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A Fast Distributed Proximal-Gradient Method

arXiv.org Machine Learning

We present a distributed proximal-gradient method for optimizing the average of convex functions, each of which is the private local objective of an agent in a network with time-varying topology. The local objectives have distinct differentiable components, but they share a common nondifferentiable component, which has a favorable structure suitable for effective computation of the proximal operator. In our method, each agent iteratively updates its estimate of the global minimum by optimizing its local objective function, and exchanging estimates with others via communication in the network. Using Nesterov-type acceleration techniques and multiple communication steps per iteration, we show that this method converges at the rate 1/k (where k is the number of communication rounds between the agents), which is faster than the convergence rate of the existing distributed methods for solving this problem. The superior convergence rate of our method is also verified by numerical experiments.


Group Model Selection Using Marginal Correlations: The Good, the Bad and the Ugly

arXiv.org Machine Learning

Group model selection is the problem of determining a small subset of groups of predictors (e.g., the expression data of genes) that are responsible for majority of the variation in a response variable (e.g., the malignancy of a tumor). This paper focuses on group model selection in high-dimensional linear models, in which the number of predictors far exceeds the number of samples of the response variable. Existing works on high-dimensional group model selection either require the number of samples of the response variable to be significantly larger than the total number of predictors contributing to the response or impose restrictive statistical priors on the predictors and/or nonzero regression coefficients. This paper provides comprehensive understanding of a low-complexity approach to group model selection that avoids some of these limitations. The proposed approach, termed Group Thresholding (GroTh), is based on thresholding of marginal correlations of groups of predictors with the response variable and is reminiscent of existing thresholding-based approaches in the literature. The most important contribution of the paper in this regard is relating the performance of GroTh to a polynomial-time verifiable property of the predictors for the general case of arbitrary (random or deterministic) predictors and arbitrary nonzero regression coefficients.


Mining Permission Request Patterns from Android and Facebook Applications (extended author version)

arXiv.org Artificial Intelligence

Android and Facebook provide third-party applications with access to users' private data and the ability to perform potentially sensitive operations (e.g., post to a user's wall or place phone calls). As a security measure, these platforms restrict applications' privileges with permission systems: users must approve the permissions requested by applications before the applications can make privacy- or security-relevant API calls. However, recent studies have shown that users often do not understand permission requests and lack a notion of typicality of requests. As a first step towards simplifying permission systems, we cluster a corpus of 188,389 Android applications and 27,029 Facebook applications to find patterns in permission requests. Using a method for Boolean matrix factorization for finding overlapping clusters, we find that Facebook permission requests follow a clear structure that exhibits high stability when fitted with only five clusters, whereas Android applications demonstrate more complex permission requests. We also find that low-reputation applications often deviate from the permission request patterns that we identified for high-reputation applications suggesting that permission request patterns are indicative for user satisfaction or application quality.


Simulated Tom Thumb, the Rule Of Thumb for Autonomous Robots

arXiv.org Artificial Intelligence

For a mobile robot to be truly autonomous, it must solve the simultaneous localization and mapping (SLAM) problem. We develop a new metaheuristic algorithm called Simulated Tom Thumb (STT), based on the detailed adventure of the clever Tom Thumb and advances in researches relating to path planning based on potential functions. Investigations show that it is very promising and could be seen as an optimization of the powerful solution of SLAM with data association and learning capabilities. STT outperform JCBB. The performance is 100 % match.


Disjunctive Datalog with Existential Quantifiers: Semantics, Decidability, and Complexity Issues

arXiv.org Artificial Intelligence

Datalog is one of the best-known rule-based languages, and extensions of it are used in a wide context of applications. An important Datalog extension is Disjunctive Datalog, which significantly increases the expressivity of the basic language. Disjunctive Datalog is useful in a wide range of applications, ranging from Databases (e.g., Data Integration) to Artificial Intelligence (e.g., diagnosis and planning under incomplete knowledge). However, in recent years an important shortcoming of Datalog-based languages became evident, e.g. in the context of data-integration (consistent query-answering, ontology-based data access) and Semantic Web applications: The language does not permit any generation of and reasoning with unnamed individuals in an obvious way. In general, it is weak in supporting many cases of existential quantification. To overcome this problem, Datalogex has recently been proposed, which extends traditional Datalog by existential quantification in rule heads. In this work, we propose a natural extension of Disjunctive Datalog and Datalogex, called Datalogexor, which allows both disjunctions and existential quantification in rule heads and is therefore an attractive language for knowledge representation and reasoning, especially in domains where ontology-based reasoning is needed. We formally define syntax and semantics of the language Datalogexor, and provide a notion of instantiation, which we prove to be adequate for Datalogexor. A main issue of Datalogex and hence also of Datalogexor is that decidability is no longer guaranteed for typical reasoning tasks. In order to address this issue, we identify many decidable fragments of the language, which extend, in a natural way, analog classes defined in the non-disjunctive case. Moreover, we carry out an in-depth complexity analysis, deriving interesting results which range from Logarithmic Space to Exponential Time.


Annotating Answer-Set Programs in LANA?

arXiv.org Artificial Intelligence

While past research in answer-set programming (ASP) mainly focused on theory, ASP solver technology, and applications, the present work situates itself in the context of a quite recent research trend: development support for ASP. In particular, we propose to augment answer-set programs with additional meta-information formulated in a dedicated annotation language, called LANA. This language allows the grouping of rules into coherent blocks and to specify language signatures, types, pre- and postconditions, as well as unit tests for such blocks. While these annotations are invisible to an ASP solver, as they take the form of program comments, they can be interpreted by tools for documentation, testing, and verification purposes, as well as to eliminate sources of common programming errors by realising syntax checking or code completion features. To demonstrate its versatility, we introduce two such tools, viz. (i) ASPDOC, for generating an HTML documentation for a program based on the annotated information, and (ii) ASPUNIT, for running and monitoring unit tests on program blocks. LANA is also exploited in the SeaLion system, an integrated development environment for ASP based on Eclipse. To appear in Theory and Practice of Logic Programming


Fast Procedural Level Population with Playability Constraints

AAAI Conferences

We examine the use of constraint propagation for populating indoor game levels with enemies and other objects.  We introduce a notion of path constraints , which bound some function over the possible paths a player might take, and show how to efficiently place objects while guaranteeing path constraints.  This allows the system to guarantee that power-ups are balanced to the number of enemies occurring in the level, that they’re placed early enough to be useful, that keys are not hidden behind the doors they are intended to unlock, and so on. We describe a constraint solver based on interval methods that allows natural processing of numeric constraints and show that it is efficient enough to be used even on very low-end platforms.


Research Summary

AAAI Conferences

Monte-Carlo Tree Search (MCTS) is an online planning algorithm that combines the ideas of best-first tree search and Monte-Carlo evaluation. Since MCTS is based on sampling, it does not require a transition function in explicit form, but only a generative model of the domain. Because it grows a highly selective search tree guided by its samples, it can handle huge search spaces with large branching factors. By using Monte-Carlo playouts, MCTS can take long-term rewards into account even with distant horizons. Combined with multi-armed bandit algorithms to trade off exploration and exploitation, MCTS has been shown to guarantee asymptotic convergence to the optimal policy, while providing approximations when stopped at any time. The relatively new MCTS approach has started a revolution in computer Go. Furthermore, it has achieved considerable success in domains as diverse as the games of Hex, Amazons, LOA, and Ms. Pacman; in General Game Playing, planning, and optimization. Whereas the focus of previous MCTS research has been on the practical application, current research begins to address the problem of understanding the nature, the underlying principles, of MCTS. A careful understanding of MCTS will lead to more effective search algorithms. Hence, my two interrelated research questions are: How can we formulate models that increase our understanding of how MCTS works? and How can we use the developed understanding to create effective search algorithms? This research summary describes the first steps I undertook in these directions, as well as my plans for future work.


Mezzo: An Adaptive, Real-Time Composition Program for Game Soundtracks

AAAI Conferences

Mezzo is a computer program designed that procedurally writes Romantic-Era style music in real-time to accompany computer games. Leitmotivs are associated with game characters and elements, and mapped into various musical forms.  These forms are distinguished by different amounts of harmonic tension and formal regularity, which lets them musically convey various states of markedness which correspond to states in the game story. Because the program is not currently attached to any game or game engine, “virtual” gameplays were been used to explore the capabilities of the program; that is, videos of various game traces were used as proxy examples.  For each game trace, Leitmotivs were input to be associated with characters and game elements, and a set of ‘cues’ was written, consisting of a set of time points at which a new set of game data would be passed to Mezzo to reflect the action of the game trace.  Examples of music composed for one such game trace, a scene from Red Dead Redemption , are given to illustrate the various ways the program maps Leitmotivs into different levels of musical markedness that correspond with the game state.


Algorithmically Flexible Style Composition Through Multi-Objective Fitness Functions

AAAI Conferences

Creating a musical fitness function is largely subjective and can be critically affected by the designer's biases. Previous attempts to create such functions for use in genetic algorithms lack scope or are prejudiced to a certain genre of music. They also are limited to producing music strictly in the style determined by the programmer. We show in this paper that musical feature extractors, which avoid the challenges of qualitative judgment, enable creation of a multi-objective function for direct music production. The main result is that the multi-objective fitness function enables creation of music with varying identifiable styles. To demonstrate this, we use three different multi-objective fitness functions to create three distinct sets of musical melodies. We then evaluate the distinctness of these sets using three different approaches: a set of traditional computational clustering metrics; a survey of non-musicians; and analysis by three trained musicians.