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Enabling Edge Cloud Intelligence for Activity Learning in Smart Home
Huang, Bing, Bouguettaya, Athman, Dong, Hai
We propose a novel activity learning framework based on Edge Cloud architecture for the purpose of recognizing and predicting human activities. Although activity recognition has been vastly studied by many researchers, the temporal features that constitute an activity, which can provide useful insights for activity models, have not been exploited to their full potentials by mining algorithms. In this paper, we utilize temporal features for activity recognition and prediction in a single smart home setting. We discover activity patterns and temporal relations such as the order of activities from real data to develop a prompting system. Analysis of real data collected from smart homes was used to validate the proposed method.
Stealthy and Efficient Adversarial Attacks against Deep Reinforcement Learning
Sun, Jianwen, Zhang, Tianwei, Xie, Xiaofei, Ma, Lei, Zheng, Yan, Chen, Kangjie, Liu, Yang
Adversarial attacks against conventional Deep Learning (DL) systems and algorithms have been widely studied, and various defenses were proposed. However, the possibility and feasibility of such attacks against Deep Reinforcement Learning (DRL) are less explored. As DRL has achieved great success in various complex tasks, designing effective adversarial attacks is an indispensable prerequisite towards building robust DRL algorithms. In this paper, we introduce two novel adversarial attack techniques to \emph{stealthily} and \emph{efficiently} attack the DRL agents. These two techniques enable an adversary to inject adversarial samples in a minimal set of critical moments while causing the most severe damage to the agent. The first technique is the \emph{critical point attack}: the adversary builds a model to predict the future environmental states and agent's actions, assesses the damage of each possible attack strategy, and selects the optimal one. The second technique is the \emph{antagonist attack}: the adversary automatically learns a domain-agnostic model to discover the critical moments of attacking the agent in an episode. Experimental results demonstrate the effectiveness of our techniques. Specifically, to successfully attack the DRL agent, our critical point technique only requires 1 (TORCS) or 2 (Atari Pong and Breakout) steps, and the antagonist technique needs fewer than 5 steps (4 Mujoco tasks), which are significant improvements over state-of-the-art methods.
Multi-agent Communication meets Natural Language: Synergies between Functional and Structural Language Learning
Lazaridou, Angeliki, Potapenko, Anna, Tieleman, Olivier
In this work, we aim at making agents communicate On the other hand, multi-agent communication with humans in natural language. Our starting research (Foerster et al., 2016; Lazaridou et al., point is a language model that has been trained on 2017; Havrylov and Titov, 2017; Evtimova et al., generic, not task-specific language data. We then 2017; Lee et al., 2019) puts communication at the place this model in a multi-agent communication heart of agents' (language) learning. Implemented environment that generates task-specific rewards, within a multi-agent reinforcement learning setup, which are used to adapt or modulate the model, agents start tabula rasa and form communication making it task-conditional. We thus propose to decompose protocols that maximize task rewards. While this the problem of learning language use into purely utilitarian framework results in agents that two components: learning "what" to say based on successfully learn to solve the task by creating a a given situation, and learning "how" to say it. The communication protocol, these emergent communication "what" is the essence of communication that underlies protocols do not bear core properties of our intentions and is chosen by maximizing any natural language. Chaabouni et al. (2019) show that given utility, making it a functional, utility-driven protocols found through emergent communication, process. On the other hand, the "how" is a surface unlike natural language, do not conform to Zipf's realization of our intentions, i.e., the words we use Law of Abbreviation; Kottur et al. (2017) find that
A Novel CNet-assisted Evolutionary Level Repairer and Its Applications to Super Mario Bros
Shu, Tianye, Wang, Ziqi, Liu, Jialin, Yao, Xin
Applying latent variable evolution to game level design has become more and more popular as little human expert knowledge is required. However, defective levels with illegal patterns may be generated due to the violation of constraints for level design. A traditional way of repairing the defective levels is programming specific rule-based repairers to patch the flaw. However, programming these constraints is sometimes complex and not straightforward. An autonomous level repairer which is capable of learning the constraints is needed. In this paper, we propose a novel approach, CNet, to learn the probability distribution of tiles giving its surrounding tiles on a set of real levels, and then detect the illegal tiles in generated new levels. Then, an evolutionary repairer is designed to search for optimal replacement schemes equipped with a novel search space being constructed with the help of CNet and a novel heuristic function. The proposed approaches are proved to be effective in our case study of repairing GAN-generated and artificially destroyed levels of Super Mario Bros. game. Our CNet-assisted evolutionary repairer can also be easily applied to other games of which the levels can be represented by a matrix of objects or tiles.
Continuous Multiagent Control using Collective Behavior Entropy for Large-Scale Home Energy Management
Sun, Jianwen, Zheng, Yan, Hao, Jianye, Meng, Zhaopeng, Liu, Yang
With the increasing popularity of electric vehicles, distributed energy generation and storage facilities in smart grid systems, an efficient Demand-Side Management (DSM) is urgent for energy savings and peak loads reduction. Traditional DSM works focusing on optimizing the energy activities for a single household can not scale up to large-scale home energy management problems. Multi-agent Deep Reinforcement Learning (MA-DRL) shows a potential way to solve the problem of scalability, where modern homes interact together to reduce energy consumers consumption while striking a balance between energy cost and peak loads reduction. However, it is difficult to solve such an environment with the non-stationarity, and existing MA-DRL approaches cannot effectively give incentives for expected group behavior. In this paper, we propose a collective MA-DRL algorithm with continuous action space to provide fine-grained control on a large scale microgrid. To mitigate the non-stationarity of the microgrid environment, a novel predictive model is proposed to measure the collective market behavior. Besides, a collective behavior entropy is introduced to reduce the high peak loads incurred by the collective behaviors of all householders in the smart grid. Empirical results show that our approach significantly outperforms the state-of-the-art methods regarding power cost reduction and daily peak loads optimization.
Manthan: A Data Driven Approach for Boolean Function Synthesis
Golia, Priyanka, Roy, Subhajit, Meel, Kuldeep S.
Boolean functional synthesis is a fundamental problem in computer science with wide-ranging applications and has witnessed a surge of interest resulting in progressively improved techniques over the past decade. Despite intense algorithmic development, a large number of problems remain beyond the reach of the state of the art techniques. Motivated by the progress in machine learning, we propose Manthan, a novel data-driven approach to Boolean functional synthesis. Manthan views functional synthesis as a classification problem, relying on advances in constrained sampling for data generation, and advances in automated reasoning for a novel proof-guided refinement and provable verification. On an extensive and rigorous evaluation over 609 benchmarks, we demonstrate that Manthan significantly improves upon the current state of the art, solving 356 benchmarks in comparison to 280, which is the most solved by a state of the art technique; thereby, we demonstrate an increase of 76 benchmarks over the current state of the art. Furthermore, Manthan solves 60 benchmarks that none of the current state of the art techniques could solve. The significant performance improvements, along with our detailed analysis, highlights several interesting avenues of future work at the intersection of machine learning, constrained sampling, and automated reasoning.
Solve Traveling Salesman Problem by Monte Carlo Tree Search and Deep Neural Network
Xing, Zhihao, Tu, Shikui, Xu, Lei
We present a self-learning approach that combines deep reinforcement learning and Monte Carlo tree search to solve the traveling salesman problem. The proposed approach has two advantages. First, it adopts deep reinforcement learning to compute the value functions for decision, which removes the need of hand-crafted features and labelled data. Second, it uses Monte Carlo tree search to select the best policy by comparing different value functions, which increases its generalization ability. Experimental results show that the proposed method performs favorably against other methods in small-to-medium problem settings. And it shows comparable performance as state-of-the-art in large problem setting.
Competing in a Complex Hidden Role Game with Information Set Monte Carlo Tree Search
Advances in intelligent game playing agents have led to successes in perfect information games like Go and imperfect information games like Poker. The Information Set Monte Carlo Tree Search (ISMCTS) family of algorithms outperforms previous algorithms using Monte Carlo methods in imperfect information games. In this paper, Single Observer Information Set Monte Carlo Tree Search (SO-ISMCTS) is applied to Secret Hitler, a popular social deduction board game that combines traditional hidden role mechanics with the randomness of a card deck. This combination leads to a more complex information model than the hidden role and card deck mechanics alone. It is shown in 10108 simulated games that SO-ISMCTS plays as well as simpler rule based agents, and demonstrates the potential of ISMCTS algorithms in complicated information set domains.
Open Loop In Natura Economic Planning
The debate between the optimal way of allocating societal surplus (i.e. products and services) has been raging, in one form or another, practically forever; following the collapse of the Soviet Union in 1991, the market became the only legitimate form of organisation -- there was no other alternative. Working within the tradition of Marx, Leontief, Kantorovich, Beer and Cockshott, we propose what we deem an automated planning system that aims to operate on unit level (e.g., factories and citizens), rather than on aggregate demand and sectors. We explain why it is both a viable and desirable alternative to current market conditions and position our solution within current societal structures. Our experiments show that it would be trivial to plan for up to 50K industrial goods and 5K final goods in commodity hardware.
Industrial Federated Learning -- Requirements and System Design
Hiessl, Thomas, Schall, Daniel, Kemnitz, Jana, Schulte, Stefan
Federated Learning (FL) is a very promising approach for improving decentralized Machine Learning (ML) models by exchanging knowledge between participating clients without revealing private data. Nevertheless, FL is still not tailored to the industrial context as strong data similarity is assumed for all FL tasks. This is rarely the case in industrial machine data with variations in machine type, operational- and environmental conditions. Therefore, we introduce an Industrial Federated Learning (IFL) system supporting knowledge exchange in continuously evaluated and updated FL cohorts of learning tasks with sufficient data similarity. This enables optimal collaboration of business partners in common ML problems, prevents negative knowledge transfer, and ensures resource optimization of involved edge devices.