Industry
Environmental Sensing by Wearable Device for Indoor Activity and Location Estimation
Jin, Ming, Zou, Han, Weekly, Kevin, Jia, Ruoxi, Bayen, Alexandre M., Spanos, Costas J.
We present results from a set of experiments in this pilot study to investigate the causal influence of user activity on various environmental parameters monitored by occupant carried multi-purpose sensors. Hypotheses with respect to each type of measurements are verified, including temperature, humidity, and light level collected during eight typical activities: sitting in lab / cubicle, indoor walking / running, resting after physical activity, climbing stairs, taking elevators, and outdoor walking. Our main contribution is the development of features for activity and location recognition based on environmental measurements, which exploit location- and activity-specific characteristics and capture the trends resulted from the underlying physiological process. The features are statistically shown to have good separability and are also information-rich. Fusing environmental sensing together with acceleration is shown to achieve classification accuracy as high as 99.13%. For building applications, this study motivates a sensor fusion paradigm for learning individualized activity, location, and environmental preferences for energy management and user comfort.
Cognitive Surveillance: Why does it never appear among the AVSS Conferences topics?
Video Surveillance is a fast evolving field of research and development (R&D) driven by the urgent need for public security and safety (due to the growing threats of terrorism, vandalism, and anti-social behavior). Traditionally, surveillance systems are comprised of two components - video cameras distributed over the guarded area and human observer watching and analyzing the incoming video. Explosive growth of installed cameras and limited human operator's ability to process the delivered video content raise an urgent demand for developing surveillance systems with human like cognitive capabilities, that is - Cognitive surveillance systems. The growing interest in this issue is testified by the tens of workshops, symposiums and conferences held over the world each year. The IEEE International Conference on Advanced Video and Signal-Based Surveillance (AVSS) is certainly one of them. However, for unknown reasons, the term Cognitive Surveillance does never appear among its topics. As to me, the explanation for this is simple - the complexity and the indefinable nature of the term "Cognition". In this paper, I am trying to resolve the problem providing a novel definition of cognition equally suitable for biological as well as technological applications. I hope my humble efforts will be helpful.
An\'alisis e implementaci\'on de algoritmos evolutivos para la optimizaci\'on de simulaciones en ingenier\'ia civil. (draft)
Gutiรฉrrez, Josรฉ Alberto Garcรญa, Dรญaz, Alejandro Mateo Hernรกndez
This paper studies the applicability of evolutionary algorithms, particularly, the evolution strategies family in order to estimate a degradation parameter in the shear design of reinforced concrete members. This problem represents a great computational task and is highly relevant in the framework of the structural engineering that for the first time is solved using genetic algorithms. You are viewing a draft, the authors appreciate corrections, comments and suggestions to this work.
Structured Generative Models of Natural Source Code
Maddison, Chris J., Tarlow, Daniel
We study the problem of building generative models of natural source code (NSC); that is, source code written and understood by humans. Our primary contribution is to describe a family of generative models for NSC that have three key properties: First, they incorporate both sequential and hierarchical structure. Second, we learn a distributed representation of source code elements. Finally, they integrate closely with a compiler, which allows leveraging compiler logic and abstractions when building structure into the model. We also develop an extension that includes more complex structure, refining how the model generates identifier tokens based on what variables are currently in scope. Our models can be learned efficiently, and we show empirically that including appropriate structure greatly improves the models, measured by the probability of generating test programs.
HC-Search: A Learning Framework for Search-based Structured Prediction
Doppa, J.R., Fern, A., Tadepalli, P.
Structured prediction is the problem of learning a function that maps structured inputs to structured outputs. Prototypical examples of structured prediction include part-of-speech tagging and semantic segmentation of images. Inspired by the recent successes of search-based structured prediction, we introduce a new framework for structured prediction called HC-Search. Given a structured input, the framework uses a search procedure guided by a learned heuristic H to uncover high quality candidate outputs and then employs a separate learned cost function C to select a final prediction among those outputs. The overall loss of this prediction architecture decomposes into the loss due to H not leading to high quality outputs, and the loss due to C not selecting the best among the generated outputs. Guided by this decomposition, we minimize the overall loss in a greedy stage-wise manner by first training H to quickly uncover high quality outputs via imitation learning, and then training C to correctly rank the outputs generated via H according to their true losses. Importantly, this training procedure is sensitive to the particular loss function of interest and the time-bound allowed for predictions. Experiments on several benchmark domains show that our approach significantly outperforms several state-of-the-art methods.
Monte Carlo Tree Search with Heuristic Evaluations using Implicit Minimax Backups
Lanctot, Marc, Winands, Mark H. M., Pepels, Tom, Sturtevant, Nathan R.
Monte Carlo Tree Search (MCTS) has improved the performance of game engines in domains such as Go, Hex, and general game playing. MCTS has been shown to outperform classic alpha-beta search in games where good heuristic evaluations are difficult to obtain. In recent years, combining ideas from traditional minimax search in MCTS has been shown to be advantageous in some domains, such as Lines of Action, Amazons, and Breakthrough. In this paper, we propose a new way to use heuristic evaluations to guide the MCTS search by storing the two sources of information, estimated win rates and heuristic evaluations, separately. Rather than using the heuristic evaluations to replace the playouts, our technique backs them up implicitly during the MCTS simulations. These minimax values are then used to guide future simulations. We show that using implicit minimax backups leads to stronger play performance in Kalah, Breakthrough, and Lines of Action.
Property Directed Reachability for Automated Planning
Property Directed Reachability (PDR) is a very promising recent method for deciding reachability in symbolically represented transition systems. While originally conceived as a model checking algorithm for hardware circuits, it has already been successfully applied in several other areas. This paper is the first investigation of PDR from the perspective of automated planning. Similarly to the planning as satisfiability paradigm, PDR draws its strength from internally employing an efficient SAT-solver. We show that most standard encoding schemes of planning into SAT can be directly used to turn PDR into a planning algorithm. As a non-obvious alternative, we propose to replace the SAT-solver inside PDR by a planning-specific procedure implementing the same interface. This SAT-solver free variant is not only more efficient, but offers additional insights and opportunities for further improvements. An experimental comparison to the state of the art planners finds it highly competitive, solving most problems on several domains.
Game-Theoretic Patrolling with Dynamic Execution Uncertainty and a Case Study on a Real Transit System
Delle Fave, F.M., Jiang, A.X., Yin, Z., Zhang, C., Tambe, M., Kraus, S., Sullivan, J. P.
Attacker-Defender Stackelberg security games (SSGs) have emerged as an important research area in multi-agent systems. However, existing SSGs models yield fixed, static, schedules which fail in dynamic domains where defenders face execution uncertainty, i.e., in domains where defenders may face unanticipated disruptions of their schedules. A concrete example is an application involving checking fares on trains, where a defender's schedule is frequently interrupted by fare evaders, making static schedules useless. To address this shortcoming, this paper provides four main contributions. First, we present a novel general Bayesian Stackelberg game model for security resource allocation in dynamic uncertain domains. In this new model, execution uncertainty is handled by using a Markov decision process (MDP) for generating defender policies. Second, we study the problem of computing a Stackelberg equilibrium for this game and exploit problem structure to reduce it to a polynomial-sized optimization problem. Shifting to evaluation, our third contribution shows, in simulation, that our MDP-based policies overcome the failures of previous SSG algorithms. In so doing, we can now build a complete system, that enables handling of schedule interruptions and, consequently, to conduct some of the first controlled experiments on SSGs in the field.
Notes on hierarchical ensemble methods for DAG-structured taxonomies
Hierarchical classification problems are characterized by taxonomies structured according to a predefined hierarchy. Examples in the context of the gene or protein function prediction include trees or directed acyclic graphs [30], where functional classes are connected according to a tree (FunCat, Functional Categories [27]) or a DAG (GO, Gene Ontology [30]). Extensive experimental studies showed that flat prediction, i.e. predictions for each class made independently of the other classes, introduce significant inconsistencies in the classification, due to the violation of the true path rule, that governs the hierarchical relationships between classes [25, 13]. According to this rule, positive predictions for a given term must be transferred to its "ancestor" terms and negative predictions to its descendants. In their more general form hierarchical ensemble methods adopt a two-steps learning strategy [23, 14, 10, 28]: 1. In the first step each base learner separately or interacting with connected base learners learns the protein functional category on a per-term basis. In most cases this yields a set of independent classification problems, where each base learning machine is trained to learn a specific functional term, independently of the other base learners.
A Kernel Independence Test for Random Processes
Chwialkowski, Kacper, Gretton, Arthur
A new non parametric approach to the problem of testing the independence of two random process is developed. The test statistic is the Hilbert Schmidt Independence Criterion (HSIC), which was used previously in testing independence for i.i.d pairs of variables. The asymptotic behaviour of HSIC is established when computed from samples drawn from random processes. It is shown that earlier bootstrap procedures which worked in the i.i.d. case will fail for random processes, and an alternative consistent estimate of the p-values is proposed. Tests on artificial data and real-world Forex data indicate that the new test procedure discovers dependence which is missed by linear approaches, while the earlier bootstrap procedure returns an elevated number of false positives. The code is available online: https://github.com/kacperChwialkowski/HSIC .