approach has potential to improve existing therapies for autism by offering more efficient monitoring and summarization of the therapy progress.
A unified strategy for implementing curiosity and empowerment driven reinforcement learning
de Abril, Ildefons Magrans, Kanai, Ryota
Although there are many approaches to implement intrinsically motivated artificial agents, the combined usage of multiple intrinsic drives remains still a relatively unexplored research area. Specifically, we hypothesize that a mechanism capable of quantifying and controlling the evolution of the information flow between the agent and the environment could be the fundamental component for implementing a higher degree of autonomy into artificial intelligent agents. This paper propose a unified strategy for implementing two semantically orthogonal intrinsic motivations: curiosity and empowerment. Curiosity reward informs the agent about the relevance of a recent agent action, whereas empowerment is implemented as the opposite information flow from the agent to the environment that quantifies the agent's potential of controlling its own future. We show that an additional homeostatic drive is derived from the curiosity reward, which generalizes and enhances the information gain of a classical curious/heterostatic reinforcement learning agent. We show how a shared internal model by curiosity and empowerment facilitates a more efficient training of the empowerment function. Finally, we discuss future directions for further leveraging the interplay between these two intrinsic rewards.
Unsupervised Word Segmentation from Speech with Attention
Godard, Pierre, Zanon-Boito, Marcely, Ondel, Lucas, Berard, Alexandre, Yvon, François, Villavicencio, Aline, Besacier, Laurent
We present a first attempt to perform attentional word segmentation directly from the speech signal, with the final goal to automatically identify lexical units in a low-resource, unwritten language (UL). Our methodology assumes a pairing between recordings in the UL with translations in a well-resourced language. It uses Acoustic Unit Discovery (AUD) to convert speech into a sequence of pseudo-phones that is segmented using neural soft-alignments produced by a neural machine translation model. Evaluation uses an actual Bantu UL, Mboshi; comparisons to monolingual and bilingual baselines illustrate the potential of attentional word segmentation for language documentation.
POTs: The revolution will not be optimized?
Gurses, Seda, Overdorf, Rebekah, Balsa, Ero
In the 90s, software engineering shifted from packaged software and PCs to services and clouds, enabling distributed architectures that incorporate real-time feedback from users. In the process, digital systems became layers of technologies metricized under the authority of objective functions. These functions drive selection of software features, service integration, cloud usage, user interaction and growth, customer service, and environmental capture, among others. Whereas information systems focused on storage, processing and transport of information, and organizing knowledge --with associated risks of surveillance-- contemporary systems leverage the knowledge they gather to not only understand the world, but also to optimize it, seeking maximum extraction of economic value through the capture and manipulation of people's activities and environments. The ability of these optimization systems to treat the world not as a static place to be known, but as one to sense and co-create, poses social risks and harms such as social sorting, mass manipulation, asymmetrical concentration of resources, majority dominance, and minority erasure.
Multiwinner Voting with Fairness Constraints
Celis, L. Elisa, Huang, Lingxiao, Vishnoi, Nisheeth K.
Multiwinner voting rules are used to select a small representative subset of candidates or items from a larger set given the preferences of voters. However, if candidates have sensitive attributes such as gender or ethnicity (when selecting a committee), or specified types such as political leaning (when selecting a subset of news items), an algorithm that chooses a subset by optimizing a multiwinner voting rule may be unbalanced in its selection -- it may under or over represent a particular gender or political orientation in the examples above. We introduce an algorithmic framework for multiwinner voting problems when there is an additional requirement that the selected subset should be "fair" with respect to a given set of attributes. Our framework provides the flexibility to (1) specify fairness with respect to multiple, non-disjoint attributes (e.g., ethnicity and gender) and (2) specify a score function. We study the computational complexity of this constrained multiwinner voting problem for monotone and submodular score functions and present several approximation algorithms and matching hardness of approximation results for various attribute group structure and types of score functions. We also present simulations that suggest that adding fairness constraints may not affect the scores significantly when compared to the unconstrained case.