Goto

Collaborating Authors

 Overview


What Is A Smart Home? Overview of 3 Elements to Home Automation ONETech.AI

#artificialintelligence

A house capable of taking on its own life is one way to visualize the concept of smart homes. This living home would tend to your needs and preferences by computation of complex algorithms. An automated house has wide ranging implications. Whether it's aiding in extraneous chores or figuring out solutions for home-security, smart homes offer owners the ability to focus on other high-priority life tasks with less concerns. A smart home that is driven by artificial intelligence continues to push technological boundaries -- here is ONE Tech's look at the 3 biggest elements of successful AI-integrated homes.


Artificial Intelligence Enabled Software Defined Networking: A Comprehensive Overview

arXiv.org Artificial Intelligence

Software defined networking (SDN) represents a promising networking architecture that combines central management and network programmability. SDN separates the control plane from the data plane and moves the network management to a central point, called the controller, that can be programmed and used as the brain of the network. Recently, the research community has showed an increased tendency to benefit from the recent advancements in the artificial intelligence (AI) field to provide learning abilities and better decision making in SDN. In this study, we provide a detailed overview of the recent efforts to include AI in SDN. Our study showed that the research efforts focused on three main sub-fields of AI namely: machine learning, meta-heuristics and fuzzy inference systems. Accordingly, in this work we investigate their different application areas and potential use, as well as the improvements achieved by including AI-based techniques in the SDN paradigm.


Vector Quantized Spectral Clustering applied to Soybean Whole Genome Sequences

arXiv.org Machine Learning

We develop a Vector Quantized Spectral Clustering (VQSC) algorithm that is a combination of Spectral Clustering (SC) and Vector Quantization (VQ) sampling for grouping Soybean genomes. The inspiration here is to use SC for its accuracy and VQ to make the algorithm computationally cheap (the complexity of SC is cubic in-terms of the input size). Although the combination of SC and VQ is not new, the novelty of our work is in developing the crucial similarity matrix in SC as well as use of k-medoids in VQ, both adapted for the Soybean genome data. We compare our approach with commonly used techniques like UPGMA (Un-weighted Pair Graph Method with Arithmetic Mean) and NJ (Neighbour Joining). Experimental results show that our approach outperforms both these techniques significantly in terms of cluster quality (up to 25% better cluster quality) and time complexity (order of magnitude faster).


Convex Relaxation Methods for Community Detection

arXiv.org Machine Learning

This paper surveys recent theoretical advances in convex optimization approaches for community detection. We introduce some important theoretical techniques and results for establishing the consistency of convex community detection under various statistical models. In particular, we discuss the basic techniques based on the primal and dual analysis. We also present results that demonstrate several distinctive advantages of convex community detection, including robustness against outlier nodes, consistency under weak assortativity, and adaptivity to heterogeneous degrees. This survey is not intended to be a complete overview of the vast literature on this fast-growing topic. Instead, we aim to provide a big picture of the remarkable recent development in this area and to make the survey accessible to a broad audience. We hope that this expository article can serve as an introductory guide for readers who are interested in using, designing, and analyzing convex relaxation methods in network analysis.


Adversarial Attacks and Defences: A Survey

arXiv.org Machine Learning

Deep learning has emerged as a strong and efficient framework that can be applied to a broad spectrum of complex learning problems which were difficult to solve using the traditional machine learning techniques in the past. In the last few years, deep learning has advanced radically in such a way that it can surpass human-level performance on a number of tasks. As a consequence, deep learning is being extensively used in most of the recent day-to-day applications. However, security of deep learning systems are vulnerable to crafted adversarial examples, which may be imperceptible to the human eye, but can lead the model to misclassify the output. In recent times, different types of adversaries based on their threat model leverage these vulnerabilities to compromise a deep learning system where adversaries have high incentives. Hence, it is extremely important to provide robustness to deep learning algorithms against these adversaries. However, there are only a few strong countermeasures which can be used in all types of attack scenarios to design a robust deep learning system. In this paper, we attempt to provide a detailed discussion on different types of adversarial attacks with various threat models and also elaborate the efficiency and challenges of recent countermeasures against them.


Reuse and Adaptation for Entity Resolution through Transfer Learning

arXiv.org Machine Learning

Entity resolution (ER) is one of the fundamental problems in data integration, where machine learning (ML) based classifiers often provide the state-of-the-art results. Considerable human effort goes into feature engineering and training data creation. In this paper, we investigate a new problem: Given a dataset D_T for ER with limited or no training data, is it possible to train a good ML classifier on D_T by reusing and adapting the training data of dataset D_S from same or related domain? Our major contributions include (1) a distributed representation based approach to encode each tuple from diverse datasets into a standard feature space; (2) identification of common scenarios where the reuse of training data can be beneficial; and (3) five algorithms for handling each of the aforementioned scenarios. We have performed comprehensive experiments on 12 datasets from 5 different domains (publications, movies, songs, restaurants, and books). Our experiments show that our algorithms provide significant benefits such as providing superior performance for a fixed training data size.


Nonconvex Optimization Meets Low-Rank Matrix Factorization: An Overview

arXiv.org Machine Learning

Substantial progress has been made recently on developing provably accurate and efficient algorithms for low-rank matrix factorization via nonconvex optimization. While conventional wisdom often takes a dim view of nonconvex optimization algorithms due to their susceptibility to spurious local minima, simple iterative methods such as gradient descent have been remarkably successful in practice. The theoretical footings, however, had been largely lacking until recently. In this tutorial-style overview, we highlight the important role of statistical models in enabling efficient nonconvex optimization with performance guarantees. We review two contrasting approaches: (1) two-stage algorithms, which consist of a tailored initialization step followed by successive refinement; and (2) global landscape analysis and initialization-free algorithms. Several canonical matrix factorization problems are discussed, including but not limited to matrix sensing, phase retrieval, matrix completion, blind deconvolution, robust principal component analysis, phase synchronization, and joint alignment. Special care is taken to illustrate the key technical insights underlying their analyses. This article serves as a testament that the integrated thinking of optimization and statistics leads to fruitful research findings.


Towards Game-based Metrics for Computational Co-creativity

arXiv.org Artificial Intelligence

Abstract--We propose the following question: what gamelike interactive system would provide a good environment for measuring the impact and success of a co-creative, cooperative agent? Creativity is often formulated in terms of novelty, value, surprise and interestingness. We review how these concepts are measured in current computational intelligence research and provide a mapping from modern electronic and tabletop games to open research problems in mixed-initiative systems and computational co-creativity. We propose application scenarios for future research, and a number of metrics under which the performance of cooperative agents in these environments will be evaluated. I. INTRODUCTION Designing intelligent agents characterized by a co-creative, cooperative behavior would mark a major breakthrough in the age of industrial man-machine interaction. Exchanging relevant information with suitable time frequency and enriching the partner (human or machine) with novel perspectives and solution strategies on the problem are key factors for desirable results (considering the value of the output and the effort required). Cooperative games offer the valuable opportunity to realize an interactive environment for developing and evaluating computational methods used by these agents. In this paper we review concepts and implementations of cooperative games in the light of their capability to impact development processes in (industrial) environments with co-evolution and co-creativity as important expressions for cooperation. Having a working definition of computational creativity, and how creative systems and their outputs are judged in terms of their value, novelty, interestingness, and surprise, will help us understand cooperatively creative agents and might help us build them as well. Computational creativity and AIassisted design are important application areas for computational intelligence techniques such as neural networks, reinforcement learning and evolutionary computation; further, the conceptualization of creativity as search in a design space fits well with design applications of evolutionary computation.


A Survey of Learning Causality with Data: Problems and Methods

arXiv.org Artificial Intelligence

The era of big data provides researchers with convenient access to copious data. However, people often have little knowledge about it. The increasing prevalence of big data is challenging the traditional methods of learning causality because they are developed for the cases with limited amount of data and solid prior causal knowledge. This survey aims to close the gap between big data and learning causality with a comprehensive and structured review of traditional and frontier methods and a discussion about some open problems of learning causality. We begin with preliminaries of learning causality. Then we categorize and revisit methods of learning causality for the typical problems and data types. After that, we discuss the connections between learning causality and machine learning. At the end, some open problems are presented to show the great potential of learning causality with data.


The use of Virtual Reality in Enhancing Interdisciplinary Research and Education

arXiv.org Artificial Intelligence

Virtual Reality (VR) is increasingly being recognized for its educational potential and as an effective way to convey new knowledge to people, it supports interactive and collaborative activities. Affordable VR powered by mobile technologies is opening a new world of opportunities that can transform the ways in which we learn and engage with others. This paper reports our study regarding the application of VR in stimulating interdisciplinary communication. It investigates the promises of VR in interdisciplinary education and research. The main contributions of this study are (i) literature review of theories of learning underlying the justification of the use of VR systems in education, (ii) taxonomy of the various types and implementations of VR systems and their application in supporting education and research (iii) evaluation of educational applications of VR from a broad range of disciplines, (iv) investigation of how the learning process and learning outcomes are affected by VR systems, and (v) comparative analysis of VR and traditional methods of teaching in terms of quality of learning. This study seeks to inspire and inform interdisciplinary researchers and learners about the ways in which VR might support them and also VR software developers to push the limits of their craft.